Pretty much this. If they'd do red warning areas people would instantly know where to go but for some reason the SE Dev team has shied away from them to artificially enhance "difficulty".I think one of the things that add to the difficulty and affects many players is the lack of visibility. In many fights you can see the full area so you have a better idea where stuff is and where not to go. With Hashmal you can't really get a full view of the field and the various towers, bells and such block an awfully lot of what can be seen. I know I spend probably as much time to reposition my view to avoid mechanics as I do focusing on targets.
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