My Thoughts on the Ultimate Areas

I'm making this topic because I don't see a topic for all of the new Ultimate areas, and since I know I can get a bit wordy. I'll post a summarized version of my thoughts in those topics if/when they exist.
A few notes: These are mostly based on solo runs, although I have done some group runs as well.
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Ultimate Royal Jelly Palace:
I kind of feel this area isn't as polished as the other new ultimate areas. It could also use being a bit harder, but right now it's decent as far as difficulty goes. I think it needs more enemy types, as pretty much everything can be taken care of with Acheron/Gran Faust and Ash of Agni. A shadow-resistant enemy would probably up the difficulty a good notch, like some fiends (I don't believe they show up much in the other Ultimate areas either). Also, maybe it's just me, but it feels like this area could use a freeze-type lichen/colony enemy (I mean, UFSC got those curse zombies).
While I felt that overall URJP was easier than some of the other ultimate areas due to Ash of Agni wrecking everything, I think the upper right area of Red Carpet Runaround is specifically too easy. I 'm not sure what it might be, but in the regular version of that area the enemies combined with the spikes make it pretty cramped and hard to deal with things, but this one not so much. It could use some tweaking.
There's a bug at the end of RCR, where the final gate lowers too soon. It goes down when the Ultra Blast Cubes spawn, while it seems it should stay up until after they and the lichen colonies afterward die. Also, is there any reason why mini jellies spawn right at the elevator? It seems really unnecessary.
As for the boss, I think the stun floor thing is pretty neat (and I believe it is in every ultimate boss?). It is somewhat annoying, but it can still be dealt with. Now as for the boss itself, I kind of feel it's a bit too easy, but that might be because I came with a DVS, so the healing wasn't too bad. Of course, since this is for players that have mastered tier 3, I think it's fair to assume that they will come into the battle well-equipped for the situation, and as such I don't feel tier 3 masters will be too challenged by it.
Overall, a bit on the easy side, and it feels sort of unpolished compared to some of the other ultimate areas.
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Ultimate Ironclaw(Darkfang?) Munitions Factory
I'm honestly impressed. This area has improved a lot since its first incarnation. For one thing, I noticed that you made those energy bars actually hurt, which I appreciate. So for this area, I think I'll cover it area by area, and then the boss.
In Abandonded Assembly, all of the encounters are pretty neat. The first encounter on the left side could probably be made harder, as well as the second on the right, as they seem less interesting than the other encounters. Also, I think there's too many health boxes on the left side. Correct me if I'm wrong, but I don't think there's any health boxes on the right side (unless they did that IMF thing of just not spawning for whatever reason) while there's two on the left. Just seems a bit inconsistent. As for the final encounter in AA, I really like what you've done with it. One thing, though, is that there might not be enough enemies in that first wave, as they don't really distract they player from the switches too much.
On to Warfare Workshop, then. I really like the scuttlebots in that long switch corridor, since the player will have to focus on the 'bots and the switches, which does what I thought to be impossible: makes scuttlebots a threat. Kudos to you guys. Really. So moving on, there's a vitapod dispenser/health refill pad in a further area (next to a pot spawner), and it really seems like it shouldn't be there (I made a separate topic on this, just pointing it out again because it seems so out of place). Next up is personally my favorite encounter in the area (and possibly the whole game). The respawning retrodes, the swirling energy balls, the horde of gremlins, oh man. I love this encounter, even if it did utterly destroy me. As for the next section, the rocket puppies didn't really notice me until after they were no longer that threatening, so maybe if they were move closer to the walkway or something in order to make them notice you they could be more threatening. The last encounter is pretty neat, I like it, though that other one before is still my fave.
So then, the boss. The stun floor is sort of an annoying way to make things harder, but hey, it works. I imagine it wouldn't be so bad in a group, as someone could be delegated to dealing with the stun floor, but even solo it's doable if you remember to bring a gun. I still think the fight would be better with some hazards that aren't scuttlebots (even though the stun floor does manage to somehow make them a threat). I mean, since there's so much fire in the stage, how about some oilers? I think the Twins' new missiles set fire to you, but they really aren't threatening enough for me to know. (Also as an unrelated side note, it was very nice to see one the Twins fry a gremlin mender with its laser. Thank you for that catharsis.)
So in general, I really like this area, and think that it is of the quality and difficulty that an ultimate area should be.
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Ultimate Gloaming Wildwoods
The wildwoods were a pretty fun area, just as it was before the update. I'll mostly speak about the changes since the last version here.
The last encounter in Terrilous Trail was pretty neat. I don't really understand how the gates work, so it seemed rather constricting as far as being able to avoid things goes.
As for Roarsterous Ruins, I like that you made the left side harder, but I think maybe its a bit too much now. There seems to be as many or more enemies on this side than the right, and the area is much smaller (Although I suppose it is possible to kite them into that small corridor to make it easier). The main thing about this, though, is that I kind of feel that it detracts from the whole going around back to unlock the key thing. I will say that I really like what you did with the pre-boss encounter, such an improvement over last time.
I felt Snarby himself(selves) was much more bearable, even with the stun floor. I like that the fight is no longer about out-damaging the silkwings, and more about just trying to get to Snarby with the interference of the stun floor. I think it encourages people to bring a gun to the fight, which is a welcome change from just going up and hitting everything with a sword.
I'd say some parts of UGWW are a bit crowded, but otherwise it's pretty good.
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Ultimate Firestorm Citadel
(Technical difficulties; my first run was ended because a Slag Guard pushed me into a corner and I could not get out. At all. Yes, I was solo.)
Okay, so I finally got in a run of UFSC. I think the simplest way to do this is just to go area by area, so that's what I'm going to do.
Blackstone Bridge: Pretty good for the most part. At the first encounter a Slag Guard and a curse zombie got stuck in one of the wheel machines, but I was able to get them out. One strange thing, though, was that one Slag Guard managed to get past the enemy-fence and get into the lower area. That was... unusual, to say the least. As for the encounter before the elevator, I think the instantly respawning Howlitzers are a bit overkill. If they repawned after even a short amount of time, or were out to the side out of melee range, it would be bearable.
Charred Court: Most chambers seemed about where they should be, but the lower left chamber on the left side (4 grim totems) is considerably harder than the rest, so I think most people will avoid that. I really like the battle when you rescue the 6 sprites: a variety of enemies, a large open space, its great. Two things, though: The normal battle music plays here. Is it supposed to? I do like it more than the FSC battle music, but whatever. Also, it is entirely possible to flee the battle and go to the elevator. It isn't easy, but it's possible. I thought that maybe this was intentional, but even if it is, I think that battle should be mandatory (It is pretty great, after all).
Ashen Armory: This is where my first run ended, as a Slag Guard pinned me in a corner, and even if I died I was stuck. Eventually I found that waiting a while the Slag would wander off, but enough of that, on to the level. I did the left side, to see if it got harder (I'm going to assume the right side is basically the same, and therefore completely crazy). So, the left is still too easy. Only using a Polaris, I was able to clear out the statue room without taking a hit. And that's not even really me bragging, it's just that simple. The later part was better, and I was thrilled to see the return of my old friend: the Trojan! Of course, since I could just grab the key and run, that's exactly what I did. A shame that the one apparently hard part of the left side is completely skippable. Oh well. As for the next encounter, it was probably my favorite in the area. The Howlitzers here are actually reasonable, since they don't respawn instantaneously. One thing that might make it harder, though: Spawn the new grim totems on the lower side, since that is where players are going to fight the zombies anyway. Should definitely make things more hairy.
Smoldering Steps: That first area with the enemies closed off by ghost blocks could be a bit more challenging. You can easily lure out the zombies and take them on a couple at a time. The one shadow bar on the left is a little strange, maybe add another to make things symmetrical. Also, I don't understand what makes the Slag Guard and friends spawn. The next area with all the staircases is pretty neat, I like it. The final arena is pretty interesting. The insta-respawning Howlitzers are still are major pain, but the area is larger so it's not quite as bad as BB, but I still think it could be tweaked. I'm also not so sure about having so many zombies and some Slag Guards for every single wave. UFSC in general is lacking in enemy variety, and this seems like a perfect time to add some in. The strategy as of now is basically take out the zombies, then the Slags. For all of the waves. Instead of so many smaller enemies, why not a "large" enemy wave? As in, a wave consisting pretty much entirely of Slag Guards/Trojans (Trojans really could show up more than just the one time). I'm not sure how it would work out in practice, but it seems like a decent enough idea.
Lord Vanaduke: I refuse to call this thing a boss, because it isn't. It is a slideshow. I can't comment on the difficulty of this thing because it is not playable in its current state. I don't normally like to complain about lag, since I'm not sure how much you guys can control that, but at times this boss ran at something approximating 2 frames per second. You just can't have a boss that demands so much from the player and have it be that laggy. It's a shame; Vana seemed pretty decent at times, but I eventually I just stopped caring, as I imagine everyone else playing would. No sane person will fight this boss, not as it stands right now.
As an aside, I really do feel that UFSC is really lacking in enemy diversity. There's a good number of different flavors of turrets, but the bulk of the other enemies are all curse zombies, with occasional Slag Guards. And on the subject of Slag Guards, I really think that in some encounters it would be better to switch one or more Slags with Trojans, or removing some zombies to add in a Trojan. The thing about Slag Guards is that they're threatening while they have other monsters taking up your attention, but once they're alone, you can just sidestep and shoot them in the back. Trojans are less predictable (as well as having different weaknesses), so a couple here and there would really liven things up. In fact, more kinds of enemies all over would liven things up. I mean, UFSC has some oilers I believe, but only in about one specific are. A more varied set of enemies would make UFSC a much better area, as UGWW and UIMF are still in my opinion the best of the Ultimate areas, and they both have the best variety. Others might feel differently, but it's still something to think about.
So I'd say it's a pretty good area, just needs better enemy variety and a playable boss.
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Just as a general note, I'm wondering why the stun floor disappeared after I defeated Snarbolax, but didn't on the other bosses. It's kind of annoying to saunter over to the exit after defeating the boss, so it would be nice to have them disappear in the other areas as well.
Anyway, that's everything, hope it helps, and sorry for writing so much (UFSC in particular).

I enjoyed reading this, give me a idea of the area. Thanks.

"I like that the fight is no longer about out-damaging the silkwings, and more about just trying to get to Snarby with the interference of the stun floor."
The fight wasn't just nerfed with the silkwings respawning less - each snarby appears to have less HP as well. The whole fight was absolutely trivial, and felt like it belonged in tier 2 and not in an ultimate instance. My partner and I were bored with the encounter. Awful, awful change IMO. Slowing the player down with the seed doesn't really do much because you're standing next to it the whole fight anyways - with slow players it is down most of the time, and you're just kind of chilling out at the bell not doing anything because there aren't any silk flies.
"Trojans are less predictable (as well as having different weaknesses), so a couple here and there would really liven things up"
This I agree with though. Trojans in UFSC would be pretty cool in my opinion.
Just bumping up this thread to indicate to the devs that I'm finished with my little novel up there.