Underpin: A Poorly Designed Encounter with Poorer Rewards

You know I didn’t think it was possible to make an encounter that took all of the worst aspects of the Zek’vir encounter, and increase them in irritability, but here we are. Sorry Blizzard. Normally I always try to do your toughest content, but after slogging through Underpin ?, and feeling nothing but irritation from it; I refuse completely to even attempt ‘??’ Underpin difficulty without serious fixes or changes. Thanks but no thanks.

While ‘??’ Zek’vir had some sloppy design decisions, such as the raised Platform that concealed telegraphed attacks, webs on the ceiling blocking vision, and an arbitrary rail on the sides of the Platform that seemed designed to make you get stuck and die from his Claw Smash… The Underpin takes it to a whole new extreme.

It’s add placement is not easily countered by the tools players are given, and fact that players have to make a macro or rebind the interact key if you want to even try and get the adds down, because the Boss model blocks you from interacting with the bombs; make for a completely unfun encounter.

Kazzak had this issue also blocking vision, but at least with that Mage Tower encounter it was workable.

In at least a half of the attempts the adds were separated and not grouped in 3s as one would expect. Usually they were on different sides of the battlefield forcing the use of 9+ bombs rather than 3 as one would expect if the encounter was coherently made. You want us to Bowl? Fine. But address the ‘pin’ placement. 9/10 times we’re given a 7/10 split formation.

With Zek’vir I felt like it while it would of benefited from being tested better, it was once understood; fair. The same applied to the Mage Tower. It was brutal, but it was fair. Never once did I feel that sensation with Underpin. Not even once. All I felt like was artificial difficulty tacked on by offering players counters that did not function as they were supposed to. My mindset became rapidly a case of. “Good grief, are you still alive? Just croak already. This is not fun. Your not a threat but for your broken and badly designed mechanics. I’m here only for the Quest. Go. Away.”

The Underpin encounter feels less like the standard of Blizzard excellence in encounter design that we usually see, and more an attempt to get players killed, waste player time for an admittedly subpar reward; and perhaps to passively incentivize players to buy WoW Tokens to recoup their losses they incur because of the intentionally lousy design. I beat it as Melee, but suspect a Caster such as a Warlock who has a Tank will have a far easier time. Might test it if I feel like I want to, but honestly?

The Golden Gobtrotter simply is NOT worth the time, effort, or stress it would take to get. It’s not a decent reward, and is far and away very bleh. Maybe I’d try it if Mage Tower Weapons were offered, but since they are not. I will simply complete the quest and leave it at that. Better served to keep my gold and not waste it on further materials.

I gave it a shot because I like to complete things. But if the current trend in seasonal nemesis’ continue with a deteriorating level of quality, I’ll probably pass on defeating Season 3’s Nexus Prince or whatever you decide we’re to fight. Unless rewards are decent there is literally no reason to bother. I’ll farm the Gobtrotter. The achievement I’ll pass on. Did it once with Zek’vir, that was enough. When the encounter is properly designed and tuned to put success on players, and not random nonsense I might try again.

Zek’vir: 6/10
Underpin: 0/10

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Aww I’m sorry you don’t like the goldship, I think it looks cute.

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Honestly found underpin a way easier fight than zekvir, and way less rng

Just gradually rotated him around the room as adds died so the next wave had cleave spots, never had any issue with their spawn rates

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It’s not meant to be facerolled. And that’s good gaming to me. If it can be facerolled then it’s 0/10 on me. Becoz of that, Underpin ?? and Zekvir ?? are 10/10 on me. Yes, it’s hard. It’s working as intended.

Facerolled? Lol. Nothing about either encounter is ‘faceroll’. Not even ? difficulty is faceroll.

But I am not going to bother with an encounter that is straight up bad design and feels more calibrated to sell WoW Tokens than deliver an actual and meaningful challenge. Everything about the Underpin was artificially inflated nonsense. The only part of the encounter that had any merit was the oil-slick hazard.

Could of been cooler if say, Oil could of caught fire from Bombs, or if it could of been used against the boss, but nope.

Set an interact key.

Then you were out of position. The adds were extremely consistent in landing as close to the Underpin as possible. Drop in the corner, bomb them, reposition so the corpses don’t block the next wave.

Then it sounds as though you never figured out the fight. It’s effectively just position management, the fight.

Pretty sure that the pets still take like 10x melee damage, same as Zekvir.

They told us what the rewards were going in, this wasn’t a surprise.

So, where is the bad design?

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How does it even make you buy tokens lmao

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Everything someone doesn’t like drives token sales, somehow. Pathfinder? Tokens. Professions? Tokens. Delves? Tokens.

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Then, it is good.

It’s not a faceroll but it’s near to be facerolled. But if you did ? at ilevel 665, that’s a SURE FACEROLL. It’s Raining gear. ? can be overgeared easily. Those at ilevel 675+, they overgeared ?? and pwned it.

You got beat by Underpin.

You’ll be ok.

:laughing:

What are you even talking about? Bro, you need to bait the adds far away from their corpses for each call. Take 5 minutes to practice instead of raging on the forums.

GG, you won the boss with this strategy.

There was a WoW token option? I didn’t see it.

My fellow warrior brother, start with this setup:

  • Prot spec + DPS Brann.
  • Bind interact key to something you can hit quick for bombs.
  • EVERY time you kill a group of adds move Underpin literally a quarter way around the edge of the arena. It’s a little overkill for moving boss but ensures 100% the mobs stay grouped when they land.

Edit: I should add, that your main goal with this setup is bombs and killing adds. Let Brann go to work on Underpin and only assist with shield breaks. Otherwise, bombs, bombs, bombs.

Practice with that and see what happens.

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The problem is that the RNG of Underpin is the clunkiness of the bombs.

Plenty of times i had the bombs move way too little or going past the trash mobs, which only lead to them living way longer than they should have.

Theres also the spawn points often splitting them up.

dawg just kick the balls to kill the add

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Imo underpin for melee was more tolerable than zekvir. I expect ranged might feel opposite.

You didn’t position correctly if the adds were splitting.

Zzz why is this always the line when someone can’t do something

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This is precisely the play.

I’d slowly taken him along the side of the arena and was on the other side by the time I got the kill. I can see why it can be frustrating if the ball-spawn to reaction time isn’t there.

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How is it “calibrated to sell wowtokens” lol

Brann causing him to leap to a bad spot is something I could agree with being annoying.

I think dps and heals could be buffed to 2 bombs as well.

The actual mechanics though are alright.

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I guess the thing there is we’ll lose to him, apparently get WoW tokens buy runs and higher gear and beat him (rather than freely get a Hero piece every week and a mythic piece every 2 weeks for doing easy solo content).