Agree with all this! <3I feel like having more fights with mechanics that are not immediately lethal but instead apply Damage Down debuffs to make beating the enrage tougher/impossible would be more intuitive then having vague instakill puzzles that are almost guaranteed to cause a wipe the first few times around.
It honestly feels a bit like artificial difficulty to have to trial and error your way through a lot of mechanics step by step before you finally pass them; especially if they happen towards the very end of an encounter.
As previously mentioned, WoW has its dungeon journal to explain what each mechanic does in advance so you can actually have a vague gameplan before you go into a fight as opposed to having to reach a new mechanic and immediately wipe due to having no clue as to what it does until you've had a chance to check all of the debuff tooltips and perhaps view a video feedback to potentially gauge why/how everyone exploded.
The devs seem to thrive on this type of encounter design, though, considering the "surprise" they included in both UwU and TEA that forced people to basically rethink the entire fight and a certain mechanic respectively.
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