the worst about ulduar is that it is still harder than icc 25m HC aside LK prof and sindra
Weirdly I had much better memories of ulduar then what I experienced this time round.
My raid team didn’t die and between P2 and P3 I cleared it over 50 times on main, all hard modes since week 3, but there were several bosses that felt badly designed in a way that made their tuning feel awful:
- Iron Council was heavily RNG based. You could play around it, but that led to boring degenerate gameplay.
- Hodir would vary the time he shattered the chest by up to 15 seconds, the placement and frequency of storm clouds was RNG heavy, the placement and frequency of fires was RNG based, it was generally a feelsbad moment. Yes, we killed it consistently, but it still felt bad.
- Yogg 0 was extremely inconsistent. We would have extreme bad RNG on tentacle spawns, people getting hit by sanity wiping undodgeable bolts several times in a row, ridiculous tank RNG on the guardians last phase, all of that.
In the end, it was the fact that you could have consistently good play and clear everything first try and still have some bosses feel extraordinarily bad because of bad RNG that sort of ruined ulduar for me.
TOGC was a 30 minute zergfest, but at least it did not RNG screw you in ways that were extremely unfun to recover from.
Most groups after some gear ended up AFKing on Vezax for a full 2-3 minutes.
I liked Ulduar and I liked Ulduar Classic. TOGC was a boring loot pinata.
I love agreeing with you. We should do this more often.
I only pug raid, Don’t enjoy guilds.
Good try tho.
This guy gets it.
TogC was and always will be a filler raid. While it nice for casuals to have a 1 hour raid, it never got the atmosphere of ICC or Naxx. It might ba bit of nostalgia speaking, but from my ~10years of actively raiding back in the days, ICC and Naxx are definitely my favourites.
Followed by Dragonsoul which was also pretty cool. They felt legendary, maybe because you were facing bosses you knew from Warcraft 3. I am not talking about mechanics, but the atmosphere in ICC is just grand.
Cooldown management and positioning, nothing else.
Positioning awareness, buff stacking, and dps check. Required 3 healers.
Just a casters using most mana efficient spells and not getting under landing shard. And melee interrupts. 3rd easiest HM boss.
After ToGC our raid team got lazy and didn’t attended anything in other 6 days a week untill ICC.
Never said they’re difficult, Черница, just unfun and clunky in design.
Really? Dragon Soul as in the end raid of Cata? Never heard anyone call it cool and legendary before.
Well clunkyness might had came out of pre nerf like buffs to it, that in fact forced them to buff gear ilvl. That and contrast between facerolling Naxx and prenerf like Ulduar made many casual guilds to loose players. Normal guilds just killed as many bosses as they could in 25HM each week and went to 10ppl raids (we had like 3 of them) so progression was smooth at least there.
True, it was a content draught, caused many to stop their learning of encounters on newly introduced LFR “difficulty”. Bluzzard just made 180° from semi-hardcore focus of the early Cata into complete casual experience with DS patch. The content itself was lacking as it seemed that main team did Deathwing spine and head fight and then was thrown onto MoP to please growing Cheneese market of 2011. Meanwhile team B (ever artists, just look how horrible t13 looks on warriors for example) copy pasted dragon blight, Maligos arena another ship fight abd slapped some noname NPC bosses all over it with no real lore behind them except the Green Jesus.
Ulduar was by far my biggest disappointment in all of Classic. It’s a terribly designed raid in multiple ways already mentioned ITT. ToGC was a pleasant surprise, considering all the hate it got from the other retail wrath veterans (I kind of liked it even back then).
ICC is also not at all as amazing as it was hyped out to be.
Skyplusbox is being needlessly aggressive about it but he is right, Ulduar and ICC hm are designed for relatively good players, and I am objectivelly terrible at the game, so of course playing something that is beyond my skill is not nearly as fun. I enjoyed Naxx 25 and ToGC, I was looking forward to the raids all week, wondering what will drop, wondering if I’ll get a purple parse on every boss this time. Maybe even a 99 like I did in T7 a couple of times. In Uld and Icc I’m thinking "What will go wrong this week, will we wipe on some boss we did 1st try previously? Will the morale be as terrible as the last time we attempted LKhc, realizing it’s a joke to even try before 30% buff? Will I get at least some blue parses so my overall isn’t below 40% green as last week? Frankly, it’s a conundrum, because I know I’m the target audience for normal modes, but I find I’d rather not play the game at all than to willingly admit that the best gear in game is unreachable for me.
The only negative about Ulduar I had was the loot system. Rewarding players with 1 252 ilvl item through phase 3 was absurd, but more was to come as they gave those 252 items literally for completing dungeons afterwards. Giving only 252 loot or at least 3 252 ilvl items and 1 232 ilvl item would solve all issues Ulduar had, except a bit of randomness that could be considered part of encounters.
T10 feels more boring after Ulduar and raid design itself is nothing too impressive, apart from the Lich King fight.
That’s even worse, opting to experience end-game content in pugs rather than proper guilds is pure aids, what the hell were you thinking lol
Joke’s on you, and your entire thread is a joke on real gamer level.
Other way around, they had to buff the bosses cause they buffed the ilvl and they never got the balance right.
Ulduar felt overly punishing throughout the expansion cause of it which wasn’t the case in the original version where you could take it a little easier once you got more gear.
Their changes are the cause of this discrepancy, not the original version.
On top of that they removed the requirement to run ToC 4 times a week (early on and later on “just” 2 times a week) by merging the difficulties. And that’s not talking about the stale as hell last patch balance throughout.
So yeah, obviously classic players are going to have a different perspective on the raids than the people who played it originally. It has nothing to do with how they were originally though.
This, It seems some people don’t get it.
I am definitely not talking about LFR, but normal and heroics. And especially spine was funny. But my approachg might different to those of most other players. I also like the Heigan dance. Fun mechanics don’t have to be hard necessarily. Neither do they have to be easy.
Just gonna assume you were playing a mage or a rogue during that raid tier then…
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