Wrath Retrospective: Ulduar and Trial of the Crusader, part two

Let's look back!
ToC, my bane
Thus, the grand experiment began. It must have looked awesome on the white board in the Blizzard design room. The premise was simple: a tournament designed to test the mettle of brave warriors from both the alliance and the horde. Those that survived would join the Ashen Verdict in the final assault on Icecrown Citadel. Tirion had it all planned out, didn't he? What could go wrong?
From a design perspective, ToC was the ultimate "boss corridor," a fixed point that spat out boss after boss for your raid to tackle. Not only that, but five new bosses had to be itemized in such a way that a whole new tier of gear was available to players. And on top of that, heroic mode replaced the Ulduar hardmode concept of triggering a more difficult version of the encounter. Four raid lockouts made player's heads spin.
I did raid ToC for progression. The guild had an easy enough time with the normal modes for both 10 and 25-player versions of the Trial. Things got dicier during the heroic mode fights, but it was doable on 10-man. 25-player heroic ToC was more of a challenge for many guilds who had an easy enough time on 10-player.

Where did ToC go wrong?
Trial of the Crusader missed the mark on a good number of factors. There were three factors that decimated the raid in the minds of many players, especially those players with a limited amount of time to play each week like we did in our business-casual guild. These factors did not alone sully ToC to many people, but rather the deadly combination of factors. First, the environment barely changed. ToC was situated completely within the tournament stage and players were not treated to unique scenery until the end, when Arthas dropped the floor out from under the raid and everyone dies because a death knight thought it would be hilarious to use Path of Frost. One location could be an excellent idea in theory, but in practice it was boring, plain and simple.
Second, the revised lock-out system and subsequent four available raids, 10-regular, 25-regular, 10-heroic and 25-heroic, made many players uncomfortable because they felt like they had to raid them all each week. Top guilds eventually got the run time on these instances down, but fighting the same five bosses four times a week was excruciating. There was nothing new. At least in Ulduar and Naxxramas the encounters varied considerably. ToC felt like a monotonous job more than a fun raid.
Third, and finally, ToC was not only small in size but also in the number of bosses. The content felt lax. The player base definitely understood that a lot of manpower went into creating the entirety of the Argent Tournament on the whole, but the number of encounters in ToC were painfully limited. Not to mention, as stated above, you were stuck doing the same five encounters many, many times over the course of the week.
Where did ToC go right?
For all of its flaws, ToC had some excellent qualities. First, there was no trash. For many people, this jump in/jump out type of raid was excellent, as it allowed more casual guilds to spend less time getting ready to raid and more time actually fighting bosses. There was no fear that trash would respawn during a tough and tense learning night on the encounters. In fact, the pace of the raid itself was fairly steadfast, only pausing when the group was setting up for the next challenge.

Second, the encounters were fairly fun. The first fight, the Northrend Beasts, set the tone for the rest of the dungeon -- frenetic and fast paced. Each encounter was, to its credit, on the shorter side. The fights did not creep into the wee hours of the night, unlike some of the Ulduar fights like Yogg-Saron and Mimiron. The Beasts provided a challenging new staggered boss type encounter, whereas the Jaraxxus encounter was all about situational awareness, running away from the group, interrupts and unique sets of adds. The Faction Champions, love them or hate them, provided headaches-a-plenty when things didn't go as planned. It was a cleverly randomized fight that had non-PvPers quaking in their boots and veterans of the battlegrounds laughing as they were masters of their Medallions of the Horde. The Twin Val'kyrs, Eydis Darkbane and Fjola Lightbane, provided players with a make-or-break concentration fight that required on the ball target switching, situational awareness, and interrupts.
Anub'arak was the surprise encounter, especially since many players believed this powerful character was not given his due as a 5-man dungeon boss. Well, Anub'arak was given his due and became one of the better encounters in Wrath.
Third, the characters are memorable. In particular, Tirion's chants and introductions are now classic sound clips, and the eternal struggle between Jaraxxus and Wilfred Fizzlebang, master summoner, is now legend. ToC was full of flavor in the characters that occupied it, but sadly, that old kindergarten adage of "show, not tell" wasn't followed in ToC's environmental design.
Strengths and weaknesses aside, ToC just never measured up to Ulduar for me. It felt too much like filler, a plea for raiders to head into this tournament and fight for the chance to march alongside Tirion to Icecrown. It was disconcerting, then, when after vanquishing Anub'arak, Tirion casually asked me if I would be interested in doing it again on a more heroic mode. How could I say no to you, Tirion?
Four raids a week
Burnout was a problem with ToC, and looking back it was plain to see. The number of lockouts were brutal, and while the game never forces you to play, the many other factors that revolve around the core raid game made missing ToC a hellish experience. Emblems of Triumph were required to purchase upgrades to dungeon loot tier sets, but players were forced to also spend badges on the "of Triumph" ilevel 245 versions of their pieces as well. Trophies of the Crusade dropped to allow players access to the new tier gear, but still required a heavy emblem investment that could only be achieved through heavy raiding. Unlike the Icecrown Citadel tier system now, which requires only an initial, albeit higher, emblem investment on the first tier of set gear, the ToC system put a heavy emphasis on emblem collection and doing all four lockouts to farm the required emblems.
Blizzard learned a lot from Trial of the Crusader, as Icecrown Citadel went on to fix a good portion of those mistakes. At the end of patch 3.2, ToC left players with mixed reactions. Was the trash-less raid a success? Did players truly want the epitome of a boss corridor instead of the sprawling environments of Naxxramas, Ulduar, and the dungeons prior?
I do not think that the concept itself is flawed. The tournament was a good idea with some excellent execution. Trial of the Champion, the companion 5-man regular and heroic dungeon was excellent, save for that whole jousting thing. In a 5-man the concept worked. You were not in the arena locale for very long. For a raid, however, it left a lot to be desired.
Filed under: Analysis / Opinion, Wrath of the Lich King






Reader Comments (Page 1 of 4)
Rob Jun 21st 2010 4:15PM
TOC was the epitime of 'we raid for loot' mentality that I hate. I did enjoy the boss encounters, but the lack of flavor, and really the lore, just killed it. It had no feel, no environment. Raids like ICC have that in plenty. So, TOC is probably a less favorite raid. At least its quick. However I hate that only TOC25 is worthwhile nowadays for the vast majority of people. But that has nothing to do w/ the instance per se.
Kurash Jun 21st 2010 8:27PM
I could never get behind ToC's lore, myself. Oh, I get the whole "We only need the strongest! The weak would be raised as undead!" argument. But it still seems like a lame excuse. I don't care if they *could* potentially be raised as undead -- you bring as much firepower to a fight as you can!
Plus, after the quest chains at the Argent Vanguard and the Crusaders' Pinnacle, where you're barely holding onto your toe-hold in Icecrown, it seemed weird to me that we're suddenly comfortable enough to throw a party where vendors are hawking random stuff, and we fight *each other*.
Sure didn't make Arthas seem that tough either -- all he could muster was the occasional val'kyr raid and a sneaky Black Knight whose best talent was being able to die a lot.
Sleutel Jun 22nd 2010 12:48AM
My biggest problem with the ToC "lore" is that it JUST DIDN'T MAKE ANY DAMNED SENSE. The #1 example of this, of course, being Faction Champs. Hey, we have these dudes hanging out with MILLIONS of HP? Why don't we just send THEM into ICC RIGHT NOW?
McRaider Jun 22nd 2010 5:51AM
IMHO the "feel" and the "lore" and the "environment" in ToC was also destroyed by the lack of trash. Of course some say that trash sucks, but it is a way for blizzard to show the place around and make it feel more like you're breaching into a hostile fortress.
Hopefully blizzard learns from the mistake of ToC and henceforth only makes raids where you actually have to move to get to the other boss; Preferably with trash too.
Sky Jun 22nd 2010 10:24AM
I will give my perspective as a semi-serious raider on ToC
Good:
-boss mechanics were varied and interesting
-instance can be completed in less than 2 hours
-no trash
Bad:
-four lockouts was far too many
-tier 9 systems of needing both badges and trophy was ridiculous
-the instance would've been better off with 6 bosses with an optional 7th Algalon style boss to reduce burn out and reward harcore players
Personally, I didn't do the hardmodes, so I only had to run ToC twice and I liked it more than ICC. For me, ICC felt monotonous and the fights were dull (except for LK/sindra). ICC also took 5 hours at least for the average group to finish.
PodPeople Jun 22nd 2010 5:14PM
I don't think it's a 'we raid for loot' set-up, that's over simplifying the raid. you could say that about any raid. the problem with ToC raid was too many lockouts not enough randomness in encounters. the raid would have been much more successful in the eyes of the player base if they had more bosses that were random. Beasts encounter should have been 3 beasts out of 5 or 6 possible, and you wouldn't know which one you got next until it came into the arena. If they added a rhino and a shoveltusk, or wasp, or whatever the encounter would have been much more interesting. in the same way it would have been more interesting if fizzle summoned one of 3 bosses, jeraxxus being just one of the possible bosses; maybe a pit lord or doom lord. faction champs i think was fine as it was, save for the wut? with respect to lore. if there was 2 or 3 possible bosses instead of just the valkyr. maybe 1-3 vykrul, or one of the 3 blood princes (although having to fight them AGAIN in ICC would get annoying, except for that having to fight all 3 at once), or having to fight a abomination, a lich and a leaper or a banshee all at the same time. lastly they could keep the Anub fight the same, it is fine as it is.
i know that means they would have to make 12 or so bosses for a 5 encounter raid, but when you have 4 lockouts, it would definitely keep things 'freash' longer. Something like that might have been what Blizz planned from the beginning they just felt that they 'needed' to get more content out, so they dropped it down. really i don't think they did, Ulduar was plenty of content for most of the player base for at least another 4-7 weeks longer, they could have used the time to get more bosses ready. besides Ulduar had 15 bosses, with several hard modes, and ICC has 12 boss encounters; with 14 individual bosses and 3 mini bosses, plus the weekly one (18 total). it's not that hard for them to have a tier of raiding with 12-15 bosses in it.
Tim Jun 21st 2010 4:20PM
I really hated the jousting. I'm a healer. Not much to heal there.
Zanathos Jun 21st 2010 4:34PM
Well there's your problem, you're supposed to be dpsing
Zuljo Jun 21st 2010 8:05PM
That's the 5-man, we're talkin about the raid here.
Dboy Jun 21st 2010 11:12PM
Actually, no. Matt finished by talking about the 5 man - you gonna pull him up on that too?
Sleutel Jun 22nd 2010 12:50AM
@Zanathos:
I think the point was, "I'm a healer because I like to heal, and instead I get thrown into a mechanic where I'm doing the same DPS job as everyone else, with the same mechanics regardless of class or spec."
maniraptor Jun 22nd 2010 1:26PM
It's not just the healers. Hells bells, I usually group as DPS - and I HATE THE JOUSTING.
I dislike forced vehicular combat in dungeons, frankly. Part of this stems from my playing a feral druid; I find it supremely disconcerting to be dropped into caster form in general. ("WTF? I'm walking around on two legs? Where did all these clothes come from? Good lord, what are all these strange buttons on my cast bar? Eeeek!")
Being unceremoniously dumped into caster + required to use set of abilities/tasks/mechanics completely divorced from my skill set and playstyle = not so much fun. If it were wholly optional, or had a much larger margin for error and lower penalty for failure, I probably would not mind much.
Zhadok Jun 21st 2010 4:25PM
While I do understand why the more hardcore raiders dislike or even hate TotC, I have to say it was a great raid instance for those who couldn't raid reliably and so had to pug it. It was relatively easy to pug, since it only had 5 bosses - even in 25 man. 3.2 on the whole had this advantage, since it was a great patch for those casual raiders who wanted to raid but couldn't. It was the first patch where high end gear could be actually be earned (albeit slowly) without having to be a hardcore raider.
Orkchop Jun 21st 2010 5:51PM
I completely agree. Also, the raid could be completed in a little over an hour, which was stupendous. It made it a LOT easier to raid and do more casual things.
jaenicoll Jun 21st 2010 6:16PM
Exactly. When we were raiding ToC, I couldn't help feel that Blizzard had deviated from the initial Wrath development and were serving up a quick and easy filler raid. My guildies would debate all the wonderful things they could have done instead.
Today I have a greater appreciation for it because it really helped develop and boost the PuG raiding scene that we have due to the small number of bosses and lack of trash. For that it deserves some kudos.
Iano Jun 21st 2010 7:26PM
That is an awesome observation! In very fact, ToC wasn't just a preparation for ICC lore-wise, but in a practical sense, it geared people up and got PuG raiders ready to actually venture into ICC!
That's probably unplanned on Blizz's part, but still- it's brilliantly sadistic! Marvelously magnificent! :)
Alithoe Jun 21st 2010 8:03PM
Hardly "probably unplanned". The whole lore reason for ToC was to prep for ICC, why not the real reason?
vocenoctum Jun 21st 2010 8:55PM
What I didn't like about Ulduar and ICC, is the entire mentality of "looking for dps, must have achieve..." for pugs. ToC and VoA were looser with that. ICC and Ulduar have that feel of "if you want to learn fights, join a guild", and my guild broke up not too far into ICC...
So, maybe I'll see how raiding goes in Cataclysm, because I'm not welcome in ICC.
Grak Jun 22nd 2010 5:25AM
"Exactly. When we were raiding ToC, I couldn't help feel that Blizzard had deviated from the initial Wrath development and were serving up a quick and easy filler raid."
err thats exactly what TotC was. Blizzard has already said before that ICC was taking much longer than expected and they needed something to quickly fill the gap between Ulduar and ICC, so they had to come up with TotC on the fly and squeeze in an extra tier of gear. Everyone likes to crtitcize the Tournament instances, but the fact is it was a freebie that was never planned for and was thrown in as an extra to keep us occupied before ICC.
Neyssa Jun 22nd 2010 5:40AM
Being a casual raider I totally agree. I hate long instances, and they are almost impossible to PUG. Our guild is very small, and we usually need 1-4 PUGs, but we go 11/12 ICC10.
There is always someone who has to go, and we cannot reorganize it fitting for everyone.
I sooo wish the Icecrown wings were separate raids. It could be 5 raid, if you have done the first 4 bosses, the raid is over, but it makes the next 3 wings available. So after the first 4 bosses, you could make a new group, and you would not be saved for the whole with some crappy people.
We could divide it easier into 1-2 hour raid nights.
Storming the citadel ---> opens up 3 wings, all separate raids ---> if you have all 4 raids finished, LK opens up.
It would be awesome.