Ready Check: Is Ulduar too easy?

Ready Check is a weekly column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses. This week, we do some homework.
The long-awaited new instance has been live for almost two weeks now, and a lot of the excitement over first kills is waning. Everything Blizzard has thrown at us so far is dead, and even several of the hard-mode kills, nominally on a level with Sarth-3D, are beaten.
So, this leads us naturally on to the question - is Ulduar hard enough?
Blizzard clearly didn't think so, as they buffed several hard mode encounters after they were first beaten, leaving the guilds who spent the first week banging their heads against them rather than racing towards Yogg-Saron wringing their hands in despair.
Part of the problem is how third-party sites treat hard modes and kills. When Ulduar was imminent, guilds shooting for world firsts had a choice as to what they killed, in what order, and at what difficulty. Part of the reasoning behind guilds' decisions included whether sites like GuildOx and WoWProgress would count achievements (i.e. hard modes) over normal kills - the guild listing on those two sites varies drastically, one favouring achievements, the other not. The decision by MMO-Champion, later reversed, to wipe the 'hard mode' hall of fame after Blizzard buffed the encounters also sapped some of the momentum from guilds trying to beat these versions of the fights.
Was Blizzard right to hotfix the encounters? Many players have reacted to this decision with anger and frustration, and perhaps it's right that changing encounters once they're live is a bad move. But having the encounters released in a state where guilds with practically no Ulduar gear, but plenty of time, could defeat them has caused bad moods among the hardcore.
The intended progression path during Ulduar is, theoretically, to clear normal mode before hard mode to gear up, only then attempting the more difficult achievements. Many guilds will do this, but since hard modes were available on PTR and players saw how feasible many of them were, several chose to attempt the hard modes straight off. Does this mean that they can complain when Blizzard changes the goalposts?
Since some of the hard modes have been beaten after being buffed, it seems that no matter how near-impossible Blizzard make things, guilds will still wipe relentlessly to defeat them before they should be able. Encounters do not seem to be intrinsically difficult, but hard due to numbers and flaws in execution - gear corrects the former, and hours of wiping the latter.
This might be a good time to segue into a misty-eyed longing for the glory days of old, but I'll resist.
Many raiders at high-end guilds enjoy wiping and throwing themselves against new challenges, but the general quality of those available has disappointed some. However, among the inhabitants of Ulduar there are several really interesting and challenging fights which are not only fun to learn but fun to beat; it just seems that the hardmodes have been slightly misplaced, and that is all some raiders care about.
Should the instance have been designed differently to avoid it being cleared in one week? There are a couple of different ways this could have been done, including resistance blocks (as we saw in Black Temple) and artificial gates (as we saw in Sunwell). In fact, Ulduar could have tenuously been linked to the Argent Tournament and we could have seen bosses uncovered as Tournament dailies got completed. Or there could have been a major frost resistance drive.
However, these artificial blocks don't satisfy hardcore raiders who are chomping at the bit, and generally give certain people a hard time - PuGs, those on low population servers, etc. An instance where everything is available from the get-go is certainly fairer, but if it leads to the hardcore raiding solidly for a week to kill as many hard modes as possible and still clear the instance, is it healthier?
We all know how the uber-hardcore treat new raid instances, and although such behaviour is a lifestyle choice, it's interesting to wonder whether designers do, or should, take the health of the hardcore on board. For example, the choice to limit playtime versus Algalon the Observer, which many believe to be the 'true' world first when it comes to Ulduar, means that raid guilds won't be able to break their backs trying to defeat him.
Instead, they will need to take an orderly approach, analysing tactics and perhaps even - gasp! - collaborating with other guilds to work out the best approach. With very limited time to put their moves into action (although this time limit will most likely be changed in future), raids will need to be sharp, focused and fast. We may even see a resurgence of things like wipe recovery and even repair bots, although Ulduar's teleportation system is likely to be enough for all but the ultimate min-maxers.
Should Yogg-Saron have been gated, or limited in time like Algalon; should hard modes have been unavailable for the first few weeks; or should other penalties have been invented to prevent guilds from pulling all-nighters to get world firsts? The answer to this question is obviously variable depending on your point of view. Yogg-Saron seems fine as he is, a nice encounter that's a great reward for the drudge work of killing bosses like Flame Leviathan. However, there's something disappointing about having him dead within the first week, so a middle-ground approach would perhaps have worked better; Ulduar would also benefit from a clearer progression path so guilds and ranking sites didn't have endless discussions over whether a hard mode is worth more than a kill a week earlier.
As to other penalties, well: if we start seeing raid-time cut-offs, enforced breaks and the like, WoW turns into a completely different kind of game. Server instability doesn't really help, of course; it enforces a break, but also extends and prolongs the raiding period, as guilds stay online longer to raid when the server's reliable. Even with fully reliable servers, though, the most health-aware hardcore raider will balk at what are effectively parental controls.
Even if encounters are hard, some guilds will still wipe on them. The real question is whether changing them after they've been defeated was a good move, as guilds still wiped on - and beat - the improved versions. Plus, whether having everything available at once was wise, causing confusion with progression paths, people trying to game ranking sites, and general bad feeling among guilds who couldn't aim for every single world first at once.
Bring back Molten Core, eh?
Disclaimer: I'm a member of a guild achieving several world first hard mode kills which were later trivialised, although I was away for the kills themselves and have observed this issue as a third party.
Filed under: Analysis / Opinion, Raiding, Ready Check (Raiding)






Reader Comments (Page 1 of 6)
Spaztian Apr 26th 2009 5:11PM
I don't know about to easy. There is a lot of mechanics involved, and unlike Naxx, you can't just stand in one spot, move occasionally and throw things at a boss to kill it. No wonder Mages were bored with their class, they have nothing to do.
We're being forced to think about CC again, healing assignments, and it looks like some of our 7.5 gear is just right for some of the more harder optional bosses such as Ignis and Razor.
I'm happy with this challenge. I don't think Uludar's impossible but I'm glad most guild's have cleared it yet.
Spaztian Apr 26th 2009 5:13PM
No wonder Mages were bored with their class, they have nothing to do.
***Meant to say /Had/ nothing to do.
bendak Apr 26th 2009 5:11PM
Yes, Ulduar is hard enough. Just because top tier guilds can clear it quickly means nothing. I've seen Ulduar tear several guilds apart - people get frustrated without progression like they saw in Naxx and they start leaving.
Ulduar is tuned almost perfectly in my opinion. Oh, and just because some guilds are killing bosses doesn't mean they are on farm status yet either. The following week it's still taking some of them numerous attempts.
Ulduar is fine.
Clevins Apr 26th 2009 7:03PM
^^ This.
When judging Ulduar (and the next raids) you have to keep in mind that top guilds out there will be kitted out in the best gear available (and that will go for most of their raiders, not just some). Add in that they're by definition, very very good players and of course they clear stuff.
For people in T7 and Naxx 10 gear, Uld-10 is plenty hard enough. I imagine that people in Naxx-25 and Maly-25 gear will find Ulduar-10 pretty easy... but that's not who it's targeted at. For good (but not top) guilds who've got decent gear Ulduar is fine.
Memzer Apr 26th 2009 7:27PM
Agreed.
Most guilds are still working on Yogg-Saron or hard modes atm. Nobody has killed Algalon yet and I doubt they will clear him for at least a few weeks (that will obviously be the most important World First for guilds). All in all Ulduar seems to be pretty well tuned for middle-tier content.
That said though we're all gluttons for content and I'll be looking forward to the new 5 man (and hopefully another 25m chamber of aspects encounter) to be released before we can all head into Icecrown Citadel!
Ian Oh Apr 26th 2009 7:57PM
Agreed. Ulduar is Fine.
my guild has been steadily getting kills on 25 man but not without many many wipes. I mean we wiped many times before we got bosses down. Top guilds clearing ulduar in 2 days means nothing. 99% of WOW players aren't in top guilds so Ulduar is fine for the 'rest of us'.
Mr Magoo Apr 26th 2009 9:43PM
While I am in total agrees with the "ulduar is fine" sentiment, just a note about Algalon.
You get 1 hr a week to attempt him after you clear all bosses on hard mode.
This was obviously a more marketing strat precisely for the reason that someone gave above - as long as Algalon is still unbeaten people will reason that the rest of ulduar is likewise ok.
This is simply false. Algalon is "artificially" hard to beat because you cannot spend 8-9 hours learning and testing like you can on the other bosses. End of story.
A nice marketing ploy by wow and not one I necessarily disagree with personally, but it is not sensible to use HIS downing to say the rest of ulduar is ok or not. He has been made "harder" because no one can spend time on him rather than he being super hard. (which he is AS WELL, but we are talking top tier guilds here)
We have no idea if those hard mode completers would have nailed him if that artificial restriction were not there.
But again: I think ulduar is awesome sauce overall anyways.
Julie Apr 27th 2009 6:18AM
No it's not too easy by any stretch. I'm in a solid casual raiding guild myself. What that means is we schedule raids every week. Nobody is required to show up, or have a specific spec, or bring the best consumables etc. Very often we also invite non-guild members, and we even PUG a few people. Don't get me wrong; we check everyone's gear to make sure they are supposed to be in the instance. But we don't require that people are the best players either.
Anyway, we have cleared all normal mode T7 content repeatedly except for maly-25. (not enough people like that one :p) On Ulduar, we have put much stricter requirements than we've ever had. You won't get an invite unless you're in full epics, and only if you're the right class that contributes to the group. (no more stacking melee, or druids or whatever) We have actually been taking the best players in our guild; players who are more than qualified to be in the top guilds on the server. (in full 25-man gear; dedicated; great dps/healing/tanking) And Ulduar has still been a wipefest. (and this is 10-man version on normal) We go in there for hours and hours, knowing full well every fight is a bit complex, and that we will probably wipe until everyone gets it right. In many ways, each fight feels like Malygos. (or heigan)Yes, once you get the old dragon down, it actually becomes pretty oldhat. But until everyone does, it's actually not that easy. Everyone has to be on point; nobody can be making mistakes and/or doing things they're not supposed to. And this is especially hard when you are just learning. We have also concluded that Ulduar is NOT puggable. Whoever comes in here, has to have experience, or else you will wipe. In short, everything feels like doing Sarth+2D or Sarth+3D. Maybe a piece of cake for top guilds; but requires a ton of coordination for lower guilds.
I honestly don't think Blizzard can make the content any harder on normal mode. Because if they do, they are risking resetting things to how they were before. (ie. only top guilds will see the content) The way things are right now, I can almost guarantee you a big chunk (maybe 20-50%) of the people who cleared Naxx, will not clear Ulduar. I actually think the encounters are a little too hard for casual players. That's not QQ, that's just an observation. If you're not in a set group with the right composition; then basically you are having to adjust the fight everytime you do it. (because the people/classes are different) That is much harder to coordinate, than having the same group that always runs together. So any fight that requires precise coordination, is already going to be harder on the casual player. And that's what "normal" mode should be, ie. casual. You go in there and beat it if you want to; see all the content. For not the greatest time investment.
If you want the challenge, then that's what "hard" mode should be for. I actually think they should have an even "harder" mode, epic or something. Because it's insane to tune encounters for Ensidia. Give me a break. These guys are basically professionals; the best of the best players in the world. How can you realistically design encounters to be challenging to them AND not completely shutout players who aren't professionals/the best. You really really can't. So they need to have their own mode. The "only do this if you're ensidia" mode :) I honestly only expect Icecrown Citadel on hard mode; to actually be tuned for Ensidia. Other than that, I don't think you can ask Blizzard to go there. (unless again, they make another difficulty setting) Ulduar I actually think is pretty balanced; maybe a little too hard on casuals. We'll see in the months ahead how many casual raiders are able to clear it, if at all. If that's still too easy for the hardons ;p ...then Blizzard just needs to implement that "epic" mode, where you guys get one-shotted unless you do everything right. And they also need to but i-level requirements on achievements, ie. if you beat 213 content in 226 gear, you don't get the achievement. That would stop the overgeared guilds from conquring the "normal mode" intended for casuals, and then beating their chests like that's a great accomplishment for them.
Naix Apr 27th 2009 9:58AM
If by fine you mean too easy than yes keep it fine by all means. Our guild has many bosses on farm.
ChiperSoft Apr 27th 2009 3:23PM
My guild is in the same category as Julia's. Casual players, some better skilled then others. Our GM picked the best players in the guild for the Ulduar 10 group and they just this past weekend finally got to the antechamber. We've had to re-prioritize gear distribution in the naxx 25 run to make sure our best players are well equipped.
Memzer says that "most" guilds are working on Yogg-Saron. On my realm (Khaz Modan US) no one has even SEEN Yogg-Saron. There is only one guild that has defeated all the keepers on 25 man, and only a handful that have accomplished it on 10 man. And these are guilds much more hardcore then we are, guilds that regularly kill Sarth 3D.
The difficulty is right where it needs to be. Let it be.
Olicon Apr 27th 2009 7:01PM
If an encounter is beaten in a week by the top geared players, who are also the most disciplined, and has practiced on it for months before hand, I really don't think it matters.
Unless every single guild in the game can actually clear it, it's not too easy. You can't base the difficulty threshold on the top 3% of population--you base it on the top of the bell curve, and that's at the 40% percentile.
Bliz should just release Uber modes for the dungeon, where it is literally impossible to down a boss unless the stars aligned and proc everything for them at any given time. That will teach them.
(Or alternately, they could move to FFXI and see what the hell happened when developers actually do it. 18 hours boss fight..sheesh)
Kanuris Apr 28th 2009 6:08AM
@Olicon
FFXI's "This guy is unkillable" type world boss should definitely exist in WoW for Ensidia to throw itself at and normal players to ignore.
Infact, the fight should be tuned for level 100's. A sorta "You can't hope to kill him now, but maybe in the future..."
Morcego Apr 28th 2009 11:29AM
I will add my voice to this: stop touching Ulduar. It is fine as it is. No need to make things easier or harder. My guild is far from a hardcore guild, or even on the top 3 of my server (and it is a PvE server, so ...), and we got rid of the trash before Ignis and XT before it was changed. How can that need tweaking ?
Another thing that need to be taken into consideration, besides having the best gear and practice, is latency. Lots of people have latency issues, and not everyone play with 2 digit lag. I'm pretty sure I could be outputting 300 more dps (at least) if I had 2 digit lag, would be a much better thank and a much better healer.
Thomas Prescott Apr 29th 2009 11:54AM
Ulduar 10 does have good upgrades even for people in BiS Naxx 25 gear. Ulduar 10, more importantly, is useful for practicing the fights for the 25man version, which is almost the same (with a few exceptions).
Arganus Apr 26th 2009 5:12PM
It still seems to be somewhat difficult t the non-hardcore raiders we're talking about. In fact many might find it very difficult if they're not in that category. There will always be people defeating the best that Blizzard puts out rather quickly, regardless of how hard it is, unless it's impossible to do. The real question is, do people really want content that takes the high-end guilds a while to finally get through? If that's the case then they really want this to be a spectator game because then they will be effectively asking Blizzard to tailor the raids to the very minority/top guilds.
Maybe Blizzard should just keep worrying about the middle and ignore the top-end for a while like they are doing now, unless they figure somehow they are their biggest customers - dunno how that would happen. The hardcore at the top are probably far from it, defeating everything Blizzard puts out very quickly, wanting more content sooner than everyone else has gone through the old content, and using more network resources that the people that log on for a few hours every couple of days to play.
There's no real answer to that one except what Blizzard wants as its most desired customer base. Only Blizzard can say that.
Pope Jamal Apr 26th 2009 5:15PM
"has caused bad moods among the hardcore."
What DOESN'T cause "bad moods among(st) the hardcore"?
Old McDonald was right about them: As far as I can tell, they're a bunch of whiny B-I-E-I-otches anyway.
Let them complain. By definition, being hardcore means they HAVE to play, e-peen being what it is, so they're guaranteed revenue. "OMG we need 1st!!!!111!!!!!"
Xannder Apr 27th 2009 9:18AM
This is amazing considering it's not the hardcore that are complaining about this. You have confused them/us (I am in a top 500 guild who has cleared yogg but by no means all the hard modes yet) with the forum trolls. I have found that the people that complain the loudest about content getting cleared quickly are the ones that haven't seen it in the first place. You would think they would want things easier but you know how it is ... in today's world we are entitled to the same things, and have the same abilities as everyone else so it they can do it that easily it's worth complaining about because "I" can too ... I just choose not to.
snifit Apr 26th 2009 5:16PM
What was the point of this article?
offday Apr 26th 2009 5:22PM
I was kind of wondering too. It seems like WoW Insider fuels a lot of flame wars with their articles. This one is sure to bring up the casual vs. hardcore debate.
Knob Apr 26th 2009 5:27PM
They tend to do that a lot these days. Probably the hits aren't as high as they used to be. With articles like this, I wonder why.