So what you have an old forum account? A lot of people didn't play at a competitive level back then and don't understand the dynamics of the competition at the time.
The people competing since mid-TBC were EXTREMELY high skilled on the top 50 and anyone calling them noobs use it to inflate their current progress.
I feel like people who praise ulduar are those that didn't do the buggy HM like firefighter or alone in the dark while current, never mind the annoying ones like saranite. It was a really good raid but it had its flaws.
Ulduar was great aesthetically and musically, but does everyone just ignore the black mark that was Vehicle combat? That whole section up to the first boss sucked ass. It would be number one for me if it wasn't for that.
And? The last few expansions have had some of the hardest fights ever and most of them are the least remembered.
Though full buffed Yogg-Saron at current content level was one of the hardest fights in WoW, when I talk to people it's one of the last fights they forget to mention. Everyone throws Mimiron and other fights up first when I talk to them about it.
I might actually play WoW again if they revert their design philosophy back to just making fun fights instead of trying to make them punishingly unforgiving.
2014 Gamergate: "If you want games without hyper sexualized female characters and representation, then learn to code!"
2023: "What's with all these massively successful games with ugly (realistic) women? How could this have happened?!"
Ulduar was great.
Also, pasta is the master food.
An older meme - less filling!
Imagine. Playing on a private server and doing these fights over and over and over and over and over and over again for years after they were relevant.
Now throw away your pserver hardcore attitude and imagine it like the raid has been out for less than a month. It was really fucking fun, because it had such a huge diversity of mechanics and ways to do the fight that changed how the fight operated. There were easy, mid, and hardmodes for many of the fights as well.
Pro-tip: If you spent years of your life grinding out cata, mop, and legion raids, you'd see how "paper thin" and "uninspired" they are and think they were lame too because, you know, WoW raids aren't supposed to be repeated for years and years. Anything you do repeatedly for a long time is going to become monotonous.
People are throwing out there that other raids are their favorite, but from a beta 1 player I can tell you that nothing felt truly uniquely interesting after Ulduar, at least as far as interesting mechanics. It's just... normal boss mechanics, now with easy, medium, and hard settings that you click on in the UI.
2014 Gamergate: "If you want games without hyper sexualized female characters and representation, then learn to code!"
2023: "What's with all these massively successful games with ugly (realistic) women? How could this have happened?!"
Ulduar had the best iteration of hard modes where it required interaction with the boss rather than just use a difficult slider. I always like to give games credit when they don't take me out of the experience and when they are smart enough to integrate certain features as part of the gameplay. One example are the Dead Space games where your screen is very much clean from any features (like a health and ammo bar). The way you could look at your health is that your suit was showing it in its back, and you could look up your ammo by just pulling out your gun and it shows it for you. Basically they help to make the game feel less ''game-y'' and more of an actual experience. Hard modes are the same way, your not pulling up a difficulty slider and the allows an additional experience to make their bosses more unique. I would love to see hard modes back, but Blizzard said something like it was too hard to keep adding them.