It’s the endboss of a heroic raid, where the problem is already easily surprassed by just outgearing the fight. If the argument is that a guild spent “1.5h” progressing the boss before a kill, maybe we should be considering if the boss is too easy on Heroic?
I spent more than 1.5h progressing bosses in Ulduar WOTLK Classic, with players who have multiple cutting edge, and who are currently 2.8-3k rated in S3, who have killed HC Fyrakk like it was a fart in the wind.
That gives me some PTSD from the old Wrath days when we were progressing.
Plus if you went on heroic LK you also had the Shadow Traps, Black spots on the ground where if one stepped on, they got launched to the stratosphere.
sarkareth and raszageth didn’t have as much one mistake = one wipe mechanics involved - u coulda correct a mistake (going down after gettting tank frontals etc.) or just some people died.
Basically the fyrakk’s brutality is not a common concept these days - Idk why they actually brought it back.
And I’ve written it a bunch of times in this topic - just skim through next time before asking dumb questions
I am quite certain that Raszageth had some stuff that could easily mess up the raid if one stood in the wrong spot. Polarity as well as the thing in the final phase where the marked person pulls everyone on their location.
the boss isn’t hard tho , tedious and hard are not the same thing. fyrakk is a really easy boss it’s just hard to pug. not about difficulty of its mechanics or tuning, it’s about coordination & many people not knowing what to do . if you design this many personal wipe risks in one fight it obviously gonna suck with pugs. i think this is clear they probably didn’t care . being last boss doesn’t excuse it having bad design for pugs
I also think that Raszageth was a much harder boss.
Designed around a death by a thousand cuts since it would impose so many dps checks between the “stand at the right place” checks
I didn’t mention HC LK because it’s a much more difficult fight than Heroic Fyrakk. But you’re right, a lot of the difficulty of older raids when Blizzard started trying to design hard fights, was the fact that everything was poorly telegraphed and difficult to see, meaning you had to really, really have your eyes open to know when something was happening.
Like defile you’d see the boss switch target to cast the Defile on a player, and that player had to be running the moment that cast bar showed up. Or for example the Valkyrs, where you needed the raid positioned right so the Valkyrs would all go in the same direction to be dps’d but the Defile came at the same time, which you also had to account for.
Really speaking compared to Mythic hard bosses today, it was a lot easier, but Fyrakk is so straight forward on HC, people can’t be complaining about it like it’s some super hard boss with super punishing mechanics, because the individual mechanic is easy to deal with.
But the OP IS complaining that the boss is hard, because if one player messes up it can wipe the raid. But you’re complaining about one player messing up an easy mechanic, where it’s mostly a formality of practice. Then the argument used that somehow 1.5h wiping is a long time for a raid endboss progression, which is hilarious to me.
If you don’t want people wiping your pugs, don’t bring inexperienced players to your pugs, guilds have no issue one-shotting this boss every week, and compared to similar mechanics in WOTLK (which is generally a much easier expansion) these are small problems, because Blizzard has improved mechanic visibility and telegraphing so much.
lfr fyrakk is like a joke compared to hc but i think the addinational mechanics should’ve been different and more group focus. i guess it’s easier to come up with personal mechanic ideas than finding new group mechanics.
all i get from this post is you didn’t progress through pugs & only do (that’s if you even do it) with curved groups which usually is like gruns. because you seem very out of touch with the environment.
this has nothing to do with the outdated mechanic ideas tho and they still have so many issues especially with color schemes.
that wasn’t an endboss progression it was a “farm kill” but you can add your ideology wherever you want I guess? The amount of dumb people jumping to completely wrong conclusions in my recent threads is preposterous.
If you killed it by accident on week 1, and then on week 2 you have 6 different players, you’re not on farm. If you killed it cleanly on week 1 and then you turn up week 2 with the same team but now better geared, the likelyhood of you wiping to a simple mechanic that is well telegraphed and has been thoroughly practiced is extremely low.
And to use the WOTLK example again, if we were carrying a player we knew had no experience and would be a liability, we literally had them suicide at the start of the fight to get carried, that was in 2010. If you know a mechanic and have practiced it, you can do it time and time again.
I remember Mythic Archimonde, exact same “lines” mechanic as Fyrakk but with every player in the raid at the same time, I can’t recall anyone ever messing it up on farm, like never.
not to be that person but heroic lk isn’t harder than hc fyrakk. just wanted to add this. i haven’t killed it on wotlk classic yet but have experience before the classic and know every mechanic. yes defile sucks but that’s pretty much it
You know nothing about the fight. Defile is the easiest mechanic in the fight, it’s just the one most likely to wipe you with an inexperienced/low skill player in the raid. What makes LK hard is very strict dps/healing requirements and raid cooldown distribution, strict timing/positioning requirements, RNG on Valk targets.
To remotely suggest that HC Fyrakk is harder is laughable because it’s so straight forward by comparison, and you can assign the hardest role (seeds) to the best players.