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  1. #1

    Lightbulb [Suggestion] Legendary items in WoW

    Here's a brief timeline of legendaries in WoW:

    - Drop Rate > Quests/Drop Rate (Class Exclusive) > Quests/Drop Rate with boring rewards and no connection between them. New patch = obsolete legendary.

    I know they made this to casuals have access to it, bla bla bla.

    But how about change the way of getting legendaries?

    First idea - Different kinds of legendaries: Helms, Swords, Staves, Shoulders, Rings. Pretty much like Diablo
    Second idea (btw, it would come back to the way it was before) - No more quests: Drop rate and minimal drop rate. LFR = 0,0000001%, Normal = 0,001%, Heroic = 0,1 or 1,0%.

    This way Legendary would stay legendary and... LEGENDARY. Something that few players has and even casuals can have it. Tanks could have Garrosh's Shoulders while Melee Dps could have Gorehowl. Healers and Casters could have some trinket dropped by Klaxxi Paragons that gives the same effect (or something like that) of those skills that we get in SoO Paragon encounter, giving diversity to legendary items.

    Mannoroth's Skull (or something like that, making it legendary just reading its name):
    +Primary Stats
    +Secondary Stats
    +Unique Proc

    I don't know, it's something raw that I'm just posting here to know is this could be more appealing.

    What's your toughts?

    Ps: If we already have a topic like this, sorry bothering with another one.

  2. #2
    Super Moderator Darsithis's Avatar
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    Quote Originally Posted by XingoJenkins View Post
    Here's a brief timeline of legendaries in WoW:

    - Drop Rate > Quests/Drop Rate (Class Exclusive) > Quests/Drop Rate with boring rewards and no connection between them. New patch = obsolete legendary.

    I know they made this to casuals have access to it, bla bla bla.

    But how about change the way of getting legendaries?

    First idea - Different kinds of legendaries: Helms, Swords, Staves, Shoulders, Rings. Pretty much like Diablo
    Second idea (btw, it would come back to the way it was before) - No more quests: Drop rate and minimal drop rate. LFR = 0,0000001%, Normal = 0,001%, Heroic = 0,1 or 1,0%.

    This way Legendary would stay legendary and... LEGENDARY. Something that few players has and even casuals can have it. Tanks could have Garrosh's Shoulders while Melee Dps could have Gorehowl. Healers and Casters could have some trinket dropped by Klaxxi Paragons that gives the same effect (or something like that) of those skills that we get in SoO Paragon encounter, giving diversity to legendary items.

    Mannoroth's Skull (or something like that, making it legendary just reading its name):
    +Primary Stats
    +Secondary Stats
    +Unique Proc

    I don't know, it's something raw that I'm just posting here to know is this could be more appealing.

    What's your toughts?

    Ps: If we already have a topic like this, sorry bothering with another one.
    I prefer legendaries to be something hard to work for, not something ridiculously difficult to drop. 0.0000001% drop rate in LFR? Might as well never bother. You'd win the lotto first.

    I hate RNG when it comes to neat things. Make them something everyone has to work hard as a team for (such as heroic modes or perhaps a specific way of doing a set of bosses) a la Shadowmorne/Dragonwrath than this.



  3. #3
    Quote Originally Posted by Darsithis View Post
    I prefer legendaries to be something hard to work for,
    ... but no unobtainable

    My suggestion is that Legendary items should be adapted to the item level equipped so, who wishes, can always carry with him his auto-scalable legendary item.


  4. #4
    People seemed to enjoy and respect legendaries the most when they were low % chance drops from raidbosses.

    Because if you add it to the game and make it obtainable by everyone by doing some "hard effort", then everyone is going to end up with one (like in Cataclysm).

    I wouldn't even mind if it was something that only dropped for realm first kills either.

    The legendaries in MoP don't feel very legendary, more like glorified epics.
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  5. #5
    I've never owned a Legendary, even when my class was eligible. I think it would be unfair if few people were able to get Legendaries, we all pay the same game so the cost of development should be for everything....

    I'm kidding. I never got butthurt becuase I didn't get a Legendary.

    I think they are cool "flavor" items that add depth to the world. A true Legendary is what I want to see. Few people get "lucky" so it could be anyone.
    It would essentially be winning a lotto. Something to remember "so and so was the first to get one in my realm."

    But the chance wouldn't be enough. You'd then have to start on a ball busting quest chain involving a huge raid like Thunderfury that got the Realm involved.

    I think they serve no purpose in their current encarnation of "everyone with a pulse can get one." It just adds nothing, just another BiS item for me to farm up.

  6. #6
    Super Moderator Darsithis's Avatar
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    Quote Originally Posted by Anarchor View Post
    People seemed to enjoy and respect legendaries the most when they were low % chance drops from raidbosses.

    Because if you add it to the game and make it obtainable by everyone by doing some "hard effort", then everyone is going to end up with one (like in Cataclysm).

    I wouldn't even mind if it was something that only dropped for realm first kills either.

    The legendaries in MoP don't feel very legendary, more like glorified epics.
    That can be finetuned. I agree that Cata way overdid it but there are ways to make it far more difficult to get them. But a low drop chance just makes it RNG.



  7. #7
    Warchief Byniri's Avatar
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    I don't like the idea of having them be 100% RNG loot drops from bosses. It feels cheap and lazy.

    I think that legendaries should only be obtainable in normal/heroic, and not at all in LFR (inb4 ELITIST). Maybe give an 'epic' version in LFR or something.

    Have it be similar to the ones in Cataclysm, except make it so that you have to do at least SOME heroic content. Maybe not require them to kill Heroic Garrosh or anything, but at least make it so that farming normal won't get you there completely.

    Add in some really difficult quests and single-player scenarios to improve your legendary. I think that Tarecgosa (sp) was pretty good with the difficult questlines and requiring you to do unique things in the raid to further the questline (however, it was way too common).


    Quote Originally Posted by Anarchor View Post
    The legendaries in MoP don't feel very legendary, more like glorified epics.
    Well the legendaries in MoP are completely different in almost every way than the ones we've had before.
    PEPE SILVA, PEPE SILVA

  8. #8
    Quote Originally Posted by Anarchor View Post
    People seemed to enjoy and respect legendaries the most when they were low % chance drops from raidbosses.

    Because if you add it to the game and make it obtainable by everyone by doing some "hard effort", then everyone is going to end up with one (like in Cataclysm).

    I wouldn't even mind if it was something that only dropped for realm first kills either.

    The legendaries in MoP don't feel very legendary, more like glorified epics.
    Pretty much this. Legendaries, for me, shouldn't be an effort obtaining it. It would like more a pretty damn rare drop from a boss that could be linked to his story (like Illidan Glaives), for example. Quests that you need to collect 100 objects and you makes you farm the same raid over and over again trying to complete it is just boring. And sooner or later you will get there, but everyone has it so screw it.
    When you have RNG and few of the entire realm has it, it will be legendary, you're pleased to see that legendary item by yourself and wish someday getting one for you, even when they're obsolete.

  9. #9
    The Insane det's Avatar
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    Quote Originally Posted by XingoJenkins View Post

    - Drop Rate > Quests/Drop Rate (Class Exclusive) > Quests/Drop Rate with boring rewards and no connection between them. New patch = obsolete legendary.

    I know they made this to casuals have access to it, bla bla bla.
    It was? Every legendary was obsolete the next x-pac. Since when are legendaries now obsolete the next patch?

    - - - Updated - - -

    Quote Originally Posted by Anarchor View Post
    People seemed to enjoy and respect legendaries the most when they were low % chance drops from raidbosses.

    Because if you add it to the game and make it obtainable by everyone by doing some "hard effort", then everyone is going to end up with one (like in Cataclysm).

    I wouldn't even mind if it was something that only dropped for realm first kills either.

    The legendaries in MoP don't feel very legendary, more like glorified epics.
    Gah..go away. Sulfuras, Thunderfury, Twin glaives, Hammer in Ulduar and Shadowmourne? I was a warlock in those times. What is there to "enjoy and respect" if my class doesn't even have a chance in hell using any of these? And that goes for every class that the legendary wasn't made for.

    But hey..you also think "everyone" had a legendary in Cata ^^
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  10. #10
    Quote Originally Posted by Northem View Post
    auto-scalable legendary item.
    Blizz already stated (many times) they do not want to implement "forever BIS" items.
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  11. #11
    Quote Originally Posted by det View Post
    It was? Every legendary was obsolete the next x-pac. Since when are legendaries now obsolete the next patch?
    Legendary Gems. I think it is legendary and it is already obsolete without saying anything about using it later.

    And just saying: My idea is giving legendary for all classes, dropping from 1 or many bosses. My idea isn't just giving 1 class specific legendary. This sucks too.

  12. #12
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    Quote Originally Posted by Darsithis View Post
    I prefer legendaries to be something hard to work for, not something ridiculously difficult to drop. 0.0000001% drop rate in LFR? Might as well never bother. You'd win the lotto first.

    I hate RNG when it comes to neat things. Make them something everyone has to work hard as a team for (such as heroic modes or perhaps a specific way of doing a set of bosses) a la Shadowmorne/Dragonwrath than this.
    Indeed. I think one of the main gripes I had with TBC style legendaries was that they often rewarded the wrong people. By that, I'm referring to the rogues who decided that getting the offhand was the only reason they needed to abandon their guild for "something better".

    I recall one of our Warriors won the main hand glaive. He'd been with the guild for many years (and was quite 'famous' in the EU vanilla scene - 'Damag' originally from Azjol-nerub, Russian guy, pretty awesome) and won the glaive between BT and SWP. He, quite nicely, decided to contact a GM to transfer it to one of our rogues, presumably because it'd benefit them more. Within a week, that rogue had gone. We had another offhand drop prior to that, which was given to a different rogue and sure enough, within a week, they'd also gone. The Warrior is the sort of person that although he didn't play much when SWP hit due to real life (he got a job working for the Russian government), he was STILL with the guild when ICC hit.

    I also feel that having it a completely random drop doesn't show any sort of dedication. It's a personal thing, but requires the assistance of 24 other people (as was the case with all drop-rate legendaries). It wasn't something you personally had to work for. Of course, the collection based legendaries also required the assistance of other people, but it was simply that the effort required would often see people sticking with their guilds as a way of thanks.

    I personally think legendaries should scale. Perhaps not BiS after their respective expansion or patch, but definitely it shouldn't be the case that they just get stuck in the bank, not even usable for transmog. Being able to use them in future expansions, or making them bind on account would at least allow you to find a home for them long after the original character has use for them. I'd love to be able to try and farm glaives on my 2 current 90's (soon to be 3 perhaps), and then give them to a 70 rogue alt. I've got one glaive on a hunter alt, but it's sat in the bank, and that's it. I can't do anything with it.
    [...]

  13. #13
    The more this topic is discussed the more I get the feeling there's just no place for "legendaries" in WoW anymore. They contradict the very philosophy of accessibility that Blizzard painted all over their games in the recent years, to the point where nobody can be rewarded for special efforts of any kind anymore without myriads of others crying "I should have this too!" or "he/she shouldn't have this!". It's just sad.

  14. #14
    Mechagnome
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    Battered Hilt for LFR / normal, Shadowmourne for HC?

  15. #15
    I much prefer the new method. Seeing someone else with a legendary never made feel respect. Seeing my whole ten man talk about how they like their meta gem procs and how much it is going to help our team is much more satisfying. It comes down whether your game is more important to you then someone elses.

  16. #16
    Moderator MoanaLisa's Avatar
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    Personally, I'm not hung up on the word 'legendary' but if I were I'd want there to be exactly one available. I would say one for each realm but even that doesn't have much meaning at this point with all of the cross-realm stuff available and of course we need to see how virtual realms shake out. But it doesn't matter.

    Since I'm not hung up on the word 'legendary' I think what they've done in MoP is fine. You have to play a little bit of a lot of different pieces of the game, it takes months of sustained effort to get, a few pieces of the process chain are quite difficult and from a business point-of-view the whole deal is a good enough carrot-on-a-stick to keep people around. Those that have to have it can get it, those that can't be bothered to put forth the effort don't get it.
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  17. #17
    Quote Originally Posted by det View Post
    It was? Every legendary was obsolete the next x-pac. Since when are legendaries now obsolete the next patch?
    Thnuderfury was used by Kungen (the main tank and guild leader of Nihilum at the time) in several if not all of the world firsts in Black Temple simply because of the threat generation from the proc.

    Legendaries are just meaningless and annoying this far into the games life. They might as well stop making them in my opinion.

  18. #18
    I like your ideas, but I think a mix of both would be ideal. Some legendaries you progressively work hard for, with a clear goal in mind. Others you can just get very lucky and find wherever.

    It would be more exciting to kill things if you had that glimmer of hope to find something really cool. That's about the only thing keeping Diablo 3 alive at the moment, and it's a very powerful thing.
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  19. #19
    Maybe if that were a different class of weapon entirely.

    I kinda wish they segmented off the items you get from Archaeology and gave them a unique color. This idea could play off it, since like Archaeology weapons/armor they're unique named, and you could make it BOA for kicks.

  20. #20
    Fluffy Kitten Callei's Avatar
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    I like MoP's approach to the name 'legendary.' In the past, it was legendary because it was either extremely powerful and extremely rare, or because it was tied to a given character or raid's lore. In MoP, the cloaks are legendary rewards at the end of a questline tied to your lore. All throughout the questline you establish yourself as a hero of the Alliance/Horde and of all mortal races, conquering your enemies in the other faction and mutual threats alike, and as you progress through the questline you basically set yourself up as a major figure in your own right (albeit one constrained to your ingame experience for lore purposes; all these accomplishments will likely go to an AFGNAACP Adventurer standin like most of our other accomplishments) by taking down the Mogu, mantids, and the Sha of Fear, you break the other faction's presence in Karasang and elsewhere in Pandaria, you finish off the Zandalari and the Thunder King, and you eventually earn the blessings of the Celestials and spearhead the siege of Orgrimmar alongside the Alliance and the Horde rebels.

    All of this is given ingame acknowledgement all through the expansion's lifetime, instead of it all getting swept under the rug by the next patch. You're not just piggybacking on the power of Azeroth's legends of yesterday--you're becoming the legend of today, and I think that's a great way to go about rewarding a legendary at the end of an expansion-long questline that sees you doing a little raiding (even in LFR), battlegrounding, and a lot of being out in the world earning rep and Valor.

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