Mythic Zskarn

This fight is, hands down, probably one of the most unfun, chaotic, clusterf fights I have ever seen in a mmo. Please, for the love of god, gut this boss it is not fun.

The random trap RNG bricking your arena is so, so, so, so frustrating. You have three different, very positioning intensive mechanics ontop of mechanics that force you to move around the arena constantly.

If the boss was designed to be this god awful, you should have just left the cheese in. Honestly.

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And the boss is so bad I feel justified making an entirely different thread to make my voice heard :slight_smile:

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You should see Twitter lol

Just remember; this fight had the cheese strat until the Blizzard dev that made the fight got their guild’s clear (they are GM and they used the cheese strat) then they “fixed” it. Real standup dev Blizz has there, huh!

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Please listen to this feedback blizz. Not only is this unfun - it’s horribly tuned. Even if we did all the mechanics (which are absolutely annoying, regardless of difficulty) this fight would rank as top 3 worst in all of wow history.

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If they make more bosses like this I’m done with raiding. This RNG fest that all the good guilds didn’t even properly do. Why make it harder for objectively worse guilds??? When all the HOF just cheesed. So dumb

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this is subjective. they’re not going to change the boss just because you don’t like it.

It’s very funny to see comments from people who either cheesed the boss, haven’t done it on mythic, or don’t raid mythic.

I have yet to see anyone who actually progged this boss after the ‘fix’ enjoy the fight.

You can have a perfect pull where all mechanics are done perfectly and nobody makes mistakes and you can very easily wipe due to bad RNG of traps. That’s not good game design, which in turn makes the fight not fun - that’s not subjective, that’s a fact.

I’m not sure what’s a scarier thought… Either the fact that it’s incredibly unlikely anyone from Blizzard is doing this fight after the fix (they barely play their own game) or the thought that someone greenlit this fight after the fix and thought it’s acceptable raid design.

Furthermore I’ve seen first hand accounts on both the raid lead discord and comments from other guilds that this fight is actively killing guilds. This isn’t a “prog-check” boss that kills guilds, this is a horrendously designed fight to which nobody has a good time and some wipes are out of you control.

It would be in the best interest of the game to change this fight, otherwise we’re going to see more hyped guilds who just killed Rashok die on this boss, just as they are now.

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Our guild literally dreads showing up for Zskarn prog. The fight is trashy because it’s start to finish RNG. You can have an amazing pull where no traps spawn where you pull the boss and then the next pull all the traps activate in the same spot. Then you have adds, lines to dodge, knockbacks, and a million other ways to get toasted.

Rashok is a trashy raid fight as well because the boss has ridiculously high dps requirements and it falls back to the same blizzard trope of just spamming the room with things to one shot you when they can’t come up with anything else.

The lack of nerfs to these bosses (and well, M+ too) is astonishing. Rashok should have had a -10% hp nerf already and Zskarn should have been completely overhauled with no RNG.

How to fix the entire encounter in a few easy steps:

  • Redo the entire visualization of the ember lines such that instead of a tiny arrow, a translucent red line is viewable from the boss, through the affected player showing the full path and affected area of the line
  • Make the bombs bigger and glowy/sparky to make them stand out more in the cluttered mess that is the boss room as it is
  • Make the random trap activation start with inactive traps on the edge of the encounter space, working inward
  • Have golems prefer activating traps in the middle of the encounter space when possible
  • Make a clearer edge on the area of effect of tactical destruction pulses
  • Change the blast wave from a knockback to a pushback (ie. dont make it cancel spellcasting)
  • new: for good measure, either fix the spell queueing, or stop him from activating new traps during tactical destruction

There’s a decent fight at the core of zskarn, its just ruined right now with awful RNG and even more terrible visuals.

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or you can have the opposite… which makes the fight fun.

If wiping 19 out of 20 times to RNG is fun because you had a single pull with good luck, then more power to you - I’m pretty sure you’d be in a boat by yourself with that though.

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how many overlapping combos are impossible as a percentage? you mentioned 19/20 so you’re saying 95% of mechanic placements are unsolvable?

seems … hyperbolic.

Given you clearly haven’t progged this boss and you clearly haven’t truly read the complaints of the fight to understand what’s actually RNG (plot twist, the overlaps are not the RNG), the trap spawning mechanic is, I’m not really sure why you’re so hellbent on defending this boss.

Best of luck to you when you get to it.

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This boss single-handedly made me want to quit raiding all together. Proging as a dps warrior on this fight is worse than pretty much any fight I can think of in wow’s raid history. I just don’t understand what the developers were thinking. And if the rumor about the developer killing it with cheese with his guild then “fixing” it afterwards, somehow I wouldn’t be surprised given the recent blizzard behaviors.

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It’s not a rumour, he literally said as much on Twitter. Somewhat of a case of bad timing, but it’s undeniably a bad look for the developer of the freakin boss to do that and then leave the boss in a state that requires wayyy more pulls for everyone who got there later. They could have forced everyone to reset instance instead of extending. Or nerfed the boss further so that it wasn’t significantly harder than with the cheese.

Personally I’d like to see them just reduce some of the clutter. Lower the random trap spawns from 2->1, and reduce the number of golems. Room fills up slower and less randomly but you have less clearing power so it’s more about plotting an efficient path through the encounter than the current state of reacting to the randomness.

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Blizz seems to LOVE to do this, it was same exact issue with Dathea. By the end of the fight you had 12+ tornadoes to dodge with only an arrow. If 4 were grouped up in a small area it was incredibly difficult to tell exactly which way certain tornadoes were going. So many other mmos and games have much better indications of area on spells. I understand wanting something to be difficult, but often the lack of visual clarity on a lot of things seems to be an issue lately.

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The boss designers deserved an award for creating the worst boss design in the history. The Blizzard designer who designed Zskarn and whose guild killed Zskarn using cheese strat. Then they changed Zskarn 24 hours later in the middle of the week (on a Friday).

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Whoever designed this boss should not have a job

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