What was Blizzard to do? Well, the answer to their dilemma came in the form of hard modes. Other games have them right? You see it in your shooters, platformers, and many other genres, so why not MMORPGs? Blizzard's first foray into the world of MMO hard modes was Sartharion. He has four levels of difficulty. Besides him, there are three mini-bosses in his volcanic domain: Vesperon, Shadron, and Tenebron. You can choose to kill one, two or all three of the mini-bosses before attacking the big dragon himself, or you can clear the trash mobs and attack him with the full force of the three other dragons to contend with. It seemed that Blizzard had found the perfect compromise.
However, with a player base as large as World of Warcraft's, Blizzard can never seem to please everybody. With the next content patch of the expansion came Ulduar, and Blizzard threw in enough hard modes to make any hardcore raider jump for joy. However, people complained about how they were implemented. Some said that Blizzard should have released easy modes first, and then enabled hard modes once the easy modes were cleared for progression purposes. Some said it should have been the other way around. Then with Trial of the Champions, Blizzard used a staggered release system for the five bosses in the instance, and then they enabled hard modes for all bosses with a 50 attempt limit per week. The fewer attempts a guild uses to clear the bosses, the better the loot. However, people still weren't happy with the attempt limit, and criticism abounded once again.
Saturday, March 27, 2010
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