lol whats with the body proportions on that garrosh pic?
I would like to see some analysis on Ulduar achievement dates against the launch date of TOC. Patch 3.2 was rushed out the door very prematurely, and many guilds simply didn't have enough time to finish Ulduar before TOC launched. Ulduar had 14 bosses and was current content for a mere 5 months. I suspect the huge dropoff of Descent into Madness achievements will coincide with the launch date of TOC/TOGC.
Where's the "Beta" option for the poll?
I liked that normal mode was still considered progression in Ulduar, not a week-long setback to the real raid.A lot of people have mentioned this already, but the carrot on a stick is necessary to make people want to get better. If you dont WANT to get better and progress, why do you even raid? Its clearly not for you.
Keep in mind that Ulduar, a rather large raid instance, was only relevant for approximately 3½ months. That's quite literally NOTHING relative to how much time we've had to clear out other raids, and is likely also one of the conributing factors to its great succes. That goes not to say that it would've been any less epic than what it was if it had remained relevant for a longer period of time. To me (and most probably a few/bunch of other people would concur), soley the content and uniqueness of Ulduar would be compelling enough to keep me attached and entertained for at least twice of its "lifespan".
Last edited by smiff; 2012-02-14 at 06:05 PM.
This argument is so flawed... Algalon is supposed to be a the "hard mode only boss". Algalon was something sort of a really hard goal every hardcore guild dreamed to reach but it wasn't necessary. Therefore about 25% of the people completed the content, which I think is fine.Also the "We didnt have time to clear the instance" is a horrible excuse my guild only raide 3 hours a week and we beat it. Imagine now with raid lock-outs...
I'd be interested to see hard mode progression in ulduar too. My 25man guild was at 5/9 hm when I burned out, but they moved on to I think 7/9 hm before ToC, and later in ToGC they got yogg+0 and algalon. I'll never forget how that Chinese guild "Stars" got yogg+0 before the nerf, when ensidia had thought it impossible.
What, no "Beta" option on the poll? =P As for the ulduar topic, I think blizz is on the right track right now. They obviously have huge reasons to want the majority of their player base to see content. This is LFR, and to some extents, normal difficulty. I feel the hard modes could be a bit more hard, but I doubt many share that opinion.
Ulduar was epic ... didn't matter if you did just 4 or 8 bosses, if you never saw Algalon. It was a respectable raid. Something Blizz has turned away from in favor of cheap and fast.
My part in this story has been decided. And I will play it well.
Eh they are decently hard however I'm looking at the current things in my brain right now
LFR: Help mode / Basics ( Even though you can ignore 3/4 of the mechanics )
Normal: Easy
Hard: Well... the way it's meant to be played
Personally I want the uldaur model back, It's great to see a final boss meant for the people who well obviously wanted to see true end game itself. It was very rewarding and just seeing that door to algalon open was amazing in my eyes.
Ulduar hard modes were a lot more interesting than the new hard mode stuff. The bosses fights completely changed with the different mechanics. Newer stuff, things hit harder, one more ability is introduced, changes things only a little bit.