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8-25-2011 @ 2:15PM
I will always see ulduar as what they once did right and what they are continuing to do wrong. I just wish blizzard would notice it.
8-25-2011 @ 2:34PM
Basically this.Every time I go back to BC raids with friends to farm up gear for the Transmorg, or just to get those pieces people wanted but never got back in BC, people say things like, "Why can't Blizzard make raids like they did in BC?" It's a common theme. I started in BC myself, and I've never had as much fun as I had in BC when I started raiding. Wrath was a disappointment, and Cata is just wearing me down. Ulduar was the one bright spot in Wrath, and I wish they'd go back to that model (and, for that matter, to making weapons and armor that actually looked...nifty).So...tired...of fire...
8-25-2011 @ 2:43PM
I don't think it's really so much that they're doing raid content wrong -- I would argue that encounters tend to be more imaginative and fun overall these days -- but I do think the normal/heroic/achievement split isn't serving raid content in the fashion that it's meant to.Just a theory, but maybe *having* to incorporate achievements into an encounter in the form of Freya's trees, the titans (or lack of them) on Yogg, Sartharion's drakes, etc. forces Blizzard to program encounters with a level of complexity that players enjoy more than the normal/heroic toggle? It also removes the organizational annoyance of, "Oh crap, X needs the achievement, sorry folks" that eighty-sixes a heroic encounter for the week. Food for thought, anyway.
8-25-2011 @ 4:11PM
Yes, I couldn't have said it better myself. Ulduar was, in my oppinion, the most successful raid tier Blizzard has implemented yet (both mechanically AND thematically).Additionally, it's usually not bigger numbers that make a particular fight feel extra challenging; it's tougher execution requirements that really give a fight teeth. Achievements, more than anything, force raiders to approach executing the fight in a more difficult way (hard modes do too, but sometimes the major difference is higher health pools).I also think the Ulduar way of doing hard modes made the two version feel less divided. Sure you were essentially doing different fights - but it didn't feel that way. It felt like the same instance, with the same bosses, and without any magical steroid pills given to each boss before hand. It was more organic.All in all, I'd love to see a return to the Ulduar version of things. Heck, maybe Blizzard could introduce trash achievements as well - potentially spicing up trash pulls, while making everything feel more integrated as a whole.
8-25-2011 @ 4:31PM
I just hope that if they make the return to the ulduar model, they don't have any achievements you can get if you sneeze in the right direction. Some of the 5-man achievements are like that. I realize a raid is different, but I'm sure a few encounters in uld were that way. (I joined right before the Ulduar patch, never experienced it while it was current. I am not happy about that.)
8-26-2011 @ 5:41AM
Yes, every single thing about Ulduar is brilliant.Activated hardmodes, as part of the fight is much better than 'select a mode' crap that is ICC and Cata.The raid bosses were varied, from nukes, to target swaps, to finesse fights, even vehicle fight for a bit of fun.There was a progression through the raid, assault the gate, defeat the guardian, convert the keepers to help against yogg. With the bonus of algalon if you managed the (very hard at the time, hard modes).Plus hardmodes made fights more interesting, Iron Council for instance, 3 modes in one fight so it kept it interesting.Uld was a collection of briliant fights in an interesting and beautiful raid which had real atmosphere, unlike ICC or any cata raid.Ah well, we will always have the memories.
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