Twilight Gap
Member
Those are optional game mechanics that can be applied to the encounter, not required encounter mechanics. Orb generation is a game mechanic to offset the raid mechanic of no health regen; you can use weapon, armor or class specific abilities. More importantly, it's a tedious mechanic that's only "necessary" because of the severe damage penalty from being under-leveled. Nobody bothers on normal mode, not because of the chalice which is rarely passed around, but because it's boring and everyone can survive without it.
Titan bubbles are only used to trivialize add spawns, which is even more boring than controlling add spawns by actually fighting them. This strat's utility is forced onto players not just by Lv33 enemies but also by the huge increase in Majors for HM CE. A game mechanic used to trivialize an intended raid "mechanic" (add spawns) that ultimately makes the fight less interesting.
I wouldn't consider running to the right tower vs. the underneath area for Ogres as using any more or less of the arena. Everyone has to be even more conservative in their available movement space since it's so easy to die and so hard to kill the Oversoul due to the penalty for damage dealt and received. Even the health enrage is a non-issue mechanically, you treat that shield break identically to every other one. It was just a cheap way to wipe runs before people learned about it.
Anyway, not trying to pick on your post specifically, more so a general post about NM vs. HM mechanical similarities.
all i was saying is that hard crota doesn't make me fall asleep. i'd dig up a post circa december where i mentioned how easy the raid was. i don't think the hard mode changes are anything mechanically interesting or unique compared to normal, but at least i can't slack off when i play it.