Quote Originally Posted by AmyNeudaiz View Post
That is probably more accurate than my statement in regards to the game being too casual. But with 2.0 there will be a lot of content, (or so they say) and adding hard difficulty only stretches the content. I really don't see a problem with hard modes.
I don't see a problem with hard modes either. What I have a problem with is dungeon design that gives no visible rewards and shows no sort of progression, hard modes being THE content instead of a branch of content, and hard mode gear being exponentially more powerful than regular mode gear. That's why I'd suggest Normal Mode, Hard Mode and Hard Mode +1 scaling if you absolutely have to have more than two echelons.

Games like WoW understand this, which is why they're implementing challenge modes for dungeons to see if that provides the challenge the hardcores so desire without upsetting the balance of power (more than the buff-nerf rollercoaster does, anyway).

*puts on Scholar's Mortarboard*

For those who didn't know, Challenge Modes are basically much like our speed runs, but with forced stat caps so that your group doesn't out-level or out-stat the dungeon. The rewards include achievements and gear with unique appearances for transmogrification (no stats). Your rewards are determined by the amount of time it would take to clear the dungeon.