I read the post on the front page about Ulduar difficulty and why it is remembered as such a good raid. I want to give some counter points and my opinion on why this raid set the bar for a good raid and why it hasn't been broken.
- Ulduar wasn't completed by the majority of the player base.
- Correct, but the main reason people look at this raid as the most fun was the diverse mechanics, the huge set pieces, perfect amount of trash that had to be controlled, and most of all the difficulty. People play games because they want a challenge, something fun to do with friends in this instance. Ulduar got progressively harder and it required you to learn new and interesting mechanics. The biggest problem in WoW today that the developers are failing to understand is that people might say they want a casual experience aka EASY mode where a majority of the base can get to the final encounter and if they want a challenge they can try it next week by clicking hard mode and playing the same encounters with a few more mechanics hp and dmg. But the problem with this is that it's like playing a game with god mode on, it might be fun the first few times just for the fact you're watching a story and playing along, but there is no challenge. We need to stop playing with god mode on and actually make fights harder with new mechanics and not make dungeons easy but make them progressively harder JUST LIKE ULDUAR.
Also I would like to see not the character numbers on those achievements but account wide numbers on the ulduar achievements vs dragon soul. I believe alts are skewing both numbers particularly the first few bosses in ulduar.

MMO-Champion
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