Originally Posted by
Seramore
I'm having fun in Uldir, and I think mechanically some of the fights are very interesting. Despite how easy it is, MOTHER is probably one of the most mechanically interesting fights in the game for me (although I think I would have preferred it if they kept in the Hallion laser in at least Mythic). As annoying as phase one is on G'huun, it's definitely an interesting fight as well.
With that being said, as contradictory as it may sound, Uldir is also one of the worst raids that this game has ever seen.
Instead of the raid getting better as it progresses, it gets worse with the better bosses being near the start of the tier instead of near the end of the tier. Taloc is your traditional entry raid fight, MOTHER, as I said, is mechanically a pretty interesting fight despite the easiness of it. Zek'voz wasn't too difficult but was one of the more mechanic heavy fights of the raid. Vectis was honestly probably one of my favorite fights, I thought the debuff mechanic made the fight kind of fun.
This is where the raid starts to slope: Fetid is an annoying fight and begins to introduce what I like to call "artificial" difficulty that's present in the raid. You're punished for having an unideal raid comp and the fight drastically gets more annoying and hard with an added melee. The idea of positioning being everything is an interesting mechanic to learn on a fight, but at the same time, the fight artificially becomes more difficult when you add more melee.
Zul is a horrible fight and also has another weakness of Uldir: class stacking. Rogues completely trivialize the fight and make what would be an otherwise semi-interesting fight into a snoozefest DPS race.
Mythrax re-introduces the artificial difficulty: the more melee you have, the harder and more annoying the fight gets. A melee heavy comp makes the orb spawns hard to deal with, especially when you're swapping to the add. Phase two is completely trivialized by the stacking and warlock gate strat.
I haven't done G'huun, so I will mostly stay quiet about this fight, at least on Mythic. With that being said, from everything I've heard from people who have killed it and seen from footage of guilds killing it, G'huun just sucks. I said the fight is interesting, but the fight is also complete garbage. Phase one is completely boring, and is only interesting if you're an Orb runner. Phase two you can damage the boss, but again, is pretty boring (and quite honestly irrelevant) unless you're an Orb runner, again - outside of the burn phase where the boss is stunned and minimal mechanics are going out. Phase three is the only overall interesting phase of the fight, which is mostly in part due to the growth mechanic.
In short, Uldir is hot garbage and a good amount of difficulty is somewhat artificial depending on your raid composition. I'd argue it's worse than ToS; ToS had heavy emphasis on soaking, but there were also a lot more mechanics going one besides soaking. Uldir isn't very mechanically heavy outside of being completely spread, and the difficulty of the raid is spiked when you have unideal comps, specifically melee heavy comps. That, in combination with the emphasis on class stacking two different classes (Rogues for Zul, Warlocks for G'huun (although the hotfix did make it so you don't need 4 warlocks anymore) - in comparison to just wanting Rogues in ToS), makes Uldir worse than ToS in my opinion.