Poll: Should Legendaries stay gone forever?

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  1. #41
    For me a game like wow NEEDS legendaries but the current system is a complete joke and is made even worse when you want to play a different spec, I personally believe we should've had about 4 max per class that changed depending on spec, so rather than having to farm a helm for all 3 specs we only had to farm 1 that changed ability depending on spec, that way we get the legendary for all 3 specs meaning we don't get severely punished for trying something new.

    There are too many complete dog shit legendaries in the game and having about 7/8 whatever per spec for 3 specs is just criminal. There's a lot of specs I want to play but without the right legendary there's really no point.

  2. #42
    I want to see the old Legendary system brought back today. With raids being completed effortlessly with Pugs (besides Mythic) curious to see how that will work. Keep drops on Personal etc.

  3. #43
    I like the individual project, personally. Something cool to work on on any toon.

  4. #44
    Quote Originally Posted by c313 View Post
    I want to see the old Legendary system brought back today. With raids being completed effortlessly with Pugs (besides Mythic) curious to see how that will work. Keep drops on Personal etc.
    I don't need to wonder, I've already seen the pile of complaints how "push personal loot sucks" in the Aman'thul's thread. That's exactly the legendary working as you describe, I don't see people being all happy about 0.2% dropchance RNG fiesta.

  5. #45
    The customization they brought was brilliant and will be missed. Hoping the new system works the same way. I think it will. Them being so hard to come by and so important was not fun though.
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  6. #46
    The Patient
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    I prefer the old systems. If everyone has a legendary... it isn't very special. That being said, I also like having a system in where everyone can work on building up a powerful item... they just should be called something besides a legendary, or work in unison with the other legendary systems.

  7. #47
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    Quote Originally Posted by Eleccybubb View Post
    MoP and WoD were best imo. Let the player work on an item over the course of the expansion that grows in power to become insanely strong at the end.
    It also made it absolutely retarded to have alts though

  8. #48
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    I dont think there is any perfect system, but i thought the mop and WoD systems were atleast the better ones, as they just relied on spending enough time to get them.

  9. #49
    Quote Originally Posted by Theprejudice View Post
    It also made it absolutely retarded to have alts though
    True. I guess if they go back to that system implement a catch up for alts? I know they toned each quest down a bit/made it easier such as nerfing the 6k Valor one in MoP to 3k.

  10. #50
    I don't know if they've all been bad, but all have had limitations, just like everything else in the game. No system is perfect, nothing pleases everyone.

    I like the idea of the guild legendary system, but it results in a lot of work for one person's benefit. I think that might be better if you gave everyone a legendary at the end of it. Reduces the risk of investing everything into one guy just to have him leave with his new Shadowmourne for a better guild. Of course this system doesn't work quite as well in the LFR world, which I imagine is why we saw the changes that we did.

  11. #51
    Legendaries were a big part of what made Legion so unfriendly to alts, or even non main specs. Sad.
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  12. #52
    Quote Originally Posted by AwkwardSquirtle View Post
    I don't know if they've all been bad, but all have had limitations, just like everything else in the game. No system is perfect, nothing pleases everyone.

    I like the idea of the guild legendary system, but it results in a lot of work for one person's benefit. I think that might be better if you gave everyone a legendary at the end of it. Reduces the risk of investing everything into one guy just to have him leave with his new Shadowmourne for a better guild. Of course this system doesn't work quite as well in the LFR world, which I imagine is why we saw the changes that we did.
    Wow, that's a great idea! Hope Blizzard picks that up. Shared legendaries that a guild can work on are great imo - it preserves that great, cooperative work feeling.


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  13. #53
    All systems were bad for different reasons:

    Pre MoP Legendary System:


    Pros:
    - Legendaries were exclusive
    - Legendaries felt legendary

    Cons:
    - Exclusive to raiders only
    - tied to a specific class

    MoP & Wod Legendary System:

    Pros:
    - You couldn't get the legendary for free ... but you didn't have to put in much effort either.
    - Not exclusive to raiders only

    Cons:
    - It wasn't very legendary because pretty much everyone had it.
    - Cloaks and rings are not very cool legendaries as it turns out.

    Legion Legendary System:

    Pros:
    - Everyone had the potential to get a legendary
    - Added depth to your gameplay

    Cons:
    - Legendaries aren't exclusive
    - Legendaries don't feel legendary
    - RNG


    --------------------------------------

    Keep the pros and remove the cons then you have a great legendary system. The fact that so many people advocate for the current or existing system is sad and disappointing, especially when there's so much potential to be had.

  14. #54
    For me having two items that are mandatory if you want to push your dps as fast as you can is never a good thing. Even if those two items were bought from vendors it still wouldn't feel nice.

    For me, the game would be fine without legendaries.

  15. #55
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    Legendary items were supposed to be extremely rare, to the point that a guild would be lucky to have a single one. A high-pop realm should have only a handful, with most of its population able to actually name of the players who have one. Moreover, they're supposed to be sourced only from the highest echelons of raiding activity. Lastly, these extremely rare legendaries should be commensurately powerful. Think of Thunderfury on a main tank - legendary AoE threat generation (back when this was rare to achieve) and an attack speed debuff that worked on bosses that wasn't available from any other race or class ability.

    My above sentence probably sounds fascist to the large majority of today's player base, but this was exactly the case in vanilla WoW. For God' sake, now every player runs with 2 legendaries pieces and an artifact weapon. Everybody is the order leader and champion of his class. Everyone is powerful enough to challenge a titan.

    Bloody ridiculous socialist approach.

    Bring back the old system and dump the welfare approach.

  16. #56
    The Unstoppable Force Super Kami Dende's Avatar
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    I enjoyed Legion Legendaries.

    But as with most things of the Nature, there are always people that see not getting exactly what they want as some sort of "punishment", it's the same as Titanforging.

    Instead of getting a high Ilvl piece of gear and thinking "oh cool an upgrade!" they see not getting a high ilvl piece of gear as them being punished from RNG. It's mostly the difference between Adults and Grown Children playing the game.

  17. #57
    Quote Originally Posted by c313 View Post
    I want to see the old Legendary system brought back today. With raids being completed effortlessly with Pugs (besides Mythic) curious to see how that will work. Keep drops on Personal etc.
    Which old system?

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  18. #58
    Quote Originally Posted by Brewmaster Kolee View Post
    Blizz is taking a break from legendary items for BfA, or at least for when it launches. I suppose they could add some in a later patch. Like anyone who's played through all of Legion, especially those of us who've played multiple toons, I have had very mixed luck with they current system. Feels so great when you have the good ones, and so frustrating when you don't. Seeing your screen light up with that distinctive sound and graphic IS an exciting moment, but can be a real bummer when the one you get is listed in guide as "Don't use this one."

    Thinking back on previous legendary systems, however, I cannot remember one that did not generate complaints at the time.
    • Early systems required lots of people to work for the benefit of one or two, and who knew if they would even stay in guild once they had their legendary?
    • Later systems allowed EVERYONE to get one, but were laughed off as 'wellfare legendaries' by some gamers. Also players who took breaks from the game - the same ones complaining about requirements for allied races now - felt they were too far behind on their lego when they returned.
    • Legion has been famously RNG RNG RNG. So great when the luck runs your way, so discouraging when it doesn't.

    TL;DR: If and when WoW does have legendaries again, how do you think it should work? Or should they stay away forever?

    Poll incoming.
    You missed one Option: I liked the Legion system best _before_ the catchup.

  19. #59
    Quote Originally Posted by Bumbasta View Post
    I loved legiondaries. It let content last longer (since it has a chance to give a legendary it's a small incentive to do it) and it adds a lot of variation to builds, talents and rotations.
    If thats the only incentive to do content, then its not very good content, no?

    The system they used in WotLK and Cata was the best system. It made legendaries exclusive to raids (where they belong) and required a significant time investment from the individual trying to get one. If the player ditched immediately after getting it, which some did, it was a bummer, but the minority of occurrences for that should not have warranted scrapping the system entirely.

    Legendaries are supposed to have meaning. They aren't candies. They aren't LFR grinds. They are supposed to be rare and powerful.

    If they bring those systems back, great. I expect they won't though. I expect we'll see more of the LFR handouts in BFA eventually that continue to water the game down and remove all of the RPG from the MMORPG.

  20. #60
    Legendary system was a great system. The implementation, however, was terrible.

    Here's how the legendary system would have worked fine: difference between best legendary and worst legendary being below the 1% performance delta. That's literally all it'd take for them not to suck. For them to be amazing, the difference between the best and the worst would have to be even lower and they'd ALL have to be fun, too, which I agree it's a little bit harder.

    To be honest, it kind of feels like blizzard assigned multiple different devs to do legendaries and instated some kind of "NO TALKING" rule while they were making them, so one guy goes ahead and makes a +20% DPS increase legendary and the other guy goes and makes a "this makes you run slightly faster" legendary. Some other issues that could have been looked on would be the legendaries taking slots that would work better for something else. Perhaps they could have replaced relics by this? One relic to decide Artifact iLvl, two legendary relics to decide bonus effects.

    Either way, I think the main issue was the implementation, as the idea was fantastic. This is usually the case with Blizzard, though. Garrisons: good idea, poor implementation. Class pruning: good idea, poor implementation. Artifact Power: good idea, poor implementation. They always do this.

    Quote Originally Posted by Meat Rubbing Specialist View Post
    I enjoyed Legion Legendaries.

    But as with most things of the Nature, there are always people that see not getting exactly what they want as some sort of "punishment", it's the same as Titanforging.

    Instead of getting a high Ilvl piece of gear and thinking "oh cool an upgrade!" they see not getting a high ilvl piece of gear as them being punished from RNG. It's mostly the difference between Adults and Grown Children playing the game.
    The problem is that every legendary you got increased the amount of time it takes to get the next one by a wide margin. Add to that that some classes didn't function properly without specific legendaries (since BROKEN LEGENDARIES resulted in a balancing patch assuming that every player from that class would have said legendaries and therefore needed nerfs), and bam: people weren't just "thinking" they were being punished by getting the wrong legendary, they actually were being punished for it.

    Blizzard tried to patch that up as the expansion went along with spec-specific Bad Luck Protection (which didn't work so well due to all the worst legendaries being multi-spec), then with buffing the drop rate for the first two legendaries (which made dropping an unlucky character in favor of a new alt something that's workable) and ultimately with making legendaries welfare items with 7.3.5.

    Also iLvl doesn't really matter when some legendary effects were so strong that you'd want to keep them even at a lower iLvl.
    Last edited by Vellithe; 2018-02-18 at 02:29 PM.

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