Kazuchika isn't really known on this forum for having the best opinions. Invalidating what somebody said because they enjoyed something they didn't like pretty much just gives all you need to know about him. EN was good, people like to equate environment design and how a last boss is with how a raid fares overall. Which is honestly a valid reason, but is also irrelevant to the points being made in this thread, especially since with the exception of Xavius, the encounters in EN were pretty well designed and unique from each other.
Last edited by Seramore; 2018-10-31 at 07:51 PM.
Originally Posted by Bigbazz
I'd say Uldir is much more enjoyable than Emerald Nightmare. That place put me to sleep the second time I did it. The first raid of an expansion is historically pretty "meh" in my experience.
I just miss tier gear, honestly. RIP.
You really hit the nail on the head. It's not a bad raid per say, just that they overlooked the fact that 14 of their 25 dps specs are melee across 9 Classes. Where as the remaining 11 of 25 are ranged spread across 6 Classes. 3 of the last 4 Mythic encounters heavily punish you if you have more than 4 melee, not saying it's undoable, just that the raid itself is far more difficult than it needs to be. Not to mention buff situations with how most groups are running a combination of Monk/DK tanks, you need to have 2 melee spots locked down for a DH and a Warrior for their respective raid buffs, and if you're not running a Monk tank at all, that's another melee spot locked down. That leaves 1-2 spots open in a 13-14 dps slot roster for a Mythic kill team. I really think they dropped the bomb with Uldir mechanically.
I wouldn't call Uldir "one of the worst"; for me it's enjoyable up until Mythrax (despite the trash). The problem is that, like others have, our raid team is melee heavy, and each week I dread doing Mythrax and G'huun due to the melee-unfriendly mechanics.
Last edited by Gloriandus; 2018-11-01 at 06:33 PM.
Mythic G'huun is genuinely the least fun boss I've had to progress on in my decade of raiding.
"One of the worst" - MoP raids (ToT and SoO excluded) were some of the most dull and boring raids In the game.
Classic case of people on the internet claiming whatever they most recently participated in is the greatest or worst of all time. Give me Uldir over EN, MSV, BWD any day.
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Wow what a travesty that a fight can have multiple ways of beating it depending on your comp.
Well, I look at it as an entry level raid compared to all over entry level raids.
- BC was Mags/Kara/Gruul - Uldir falls short IMO (Kara was fun, mags and gruul were... there)
--- Rank: Kara - Uldir - Gruul - Mags
- Wrath was Naxx/Sarth(maybe eye/vault) - Uldir is on par IMO (Naxx was just okay to me, Sarth +3 was hard as balls but otherwise meh)
--- Rank: Naxx=Uldir, Eye, Sarth, Vault
- Cata was BWD/BoT - Uldir falls short IMO (I liked BoT, BWD was pretty meh)
--- Rank: BoT, Uldir, BWD
- MoP was MSV/ToES/HoF - Uldir is on par IMO (didn't care for any of these one way or the other)
--- Rank: Uldir=ToES=HoF, MSV
- WoD was HM/BRF- Uldir falls short IMO (mainly because I liked BRF, HM was worse than Uldir so if we exclude BRF, Uldir wins)
--- Rank: BRF, Uldir, HM
- Legion - EN/NH - Uldir falls short IMO (NH was awesome, EN was bad, so excluding NH, Uldir wins here)
--- Rank: NH, Uldir, EN
I judge everything based on: Boss Fights (both mechanics-wise and design-wise), Zone Design (bonus points for not being boring, which Uldir is), Time to Complete (bonus for not requiring 4 hours to complete on farm, being riddled with trash)
So really, It pretty much falls in the middle of the pack for me as far as entry raids go.
There are better ones, there are worse ones.
Uldir has some interesting bosses, some rather lackluster ones (Zul, mainly), and uneven trash (fuck that stupid ring of terrible).
Yes, it´s definitely not a great raid. The next one seems created with much more passion. Uldir is just very bland and not immersive.
Also having only one "current content" raid is very bland and boring. Same shit every reset with not much choice which mythic boss to progress on. Tier 11 and Tier 14 were so good in this regard. It´s all about giving as little as possible so players stay subbed for as long as possible I guess.
Last edited by mmoc4282a3f415; 2018-11-02 at 02:49 PM.
I thought it was the best opening raid since Cata although not without its issues.
Positives
- Lack of trash with Zul's room aside. It was mostly quick and easy to get from boss to boss which is what I always want from a raid.
- Some unique concepts like the Taloc elevator, Mother rooms and G'huun orbs
- Generally felt well balanced between favouring melee/ranged and varying different niches. It never felt as if one spec was dominant in every situation and also suitably punishes teams with an imbalanced setup.
- Mythrax and Zekvoz especially had a nice flow between phases and the sort of different challenges they presented.
Negatives
- Design wise it's yet another corridor run with designated boss rooms like so many before it in the post-LFR world where raids need a specific critical path.
- I found Vectis to be quite boring and yet another "pass the debuff" sort of mechanic.
- G'huun orb running is a great concept somewhat ruined by certain classes being able to solo or facilitate soloing. It could have been a fun task for every player to tackle in teams of 2 but instead it became a mandated role for specific classes and something other classes should be nowhere near.
I can't remember which raids, but there have been cases where the earlier bosses were generally harder than later bosses, except for the final boss.
I'm a crazy taco.
Taloc, Mother, and Zek'voz are all really cool. Vectis would be a lot better if Gestate was a root rather than a stun. Debuff management is cool, and the intermission is pretty interesting. Fetid is pretty boring. Wiped maybe 20 times our first week with a melee heavy comp, then came back the next week and killed it in like 5 pulls with 4 melee.
We're currently doing Zul with 2 rogues and it's actually pretty sweet. Knocking adds away from their spawn locations so we can ignore them is really cool, and without too many rogues cheesing it, it feels pretty well tuned.
Taloc, mother, and maybe zek were the only bosses I had fun with. Playing a class with no 2 target cleave or mass AoE feels like shit in this raid.
The orb running mechanic on ghuun was aids. You were forced to bring certain classes if you wanted it to go smoothly, that's never a good thing. Gateways can bug and your runners can get caught on terrain during all their jumps, rolls, and dashes, forcing a wipe. Meanwhile the rest of the raid can just afk.
Last edited by docterfreeze; 2018-11-02 at 07:03 PM.