Good stuff!
BuT iTâs Th3 B3sT r4Id 3v3R!
It is a good raid. But many people have run it for months and still missing items cause the droprates were terrible and loot tables badly made.
I enjoy running Algalon as a dk. It is a very good boss. I just donât enjoy when he drops tank legs, shield, cosmos and agility staff 9/10 times.
Ulduar is an enjoyable raid, but not so enjoyable that we still want to be finding time for it whilst running ICC. Dadgamer guilds that can only raid two days a week donât have time for that.
Honestly, I would prefer just increasing the drop of 252 items by 2 or 3 per boss. But this works too.
They actually did it, the madmen. Ulduar 25hm loot is available for 60 scourgestones, which is almost exactly one world tour. Well done Blizz, first RDF and now this, I guess Brian Birmingham really was the problem after all.
Great change so far, another great one, keep it up devs!
Absolutely the worst raid so far in Classic.
99% nostalgia from people who admire it.
Agree but only because of the buffs, if they released it as it was I think it wouldâve been lovely.
I think thatâs a little unfair cause the raid we got in Classic was somewhat overtuned compared to the one we had originally.
Itâs turned Ulduar into more of a chore and the RNG fights all the more punishing. Screw up a rune on Iron Council? Thereâs practically no recovery cause of the buffs to it.
I think Ulduar did prove itself as one of the best raids ever, my opinion of it the second time around is higher than it was the first time. All that said, I am absolutely fed up of the place now after something like 30 kills on various bosses, and having raided there almost every week since January.
Personally think the Ulduar vendor was unnecessary, gear catchup in WOTLK is already perhaps the easiest it has ever been, but in the Classic version itâs exceptionally easy. It is to the extent that these vendors and the raiding loot in heroic dungeons has made the new dungeon loot almost entirely obsolete.
Example is the new ICC dungeons drop a trinket similar to Mjolnir Runestone, but itâs already obsolete because was worse than Mjolnir Runestone even before the Ulduar loot got buffed, still good though. But now all that loot is obsolete and replaced with Sidereel/Scourgestone loot at a rate of 63 currency available per day.
It is obvious that people who calls Ulduar âworst raidâ in Classic never raid Ulduar back in OG Wrath. Back then original developers cared more about the quality of the game.
Now, these pathetic excuse of new developers canât even fix bugs that are more than a year in game and if they do, they probably do it behind out of shame with no patch notes. I guess making stupid catch-up system with Alpha, Beta it enough to fool new players.
The problems of Ulduar:
- The role playing becomes old very quickly (FL, Mimiron, Razorscale, Thorim),
- Too many bosses,
- Too much useless trash (no rep, almost no drop items, no craft materials),
- You run around a lot even with the portals,
- Bad drop rates,
- Bad loot tables,
- Boss fights favoring specific classes,
- Some bosses allow for no recovery,
- Keys to open Algalonâs door,
- Algalonâs room floor+walls make it hard to see whatâs going e.g. stars blowing up into black holes which unreliably port you into the other realm (I ran over the edge of a hole, not ported, I stand outside itâs range I port, during an incoming Big Bang if I do not go to the middle I am not ported).
- Bad boss fights e.g. Razorscale, Vezax, Hodir, Thorim.
Overall, a bad raid.
Yes, Ulduar was by far the biggest disappointment of Classic for me. I had heavy rose-tinted glasses for it after running it on normal a couple of times in Wrath Retail. Farming it for 8 months on hard mode was a sobering experience. It felt as bad as clearing AQ40 after Naxx40 released in classic, which, coincidentally, was my second biggest disappointment.
Yups, itâs still my favorite raid despite not wanting to go there any more in Classic.
This is a very Classic specific feeling though.
Sounds like a bad player problem right here.
EDIT: To clarify, the not porting problem when you run over a hole is not an issue with the encounter. Itâs because player location is updated in batches. This is also why itâs sometimes possible to run through a mobâs aggro range without aggroing it, if you time it right.
Hardly a player issue.
I consider it a design issue because while designing the boss they decided that this would be a good mechanic.
Itâs pretty much the same as with other aoe. If you run out of any aoe too slow you can die while already being outside, because your location did not update on the server (your corpse still ends up outside the aoe). I suspect it might be an issue for newish players at best, just like jumping out of an aoe would be (player location is not updated until the jump ends).
EDIT: as for star location, enabling nameplates helps with placing them in 3D space. It would only be an issue for someone with poor spatial awareness, then.
Thereâs a portal inside the hole you gotta hit, if youâre on the wrong edge of the hole you will not get ported.
Entirely a player issue, not batches.
Does that mean the star sends out a pulse that covers the whole black hole when it dies, phasing those who did not touch the middle as well? That sounds possible.