Nah the ideal legendary system was for it to just drop off a boss, and for someone to receive it.
No crafting needed, no overpriced reagents, no cumbersome and unappealing grind for dust or cinders or what have you.
Nah the ideal legendary system was for it to just drop off a boss, and for someone to receive it.
No crafting needed, no overpriced reagents, no cumbersome and unappealing grind for dust or cinders or what have you.
The crafting isn't an issue, I am fine with crafted gear.
The issue with Shadowlands legendary system was that a huge part of the expansion system was tied to it, this in my eyes also means it gives less flexibility to what we get, it took Blizz to grit their teeth really hard to add tier sets again because lets face it, it conflicts with the legendarys really hard as you would want the tier sets but no longer want any legendary items to fill those slots.
Mean the shard system was their way of trying to have tier sets without adding tier sets so that the legendary items could still be used.
Can you see the conflicting interest here, I would rather have the tier sets back in the game as normal and hopefully these are not one offs going forward but this is only true as long as we don't have a conflict of items.
Also means the rest of the game is more open to flexibility in design.
Hahaah i was in second best guild on the realm and i was first guy in guild to be offered firelands legendary. Nobady absolutly nobady in that guild had any objections. And everybody accepted way legedaries were distributed. Do you know why ? Becouse people in guilds play for group achievements not for their own personal gains. Its just people like you what still use guilds and other players as means to your ends but not as your comrades to defeate strong enemy.
MoP was the best, no question. The Cloak was tightly integrated into the main story, you actually got attached to an item and in the end it became the best. You can scream about welfare-item as much as you want, this system works and except for some butterflies, everyone that i knew ingame loved the system.
People want to have something they can improve over time. Just look at the artefact-weapon. And yes, i compare both, since legendaries in legion were an RNG-Fiesta that no one liked back then. The Artefact-Weapon were an item that was relevant over the whole expansion and i really didn't see anyone complain about this.
That something blizzard simply don't understand: people want to get attached to something. Having loot every patch that gets replaced with the next version is not something everyone desire. But having at least 1 item that gets better and better and better until it becomes legendary, i don't see anything bad with this system.
It was great, if you were a caster.
Oh, and those who got those weapons could suddenly skip to another guild.
Yeah that literaly never happend so.
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I am not preteding anything. Its same when people talk about Master Looter. You all start talking about all these negattive things what literaly happen in most extreme cases and tiny minority of guilds and use it as excuse for not having it in the game. 99,9% of guilds never had any of this issues at all.
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It never felt acomplishing. Content you had to do to upgrade those legendary items was joke. It was non challenging grind what any braindead monkey could do.
Unfortunately anything with a large time and group investment tied to it like the Ulduar mace or FL staff is going to face that. I was the first person on my server to get it and soon after I had groups off realm reaching out to me trying to pay for my transfer to their servers. Something I would never do, but I also don't really fault people for going to a group that is probably much further along in progression and seeking you out and paying for moves.
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The drop rates were massively increased for 25 man groups. So they could build staves much faster and always have people at each stage of gathering. I knew a few 10.man raids that would team up to outfit players faster in a 25 setting. That system was chaos start to finish and I do not miss it at all.
"Privilege is invisible to those who have it."
The best system was the MoP/WoD legendaries. One legendary that you leveled up through the entire expansion that tied into the story and was independent of how many other people in the raid could use it.
If what doesn't kill you, makes you stronger. Then I should be a god by now.
As others have already said - It's crafted by gathering materials that you obtain pretty much through all forms of content in the game - open world, dungeons, easy-mode raids, PvP, World bosses, etc., the grind takes a significant time (around six months on average to make your first, but ones after generally come quicker), and rewards you with a uniquely skinned weapon that, stat wise, is identical to the more easily acquired BiS gear, but has the ability to freely change the stats on it without cost, and it looks really cool.
It's the very definition of a horizontal, rather than vertical, form of progression, which means it would never work in WoW where most players are pretty fixated on power increases based on time spent.
Last edited by Bladesyphon; 2022-06-25 at 09:50 PM.
It happened all the time, people left guilds to join "better" guilds once they'd gotten decent enough gear. Happened a lot in the guild I was in in vanilla.
You are pretending though, because you know nothing about me.
As for it only happening in extreme cases, keep living in the fantasy world you're in I guess.
I'd rather them being a reward for solo challenges, like mage tower but harder.
THE HORDE WILL ENDURE , THE HORDE IS STRONG!
Sounds terrible. I would rather be able to get it for myself without relying on others, if they must exist at all.