1.0 instanced dungeons in ARR, no hard modes = suspicious...
I've been wondering about this since before patch 2.3 with Stone Vigil and Tam Tara having been announced as having hard modes, when I learn't that none of the 1.0 dungeons that are in game had hard mode versions announced... Then came 2.4, still none and now 2.5 will have Amdapor Keep and Wanderers Palace receiving hard modes... Is it just me or does this seem suspicious to others?
Recap:
Here is a list of all 4 player instanced dungeons which were introduced co0me ARR...
1) Sastasha
2) Tam-Tara Deepcroft
3) Copperbell Mines
4) Halatali
5) Haukke Manor
6) Brayflox's Longstop
7) Sunken Temple of Qarn
8) Stone Vigil
9) The Wanderer's Palace
10) Amdapor Keep
11) Pharos Sirius
12) The Lost City of Amdapor
13) Hullbreaker Isle
14) Snowcloak
15) The Keeper of The Lake
Now for the list of Dungeons from 1.0
1) The Thousand Maws of Toto-rak
2) Dzemael Darkhold
3) Cutters Cry
4) Aurum Vale
Let's have a look at the hard mode version list...
1) Copperbell Mines
2) Haukke Manor
3) Brayflox's Longstop
4) Halatali
5) Stone Vigil
6) Tam-Tara Deepcroft
7) Sastasha
8) Sunken Temple of Qarn
9) The Wanderer's Palace
10) Amdapor Keep
Wait a sec... All ten hard mode dungeons have new-for-ARR normal counterparts which were released on launch... This leaves us with four leftovers (And the five new ones, which we'll leave out for now)... Which happen to be all four of the original 1.0 dungeons.
I could be reading too much into this and it could just be a design choice to have little to do with the old or such but it has been something which has been eating at me for a while now.