Is G'huun a bad boss?

Simple question is he (it) a bad boss? The reason I ask, this week RaiderIO added raid progress to their tool tips in game (not debating RaiderIO here). Looking at people in groups, in town etc I've seen a large number of 7/8 players. Often seeing 7/8N 7/8H x-x/8M. I asked one player who had a number of mythic kills but no G'huun kills and he said (I quote) " it's cancer".

On face value the boss is a good boss, it is different, the ball runs appear fun and not the normal 'tank and spank' but why are people not running the boss?

From my own experience I'm 8/8N 7/8H, I've killed Mythrax twice on heroic in one shot groups and both times the group has dissolved after one shotting 7 bosses at G'huun. without even pulling the boss.

Why?

EDIT: I also think it is an interesting final boss, asking why pug groups (I'm a guildless/friendless Heroic pugger) don't run it. I got the curve in all 5 legion raids, not going to bother this time.
I guess some people can't be asked to handle the communication required for the orbs in a pug group, though it doesn't actually need much. I don't think its a bad boss at all, its actually really easy, at least outside of Mythic, so long as the orbs are done correctly.
I've done the orb run on most of the attempts I've done and its pretty fun, although it helps that I can just pop sprint and grappling hook 25% of the distance unhindered.
The loot it drops isn't very desired, also the mechanics aren't fun to deal with with pugs. If people leave, you have to make the ball order all over again and people can quite easily kill themselves/the raid.
I had quite often problem getting on Ghuun, if the group I went with didnt oneshot it getting into only Ghuun group with certain classes is problematic.

My DH and Warlock have 100% invite even when they were undergeared because orb carriers/portals are always needed.

Also exactly as mentioned, for my shaman uldir is first 2 bosses and then waste of time when it comes to loot.
It's a good final boss for the first raid if you ask me, heaps better than Xavius. It's not that hard when you get the coordination down, which makes it a good boss for guilds and a !@#$ty one for pugs. And Taloc Mythic is a joke, kind of like how Kargath was a puggable loot pinata in Highmaul.
Even on heroic the boss takes a huge amount of coordination, not to mention a lot of class stacking. For heroic you need a minimum of 2 warlocks for the portals, then for the last phase you need dps with good mobility and good execute damage, which narrows down the available pool immensely. Simply put, most guilds don't have the right balance of classes to kill G'huun even on Heroic, let alone Mythic. I haven't seen class stacking this severe since Spine of Deathwing back in Cata.
Killed him 2 times in heroic. Yes, absolutely terrible. From orbs running to constatly have to /range 5, first phase with trash is super boring, running all the time to move debuff, flying bombs.

Last phase with red minefield is kinda fun though
Its a mechanical fight, aka a pug breaker.
Kek, those idiots. But it's good to know, they are just urging the inevitable.
That sh!t addon is not long.
I like the fight, but I can see why others may struggle. It's not an easy boss to pug.
Players overcomplicate the fight. That's the number one reason.

But it's also a fight where one player can wipe the group.
25/10/2018 20:15Posted by Midnightfist
Even on heroic the boss takes a huge amount of coordination, not to mention a lot of class stacking. For heroic you need a minimum of 2 warlocks for the portals, then for the last phase you need dps with good mobility and good execute damage, which narrows down the available pool immensely. Simply put, most guilds don't have the right balance of classes to kill G'huun even on Heroic, let alone Mythic. I haven't seen class stacking this severe since Spine of Deathwing back in Cata.


Let me just get rid of this notion. It requires zero warlocks and zero class stacking.

2 obese pandas can backpedal throwing the ball between each other as they waddle across to deposit the orb. The problem with most pugs or people that are progressing now is they spend hours wiping or agonizing over the fact that their monk failed to solo it this time and the warrior did last time and they wiped because of it. The glaringly obvious solution is to send backups with them but people keep thinking "muh deeps" matters.

The fight requires precisely one moment where people need to dps hard, that is when the second orb gets dunked to dps him to 20%. This means people can enter the last phase free of stacks which makes it a joke. From there you need people that can spread, move from the red blob puddles and then turn away from a fear, its not complicated.

And as to the OP's question, its a terrible fight.
25/10/2018 21:00Posted by Dejarous
25/10/2018 20:15Posted by Midnightfist
Even on heroic the boss takes a huge amount of coordination, not to mention a lot of class stacking. For heroic you need a minimum of 2 warlocks for the portals, then for the last phase you need dps with good mobility and good execute damage, which narrows down the available pool immensely. Simply put, most guilds don't have the right balance of classes to kill G'huun even on Heroic, let alone Mythic. I haven't seen class stacking this severe since Spine of Deathwing back in Cata.


Let me just get rid of this notion. It requires zero warlocks and zero class stacking.

2 obese pandas can backpedal throwing the ball between each other as they waddle across to deposit the orb. The problem with most pugs or people that are progressing now is they spend hours wiping or agonizing over the fact that their monk failed to solo it this time and the warrior did last time and they wiped because of it. The glaringly obvious solution is to send backups with them but people keep thinking "muh deeps" matters.

The fight requires precisely one moment where people need to dps hard, that is when the second orb gets dunked to dps him to 20%. This means people can enter the last phase free of stacks which makes it a joke. From there you need people that can spread, move from the red blob puddles and then turn away from a fear, its not complicated.

And as to the OP's question, its a terrible fight.

Since WoD there wasn't a hard boss :P well, maybe KJ a little

most wipes in this game come from dps drooling over their logs and ignoring mechanics or "but I was 1y out of that, how did it hit me?!?!!"
I think its definetely a good boss. The more of such the better.
I find it a fun boss. One of those that was nice to progress on with a guild. I can see how it could be a total disaster with pug raid though. Did it with one warlock too. Mythrax is the boss that I really find dull.
I like lfr g huune, uldir is better than first raid tier of legion
From a technical standpoint he's !@#$ing horrible since the mechanics that are essential aren't even remotely tuned for different raid sizes.
The Mechanics just aren't meant for pug groups imo.
Requires a lot of communication and most players seem to f up during the pizza phase at the end
It's a good boss, but it creates some "issues" which haven't appeared for some time.

First is class stacking. Yes, it's not really needed, but it does make it easier to run optimal classes for orb running.

And then there's the orb running itself being something which needs to be practised. So it creates the issue that is for whatever reason your orb runners are busy for a night's out, you probably will have to decide whether to spend the night training orb runners or just call it.

The most relevant comparison would be the original Naxx and 4 horsemen, where if some specific people were out (in that case the tanks), your whole raid was out.

Whether that makes it a bad boss, is not up to me to decide. I think it's a good boss in an era of wow where players lack the dedication for it to shine. If this was alongside Ulduar or any Cataclysm raid, the public opinion about it might have been entirely different.
Do you need class stacking? - Yes - it is a bad boss.