Originally Posted by
Desdonde
I really think Kaivax is missing the point.
While it was true back then that it was harder to see the final bosses due to the level of progression for normal modes, that can easily be solved and has been solved for recent raids such as Firelands and Dragon Soul. Let normal modes be accessible to raiders, there is no problem with that and I don't think anyone has an issue with it. Making this the only point for why a raid like Ulduar shouldn't exist is just baffling, however.
What the majority of us raiders who pushed beyond the normal modes enjoyed about Ulduar was the challenges that it presented after normal Yogg was defeated. The progressive hard modes, the number of choices when choosing what hard mode to do or how hard to make it (yes, we like choices), the number of achievements, the progressive nature (Working towards Algalon's key), and the fact that these hard modes had a lot of innovation and usually involved more than just a UI interface toggle.
Were some of the hard modes confusing to activate? Sure, Flame Leviathin is a great example. But it can be improved upon. Looking at just the bads of Ulduar and concluding "well, this and this is why we'll never make a raid like it again" and ignoring all of the good really is silly. I feel like Blizzard is avoiding making another raid similar to Ulduar because of the amount of effort that went into it, and they would rather take the quick path out (i.e. ToC and other very short raids)
But it turned out to be a hell of a raid instance, I have many fond memories of it, and even though 3.2 came out soon after and we were progressing in fail TotGC and banging our heads against Anub'arak the raid stacker, we still went back to Ulduar to progress on and finish up Yogg +0, despite the inferior gear. That is a true sign of great raid design.