Thrash in dungeons have too many mechanics and this game doesnt want you to explain it until you die. Atm i have to install 3rd party tools, weakauras, addons to understand what are these abilities and what is important to inerrupt and what isnt.
New season new dungeons with trash and peple die all the time because the dont know how it works and it is very frustrating to learn these stuff now in every season. Give me a journal or something remove these silly cast that are important to cc but the game doesnt want you to tell. Trash does more important stuff than any boss in this whole game.
Every player that isnt using plater color/sound coded nameplates and casts tortures himself and i respect those players that can reach high keys/rio without these addons xD
Technically you can learn them at lower levels where said abilities aren’t nearly as punishing. It’s how the game has always worked It’s nice that we have the adventure guide for bosses but really it’s not that needed for enemies. If you’re new you’re not jumping into +20s expecting to wing it. I know I have and even if I succeeded most of the time I wouldn’t recommend it. Take your time, the game’s not going anywhere. Plus it’s way more satisfying when you don’t have 48 addons telling you what to do. Start at a lower key, get a few runs going, see if any abilities were always interrupted, see if any that went off hit someone / the party / did some nasty debuff. Mouseover said debuff, see what it does. The first few runs especially are not for destroying the dps meters but learning it, even if you’ve got all these addons going.
Actually it is better to skip lower level if you can.
Give you a lot of bad habits.
You learn when you do not respect a mechanic and end up dead.
If you do not respect it but suffer 20%hp in damage, you will never bother to see how you can minimize the intake.
I guess it depends on how one learns. Outside of the few times friends made me do +20s on dungeons I haven’t done I’ve always spammed low keys to learn the mechanics. I need the safe space to practice while said friends would jump at the highest key they can and fail over and over till they do it. Both work I guess my bad for saying it as if that’s the best way.
I see it this way:
Low key learning: safe and stress-free experience that someone interested in learning can use to better themselves, also very useful for people prone to stress, ones who just don’t believe in themselves, key newbies but as you said that can build bad habits if done wrong. Can also put off potential newcomers thinking this is the difficulty after the already fairly easy leveling process. Lower chance of toxicity but it’s there and it happens in a different way than the higher key toxicity.
Mid/high key learning: Trial by fire, you fail you die - you’ll die a few times at least. If you aren’t prone to get stressed by failure this might be the better way to do it. It can put off potential newcomers who’d like to try, but this ends up being out of their league. It’s a good teacher if taken well, it can humble a few people as well…hopefully. Higher chance of toxicity due to failure, especially with guides existing nowadays for just about anything.
Neither is perfect but both work, pick your poison as they say
lower keys are nice to get an overview but then i dont know what spell hurts.
for example in s1 rubi life pool tectonic slam or what it was called. a spell that cant be interrupt but needs to be stunned. you will find out anf probably die to it.
I dont like to ruin a run because i didn’t watch a guide before or know what huts the most.
to be fair, their boss journal is also not helpful because it doesn’t tell you what you should do, it just tells you that there is whatever thing that hits you with XXXXXXX but doesn’t say how it looks like etc.
You gotta get that balance of “not threatening” and “not lethal” cos if the key is too low, then you won’t know what casts are safe to let through and what will nuke the target dead.
At a stage everything starts hurting, guides won’t let you know when that is and sort of need to learn it by experience.
A decent tip is to open up mythic dungeon tools and hover over the mobs. You can see what abilities they have and what cc or stops they are, or are not susceptible too.
haha true! last boss i had to watch a video to understand that in p3 the soak mechanic removes the stones to reduce dot damage.
thats what i did and idk this game is build around addons. most of them i like which are helpful others could be implemented by blizzard. and mdt is one of them.
This is why so many people, myself included, can suddenly hit a wall. Up to a certain point we’ll have gotten away with standing in a mechanic, not died, and barely noticed.
Then we go up 2 key levels and get oneshot. At this point we just have to bounce around and feel out what works and what doesn’t and almost re-learn the encounter. Especially on tyrannical weeks.
That said, as a healer main, I quickly get a feel for what will and will not be lethal because I watch dps dying in frontals, or tanks losing 70% their health to an interruptible trash ability, or just general mishandling of boss mechanics that causes unhealable damage and a wipe. Whether I have any ability to fix these things, especially when pugging, is another matter.
However… S2 gearing system is super friendly despite this. If you run maybe 16s with friends, it’s ok to pug as low as 11s because they put useful things in your vault (i.e. Hero quality items) and give you Wyrm crests for upgrades. There’s a lot to be said for being able to use pugs to farm comfortable low keys where you can compensate for errors and leaving the higher keys to the days you’ve got an organised team. As rough as higher keys can be, there is still value in lower ones.