"Doing it twice" referes to maintaining two versions of the instance a "Classic" level 50 instance left whole and a "Scaled" instance that is treated like all the rest.
Maintaining two versions of the same instance also creates some issues.
- Is a player submitting a bug talking about the "Scaled" or the "Classic" version?
- Does a bug encountered in the "Scaled" or "Classic" instance also occur in the other?
- Does a change being made to the "Scaled" version also need to be made to the "Classic" version and vice versa?
- Which version should the open world entrance to the Rift lead to?
- Should the "Scaled" version drop the "Classic" versions armour gems?
- Making sure the loot from one version does not cross into the loot table from other version if it shouldn't.
- Making sure the Raid Locks for the "Classic" version don't affect the "Scaled" version.
- Should the exterior Rift quests work for both "Classic" and "Scaled" versions of the instance?
- Should the interior Rift quests work for both "Classic" and "Scaled" versions of the instance?
- Is the scaled wing to hard or to easy? Is it exploitable for over farming? Is it to short?
Then there is the question of should the "Scaled" Rift be left whole like BG or broken up like Helegrod and OD?
- From our BG experience we all know that many groups don't get past the Twins to complete the full instance because it can be a very long raid just to get to the Twins.
- From our Helegrod/OD experience we know that breaking up the space is a little annoying since we have to leave the instance then launch the next set and we have to be sure we select the correct level and Tier. We also have to make sure when forming up that every member in the group has all the previous 'Wings' of the instance done in order to do the wing we want to do.
The method most likely to be used is the Helegrod/OD break the instance up method. In order to do this the most likely group of Wings would be as follows.
Wing 1: Barz/Zurm
Wing 2: Fruz, Zogtark and Narnulubat
Wing 3: Thrang and Thaurlach
Lastly there is the issue of what aspects of the Rift don't meet current game standards? What mechanics need to be removed and what new mechanics would work well in these space?
Barz/Zurm were tank and spank with drama and reinforcement moments.
Fruz was tank and spank with waves of healing adds coming from the steps.
Zogtark was split the group to deal with adds and drakes then the boss coming in
Narnulubat was split the group to deal with the darklings to prevent them making Worldeaters and with the boss.
Thrang was deal with waves of adds then Thrang then waves of adds then Thrang.
Thaurlach was a lot more complicated since you split in 3. 2 for the wheels, 1 for tanking/healing on Thaurlach. Then the wheel groups taking on the Everseer and his Worldeater spawning Darklings before everyone finally amasses for Thaurlach. Thaurlach himself had a number of special skills. Hope wipes, protect aura, damage aura, restoration aura, reflections, etc...
So there is a lot of work to be done to even think about making a "Scaled" version of the rift let alone thinking about what it would take to have a "Classic" and "Scaled" version.
Like many I would miss the original version and would wish to be able to have the two versions which sadly isn't an option.