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5-15-2010 @ 7:15PM
Completely agree.It's felt like the fun has been sucked out of our guild ever since we finally killed LK25. Now, we're just doing the same dungeon again for more loot. Oh, and drakes.If there was another dungeon after Icecrown, then I might care. But, we know there won't be a raid with loot better than 277/284 gear. We also know that Cataclysm is going to re-do everything, and unless the stat inflation works its way backward to current gear, quest reward greens will overshadow all of our hard-earned green-texted loots.The fights themselves don't feel epic at all. The hard modes really don't feel like hard modes--they just feel like changing the way some of the mechanics work to make it slightly harder, like preventing you from stacking up on a fight where that was the original strategy. Compared to Ulduar, which I think everybody agrees totally nailed hard modes, it's just terrible. The fight that changes the most is Putricide, and all that happens is that he double-spawns adds instead of stunning the raid and throws out a plague that you have to spread around carefully. Compare it to Thorim, in which the hard mode is actually LORE.In Ulduar, it felt like hard mode was the removal of a limiter from the bosses. You left towers up to allow Flame Leviathan to utilize all of his abilities. You broke XT's heart, which removed his limiter. You pushed the self-destruct button, which made Mimiron want to kill you faster. Hell, even the Iron Council had a unique hard mode--kill the bosses in a different order. Not a single fight in ToC or ICC has utilized hard modes properly. It's simply altering mechanics a bit and giving the boss a new ability.Long story short, the bosses are fun on normal and relentlessly dumb in heroic. The biggest example of a terribly-designed heroic fight is Deathwhisper. Adds spawn on a faster timer, have more health, deform/reincarnate more often, and continue to spawn in phase 2. She has more health, more mana, and MCs more people in your raid. Ghosts kill anyone they touch and anyone within 10 yards of that person (which is FUN with a capital FU because they're untargetable NPCs and damn-near impossible to see). Is it harder? Sure. Is it pointlessly harder? You bet.Oh, and another thing heroic difficulties do: they force you to stack your raid one way over another. Think Heroic Anub'arak. You literally could not complete this fight without at least 4 Paladins and two geared Block tanks. The current incarnation of LK10HM -requires- a Discipline Priest and no more than one melee class, which is most likely going to be a death knight. The raid stacking is unbelievably frustrating. What's more frustrating is when the hard mode is designed with 25-man in mind, which makes 10-man incredibly hard because it's not scaled correctly (Blood Prince Council comes to mind). In an expansion touting "bring the player, not the class", heroic difficulties completely contradict the concept.I would like to see them go back to the Ulduar design scheme. Not every fight has a hard mode, hard mode doesn't necessarily mean more health/more damage, multiple levels of hard modes ala OS/FL/Yogg, and hard-mode only bosses.
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