Halion Heroic was on a whole new level on Hardmode. Then we had T11. That tier alone each fight difference going to heroic. Superb!
Lets be honest here Mimiron and Yogg aka the 2 most memorable hardmode fights from Ulduar were infact basically interface mode. Hit a button. OH SHIT, or pray someone doesn't talk to a keeper. Thats it! Fuck I wish Vezak had a toggle. Do you know how boring it is to AFK that dude while waiting for the Animus?
Not like it matters. They can bring back to old design once in awhile like they did with protectors so you can make ULTRA HEROIC fights.
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It's fondly remembered because it was without a doubt and by far the best raid-dungeon in the expansion. Apart from Ulduar I thought the PVE-content in WotLK was very underwhelming, but that place gave me at least one raid which had the epicness of the older TBC-raids. It gave me power to endure the shitfests that was TotC and ICC.
Good amount of interesting bosses.
Excellent design, felt like a real place more than the endless linear corridors that many other raids have.
Yogg Saron. Algalon.
Non binary hard modes.
There's just a lot to love there.
"If you have to believe it on faith, you have no reason to believe it at all.” Aron Ra
They did have hardmode you could switch on but it worked very differently. And we all LOVED IT. Then blizzard fucked us in the ass with making heroics etc
twitch.tv/draahl - Watch me suck at virtually every game!
I sometimes question people who were so enthralled with the HM ulduar activation. How many of you actually killed those hardmodes? Rarity of Mimirons Head even though it was faceroll farmable for 1.5 years after Ulduar was obsolete would suggest to me that less then 10 posters in here achieved this feat. Thank god though. Now when I kill "heroic fights" I get superior gear then Joenormal mode who in Ulduar could get the exact same thing while killing normal mode.
Since then encounter design has become so complex and normal mode so laid back the since then nowadays many boss abilities are pointless or ignored outside the heroic scene.
It had everything you could want in a raid. Just to name a few:
Challenging bosses with fun mechanics, they gave great gratification.
Optional bosses, non-linear.
Very pleasing asthetics, beautiful zone and artwork.
Large raid, it felt huge. You actually had breathing room. It felt like a giant castle you were infiltrating. Towering walls and pillars, large regal halls with strange and beautiful visuals.
Man, I've got bags under my eyes... BAGS OF MONEY!
See ya later, peasants.
Praise The Sun!
"Optional bosses" gets thrown around too much too. Nothing in actual raiding is optional. If it's able to be killed. It's going to be killed.
Also Ulduar was Far from optional. Inevitably the kill order you would do changes as nerfs make fights easier but mostly everyone started with Hodir/Thorim which were faceroll and Ultimately progressed towards Freya+3, Firefight, Agalon, then yogg0 as the end stretch grind. ICC was optional too, As was T11. There are reasons people didn't kill Deathwhisper or things like Ascendant Council. Until late tier. Same thing swings for ToT recently you usually started farming Iron Qon/Consorts before Dark Animus/Durumu.
Can't really talk about normal mode mixmatch alt/main the first week. That isn't raiding and the only "optional" thing in there is how many runs you decide on running.
Obviously the vast majority of players are going to have a very different PoV then me. For me it's not a question if something is going to die but when.
In short, ALL raids have optional bosses because difficulty has never been exactly "linear" They came really close with Siege though!
because the other 3 raids are so very bad in comparison,
Battletag - Stormz#1438
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I have a love/hate relationship with Ulduar. I love that it was a big raid, with optional ways to do bosses, an (IMO) superior trigger mechanic for heroic bosses instead of a stupid menu toggle, and the lore behind it (even if it's slightly odd we'd bother killing an old god while the LK was still kicking, though it wasn't nearly as dumb as playing joust outside his doorstep).
What I hate? It brings back bad memories of the guild I was in at the time; those fuckers can die in a firestorm for all I care.
One short answer, could be that the raid after it, was so poor by comparison (ToC)
However it had a great story build up across 2(3?) zones, supporting buildup in 5 man dungeons, a real feel of story when you went there, the unexpected, great design, great artwork for the bosses and the rooms.
I also enjoyed it as the heroic modes have variety to them (such as the deconstructor fight, which after killing the heart, had very little similarity to normal mode)
Then ToC came...
Heroics have the higher tuning. They're Blizzards true envision of an encounter, I get it. They have finale phases and abilities. But it's the same bosses. You're in the same instance. You're just forced to spend longer hours wiping on bosses with the entire instance turned on a HM pretty much.
I dislike the lock outs now. LFR, flex, normal, and heroic. It has been a clusterfuck for having people being saved and reforming the raid or seeing if the IDs will bug out. It's gotten a bit more polished out but goddess it's just so much of the same content with cute illvls being your 'good job' award.
Ulduar has a hardmode that you initiate by pushing a really large red button.
No other reason is needed.
I liked ulduar because in all honesty it felt like the mechanics were ahead of its time. It felt like blizzard put more time in ulduar than they had put in any raid until ToT or SoO.
Thats just how I feel. My favorite fights in there are just, I can't pick out any. Thats the thing, I liked every single fight in there and it was so pleasing to do it. If I could I would gather a group of 80's, lock experience at 80, and just take us in there with tier 7 gear and do it all over again just to go "ooh aww, good times yes"
Its a hard concept to explain, but the best way I can is that the mechanics felt so far ahead of its time compared to naxx/toc/icc that they actually put work into it and it was the first time when a 'hard mode' was introduced and it was enabled via a mechanic not a button which also brought alot of appeal to it.