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4-30-2010 @ 9:27AM
I agree with this statement but I also think a lot of it does factor in where you are.- Karazhan felt right with 10 people, because it was basically you and 9 companions going into a haunted house. The smaller group and closed in spaces (with the exception of the Theatre and space stairs) eventually growing into this huge room you climb to the top of was an amazing feeling.- On the other hand Ulduar felt right at it was this huge Titan facility which you basically destroy an entire army built with the forge of wills to even gain access. It felt like it was made for big things and the end boss whom you were hunting, felt like he deserved the largest group of heroes to take down.- ToC Kinda fit both in my opinion, it's basically a gladiator fight and works on both presentation levels.Though that brings me back to the design or of the lore aspect? Karazhan was a footnote in our character's history, while Ulduar was this mighty save the entire world kind of dungeon. I think we can all agree Ulduar and it's design is quite possibly the "Karazhan" of Wrath of the Lich King. I would love if there were more hardmodes designed about doing something than, "Flipping a switch"That end game experience felt epic, I feel I'm going to miss it as I feel 10 mans will eventually be the way to go in WoW:C I just hope the designers give us the feeling that I enjoy in raiding.
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