Hello, I would like to share some thoughts and feedback I have on legendaries in the past, and legendaries in the future. This have nothing with MoP Lore, but more of design of the legendary experience.
My main is called Needle, and I obtained the infamous Shadowmourne and Dragonwrath (At the time). I played my mage since around late ulduar, and I raid 10 man. (I will try to remain objective on my class and raid setting).
I want to discuss different things about legendaries in the past, while reflecting what I think was great and what had some flaws. How they are obtained (Speed, Difficult, Lore/Journey), How powerful they should be (Strength, Usage/Proc).
My post includes alot of examples from the past, and solutions/thoughts. Legendaries are often loved and hated, because how powerful they are. They are obtained from a mixture of luck, dedication and skill.
We had many different legendaries, each with their own feel.
The List:
Talisman of Binding Shard (Obtained in Molten Core, Baron Geddon - Dropped once, not obtainable)
Sulfuras, Hand of Ragnaros (Molten Core) (Paladin,Warrior)
Thunderfury, Blessed Blade of the Windseeker (Black Wing Lair/Molten Core)(Rogue/Warrior)
Atiesh, Greatstaff of the Guardian (AQ40/Naxx, not obtainable) (Druid/Priest/Mage/Warlock)
Warglaives of Azzinoth (Black Temple) (Rogue/Warrior)
Thori'dal, the Stars' Fury (Sunwell Plateau) (Hunter)
Val'anyr (Ulduar 25) (Druid/Paladin/Priest/Shaman)
Shadowmourne (Icecrown Citadel 25) (Death Knight, Paladin, Warrior)
Dragonwrath, Tarecgosa's Rest (Firelands) (Druid/Priest/Mage/Shaman/Warlock)
Fangs of the Father (Golad, Twilight of Aspects and Tiriosh, Nightmare of Ages) (Dragon Soul) (Rogue)
There are other things like Black Qiraji Resonating Crystal, the 7 Kael'thas legendaries, Ammo and Quest items and such -But those are not really relevant.
The Journey
The lore and quest of legendaries have always been special.
I remember the Thunderfury quest - Which had its own charm - You had to summon and defeat a "world boss", to obtain it. To perform the summon, you had to gain tons of mats and drops from BWL/MC.
Sulfuras was grinded mats and a drop from Ragnaros.
Atiesh are the only legendary I am not 100% sure what happened, but it includes an epic final event in Stratholm to cleanse it.
While Warglaives didn't include any quest, it fit lore-ish.
Thori'dal was just a drop.
Val'anyr was just a quest.
Shadowmourne was when it got intresting. While it weren't lore heavy (As Blizzard couldn't let people wield Frostmourne, they added Shadowmourne). While that being said, the story was great - and the quest and stages was fun and new. You had to do different things to empower your weapon in the journey to make it to an legendary. These quest required the raid to participate. This was great fun, but had the flaw - You could not kill this boss on heroic (Atleast in the start), while doing the boss quest (Putricide, Lana'thel, Sindragosa). It also included a gold sink, and a grinding process (50 shards), similar to Val'anyr (30 fragments) - and at last to kill Lich King.
There were also added a chest, which gave you several unique items.I think the chest is one of the best things, especially if your raid distributed the items. It made everyone recieve a reward for helping with the legendary.
Dragonwrath was great. I think the lore was fitting, and very intresting - And the quest where you had to infiltrate The Nexuz was awesome. While it was not very "hard", I believe it was one of the quest I enjoyed the most in my entire WoW experience. You also had to collect items during an encounter - While it had the same problem as Shadowmourne, it was still possible to pull it off on heroic. I disliked that you could pull the boss, collect the item and wipe - Thus negating the "challenge" by defeating the encounter and doing the quest. It also included a gold sink, and killing Ragnaros.
Fangs of the Father was even better in terms of lore and quests. It was Rogue specific - And that caused problems, but it made the quest itself so fitting, and truely legendary. It had another gold sink, and some very cool quest. I really liked that the quest was somewhat hard - I "died" several times on both of the stealth quests. And you had to kill DW at the end.
Shadowmourne, Dragonwrath and Fangs of the Father - Is in my opnion heading in the right direction. If you compare them to the past legendaries, the whole quest and concept are wonderful. I really disliked the old model, which was purely "rng" drops (Sulfuras, Thunderfury, Warglaives, Thori'dal). Val'anyr and Atiesh (Again not sure if I am missing something) was based on rng shard/fragment drops - but they both required you to kill a "hard" boss to obtain them. Yogg+3 was killable for most 25 man guilds, but was still an semi hardmode. For Atiesh Kel'Thuzad and C'thun was only killed by very few guilds because of their difficulty (back then).
They both had a "gate", which meant it was not possible to aquire them by killing 4 bosses in the current tier each week, for months.
This is where I think the new legendaries had a problem. The quest got better, the lore got better - but I don't think the idea of anyone getting the legendaries is a good idea.
Its not because I want only the few best guilds in the world to get it, or require you to be able to defeat all the content. But I think some kind of "gate" system - Where you had to defeat a certain boss on hardmode, or do something hard on a boss. I know pugging is very popular at big servers, and I pug every week on my alt myself, but I believe you have to do something special to obtain the legendary, instead of just grinding that specific instance for some time. While the new legendaries all require you to kill the final boss, Lich King, Ragnaros and Deathwing are all very easy to kill (Because of the buffs and nerfs).
An example of "gate" could be - Yorsahj H drops that certain item. or any heroic boss drops the item.
Another problem is also the always discussed 10 vs 25 man.
I believe in 25 man definetly having an edge in terms of obtaining a legendary- but I dislike the speed it was getting at.
Especially during Firelands, you could create 3-4 Dragonwraths in a 25 man, when you had created 1 in a 10 man. This was mostly because all the quest was grind based - And 25 man had an edge in all 3 stages. This was better in Dragon Soul - but an 8/8 N 25 man should not be able to get a legendary faster than an 8/8 HC 10 man.
You can solve this by doing 2 things: 1. creating the "gates" in the process. An viable option would be to let guilds get diffrent versions of the staffs, depending on progress. That means, that it could include; "lore/fun quest" part, an grind part and a gate part. There could be several of each part, depending on what suits the legendary.
2. By making Heroic modes giving more quest items.
I always want to say a few things about the Rogue only legendary. I believe it have both cons and pros. In MoP, we will have 11 classes. The problem by having a rogue only legendary is, it makes every 10 man raiding to include a rogue. When we hit 11 classes, this might force certain classes or specs out of the raiding scene, if its a class legendary.
While that being said, it also have many pro's. The rogue questline are created just for the rogue, so you have to use all the rogue tricks there is - from pickpocket to stealthing past guards, stunning, kicking etc. It made the experience fun, and the lore and story was fitting for the rogue. It is also easier to balance that legendary over 1 class than several.
Dragonwrath because it could be used by 5 classes, made people stack ranged and made melees sit out melees. Thats a negative side of having many people share a legendary.
What solution and why do you guys think is best; 1 class or 2+?
The Power
I will start out with my thoughts on which roles should have legendaries.
I might be biased towards this - But I have several problems in terms of healer/tank legendaries. Both legendaries can be extremely powerful, in another way than an dps legendary.
Because it increase the "survival" of the raid, it makes the raid alot stronger than just having. In a 10 man it would be extremely powerful, because most fights are 2-healed nowadays. It essensially makes the raid being able to survive mistakes (Which are not one-shot), because of the increase healing/absorb power the healer gains. It can easily negate boss abilties. Tank legendarys is a diffrent beast. If it increases their threat gain, it makes them not able to tank-swap with other tanks, without stopping attacking (for long periods of time). If it increases survival, you can possible negate certain abilities aswell.
This is why I think dps legendaries are better - because while it makes the fight go faster, 1 (or 3 in a 25 man), will make things easier, but not negate them (The only example would be killing something with low health extremely fast, with procs).In terms of Power in PvE, I think legendaries is in a great spot atm.
Shadowmourne was alittle to powerful, but Dragonwrath (Nerfed version) and Fangs of the Father are great. The only suggestion / problem is on multidot fights (Dragonwrath). A great change would be to increase proc chance, but add an internal cooldown.
I had some thoughts according to the "proc", or special ability the legendary have. It have in in the past been an proc which only benifit yourself. But Atiesh had something intresting, it buffed your party with extra spell power, spirit or crit. That makes the group get buffed, and this could give the legendary an intresting flow.
While this post not have something specific with MoP, it have alot of the design in the past, and where we in MoP could go with changes.
Share your thoughts!