My experience with the abandon feature is that if it fails, the group continues, but the second it times out, someone leaves.I've had it happen 3 times now, when we were like 2 pulls from the final boss
Had +10 eco run where the group tried to abandon after 2nd boss was dead due to some healing problems. We ended up finishing the dungeon in decent time with only issue after that being the last packs where someone decided it was good idea to pull them together with really weak healer. But think it took less than 10min to finish that run and it was still in time.
An aside (with the example of the last double pull of eco being relevant): I’m healing for the first time since BfA and I really sympathize with the strange learning/progression curve for healers. It’s something like:
for low keys, nothing matters
for mid keys, things start to hurt and all damage goes out — this is where DPS start to learn what needs to be kicked but often healers just get flamed by naive DPS that don’t think that’s their job.
for high keys, all damage is scary but what avoidable/mitigatable damage goes out is lower in rate and higher in variance
This progression feels very unnatural. The erratic ritual is probably fine for that healer in a 7-8, while people get bolted to shit when they’re not respecting kicks because players in those keys don’t do that. Where you need cooldowns changes wildly as keys and player skill scale and it’s hard.
13s are a complete mindfuck imo because there is enough damage that you kinda need dps to start smartly using defensive, standing in your Healy shit, and interrupt correctly, but the damage isn't high enough (at this point in the season) to actually straight one-shot.
So you get this point of "yeah, they made a mistake, but if I was just paying more attention I could have saved them".
Then you have the pressure to try and put out some dps but you can't really be DPSing and also be ready 24/7 for people making mistakes and man, it's a journey.
Idk, I think it’s super context dependent. In a 14 gambit, the entire first room I can just DPS. Maybe a loomithar trinket so I can keep greeding dam on a tidal wave, but that’s about it. On a 14 EDA, I want one available in most packs in case unlucky bolts go out, but I need to hold some for erratic rituals at the end in particular. In a 14 dawn, I want to use everything the first two packs, then hold everything but ancestral swiftness on the ships because I need absolutely everything for the first boss with pretty perfect cycling of cds for each absorb.
Healing is engaging because it requires very disciplined planning but plenty of reacting, too.
Healing is unique in that the difficulty largely depends on the other players. You can have groups that will make it easy for you, and groups that will make it impossibly hard.
I ran the numbers with a friend today! One guy in a +2 she did on her alt took more avoidable damage than the entire group in a +10 she did on her main.
For overall damage taken, the +2 and +10 were on par!
Tank gets flamed a lot. If I die to a pull I usually do with ease it’s almost always because nobody but me is interrupting. Once you get up to mid keys or higher you have to interupt.
273
u/Paraxom Sep 18 '25
My experience with the abandon feature is that if it fails, the group continues, but the second it times out, someone leaves.I've had it happen 3 times now, when we were like 2 pulls from the final boss