Tuesday, October 19, 2010

Wrath Retrospective: The Bottom 5 Encounters of Wrath of the Lich King


You’ve seen the last 3 lists. You’ve heard what I think about each individual role, but I think that everyone who’s ever raided would agree that one bad mechanic can ruin the entire experience. How many people absolutely hated that one fight, and no one ever wanted to go back.
This list is the Five Worst Encounters of Wrath, and why.

5) Instructor Razuvious
Sure, he wasn’t hard. We all know, especially on 10 man where there was no need to give the job to people who normally didn’t tank, but on 25man, this fight wasn’t well designed at all. The tanks felt marginalized because their job was to stand there and hold an add while the healers did the *real* tanking. The healers wanted to be healing, not trying to figure out the controls on the adds, and the dps basically just whale away on the boss with no regard for anything.
Even worse, the fight requires a class. There aren’t many fights in the game that can boast that, but, without a pair of priests on 25 man, your raid is completely sunk.
4) Gunship
It’s a novel fight, and it’s loads of fun to jetpack around both boats, but I think that everyone can agree that this was undertuned. It’s almost impossible to die, and even harder to wipe. When people started going afk for bio breaks before Saurfang, during the Gunship fight, on heroic, and no one even noticed the difference, we probably need to take another look at what we’re expecting.

3) Kolagarn
My raid, back then, was not especially skilled. We were not good at raiding, since we were a fledgling raid team. We attempted Hodir for nearly two weeks to get him down. Nevertheless, Kolagarn rolled over and died in a single attempt. The hardest part about this fight is getting your raid to understand their left from their right, and telling the melee not to run off the edge.

2) Malygos
Malygos may have been the fight that crippled a raid tier. Tier 7 had two original fights. Malygos and Sarth. Sarth + 3 was a genuine challenge, and will be remembered as a great encounter at content level. Malygos, on the other hand, was the opposite. With two painfully easy phases, followed by a vehicle phase, 90% of failures on Malygos were entirely due to people not knowing, understanding, or being able to execute the vehicle phase. Despite having it explained to them (Just hit 1-1-2) in simply excruciating terms, they still seemed incapable of it. It’s just not worth the hastle to do this fight.
                If the final phase had been anything else, we wouldn’t have Malygos here, but sadly, it is, so we do.

1) Sindragosa
Sindragosa annoyed me since before I even knew who she was. That first day, on the loading screen, she roared at me, and I hated her, because she nearly blew out my ears. Now, years later, I still hate her. With crushingly bad voice acting, she is painful to fight against, and she has one mechanic which is more mind-numbing than anything else in the entire instance.
                Unchained Magic.
                I want to know what idiot at Blizzard thought this one up, and do terrible, horrible things to him. I want to do this, because standing still for 30+ seconds at a time because you physically can’t do anything is stupid. No mechanics should punish you for playing the game, and that is exactly what Unchained Magic is. Nothing against stop-casting mechanics. Flame Jets was great. Deafening Roars are fine. This isn’t a momentary pause. It’s an agonizing stop on both a dps and a healer.
                This problem is exacerbated on 10-man. Between an ice block and an unchained magic, two of your healers can be out of commission at any given time. For those raids running a 2-healer setup, this makes the fight un-doable. For those running with three, single healing a raid with high spike, tank, and raid damage is not something you want to do. It puts an undue strain on a healer, while another player is sitting there in the penalty box.
                Another mechanic of the fight is similar. Chilled to the Bone punishes melee for hitting the boss. It won’t kill you on heroic, like Unchained Magic will, but it certainly will make you a lot less comfortable while the healer (remember? Solo healing.) struggles to keep you alive along with everyone else taking incidental damage.
                Any way you cut it, Sindragosa is just poorly designed, and for the penultimate fight of an expansion, a sore disappointment.

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