
Originally Posted by
Predakhan
I think nostalgia is clouding some people's judgements of how great the Ulduar hard modes were. While some where implemented in a good way some where even lamer than Atramedes which people are criticizing.
Hodir and XT come to mind.
I cannot speak to others, but specifically, Hodir and XT are actually
perfect representations of
natural progression. Guess what? You guys are so good you blasted through the heart before the timer... guess you need a bigger challenge. You think you're good enough to ignore the help the fight gives you and burn Hodir? O'rly? Good luck.
Now, I'm not talking about how "different" they were, but that they were a
natural progression. You did them
on the way to killing Yogg as a way to get some better loot and challenge yourself.
That is a far cry from: "Congrats! You've beaten the game on normal! Now try INSANE mode! Now with 20% more difficulty!" You know when a game does that to me? I'm all like "Nah, I'm cool. Been there done that." But if the game was all like "Guess what! If you play through this part of the game again and are able to pull of X during it, you unlock an extra dimension of gameplay!" Then I'm all like "O'rly? That sounds like fun."
Mimi was the exception to this, but it was done in such a whimsical way. My God, when you first saw the button, you pined for the moment you got to push it.
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