No more hardmodes please.

#0 - Dec. 2, 2009, 9:14 p.m.
Blizzard Post
Make the encounters hard in the first place. Make progression a challenge again. Hardmodes IMO are a ridiculous idea, it's basically adding one or two elements to the fight that should be there on the "normal mode"
#25 - Dec. 2, 2009, 9:36 p.m.
Blizzard Post
Q u o t e:
Make the encounters hard in the first place. Make progression a challenge again. Hardmodes IMO are a ridiculous idea, it's basically adding one or two elements to the fight that should be there on the "normal mode"


And then we go back to the issue of limiting the number of players who see the content which we don't want to do. Examples: Kil'jaeden and the original Kel'thuzad.
#138 - Dec. 3, 2009, 1:24 a.m.
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Q u o t e:


Having ToC with separate hardmode lockouts just felt like a blatant recycle... Personally I'm after something in between. I miss the challenge of classic raids, but am not a fan of uber hardmodes given we seem to have less time between content these days, and many of today's raiders (unless your in a hardmode guild) don't remember (or don't know) just how much wiping it used to take to learn content. Now days, people seem to eager to emo quit.

But giving a particular boss a "hardmode" inside the current raid (like Ulduar) which drops extra loot is the right way to go about it. For example, not killing spawned adds, not using NPC assistance, not dispelling a certain buff, these are the right types of hardmodes imo.

Also Algalon was a great idea imo, I'll probably never see him dead. But I'm sure the more Hardcore guilds would really enjoy more hardmode only, optional bosses with improved loot tables instead of just a buffed version of previous bosses.


The ToC multi-instances for hardmodes was a pretty unique situation since the instance was quite small, but overall it did seem to work out pretty well. Icecrown Citadel will work more like Ulduar but instead of triggering a hardmode through mechanics it will be a UI option so it's more clear on what to do.