Overall I count it as a success but on smaller servers it was just a massive ballache with the costs.
Overall I count it as a success but on smaller servers it was just a massive ballache with the costs.
The game needs to provide alternate progression at max level because shockingly enough not everybody wants to log in after a long day of work and beat their dicks against the same raid boss while being told by a bunch of arrogant cock suckers that they suck and need to bring it up. The legendaries were a good way to do this and they probably should continue with it. Every complaint about being forced is perfect.
I don't think there's really any denying that the legendary system this time around boosted token sales. But, with the price of 291s now you can make that gold in a week with only callings - in a day if you farm any high value mats (dependent on server).
There's two sides to this token, but this system was still better than Legion.
Their is no such thing as a natural difficulty curve it its all arbitrary. They could make the game alot easier and approachable for literally everybody else but a handful of hardcore clowns and then say this the "natural difficulty curve". Aside from that fact though the point is that people coming home after a long day of dealing with shit really have no concept of a difficulty curve. The fact that you had to reference that misses the point entirely.
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The crafted legendaries are alternate progression systems.
I'd say between Questline, RNG drops or crafting the legendary, Shadowlands had the worst system. I'd rather deal with RNG than knowing exactly how much Torghast I have to spam.
You can be decked out in grey gear and still do the mechanics properly - but that doesnt change the fact that if you switch out the grey gear for bis you avoided a 2% wipe. Your actual numbers dont really matter in lfr though so i guess thats where you are getting that idea.
One of the biggest economical problems with SL legendaries is, that you can craft them without ever having to step a foot out of the city.
Rich AH tycoons bought all available mats and ruined mat prices. Then turbolevelled all recipes across multiple professions just through AH and gold and were the only ones able to craft for some time, raking in multiples of the milions they spent for mats.
If that system was to revive crafting and let it work as an innocent approach, you should have made the main mats BoP and requiring you to gather them yourself.
That would have been the only way.
But since the ridiculous gold prices push token sales........
Except we arent talking about grey gear, we are talking about 1, maximum of 2 pieces of gear. there is "reasonable optimizations" and there is "missing 1 small optimization worth 1.4%". 1.4% dps on a patchwerk which will translate to even less on actual fights.
but unfortunately a lot of players think if they get that last optimization, which is essentially the only one that costs a significant amount of gold, they will do better. you wont do better, you will still fail the same mechanics you failed before, therefore you are better off learning those mechanics, than getting 291 lego over a 262 one.