I just want to address some of the intent that appears to be coming across vs what players are actually experiencing.
“…Legendaries returned as an exception… to obtain over the course of a season, demonstrating a display of excellence”.
This would be great if it were a statement that applied evenly to all players. The reality is that there were players that obtained the axe after a single kill (maybe even their first LFR boss ever) which does not show mastery over challenging content nor did it take any significant time investment in the raid (Let alone over the “course of a season”). There are players that HAVE spent the entire season so far, they HAVE demonstrated a mastery of this content, and not only do they have no axe to show for it but they have (functionally) zero agency in the matter.
“…with no Fyr’alath in sight, and we want to give those players a surer path to achieving their goal.”
You may feel as a design team there is a path, but unfortunately for those who can’t see your internal documents, it feels as if there is no path. A path would imply some understandable start and finish, however there is a giant bottomless pit in the middle of the path called “probability” we are asked to jump into each week. The only transparency we have received is: “There is an invisible bridge that is probably getting bigger. Just trust us :)”
Even for those that DO trust and have faith, you have been so opaque about the system that giving a vague “significantly increased” chance tells us absolutely no information, because we have no original value to reference. Did it go from a 1% drop to 2% drop? From 0.1% to 0.15%? 10% to 30%? These are MASSIVE differences that could all apply to what you are apparently trying to communicate.
“…we’ve increasingly heard feedback from frustrated players…”
It feels like the legendary is still being thought of in terms of the player base as a whole. A game designer might be comfortable saying “Well, we only want 45% of players who are clearing every week to have the axe by now”, but you are not considering the experience of everyone who is doing literally everything they can and still falling on the other side of the curve. Even if that number was 95% today, there would still be a massive amount of players doing the content that you apparently want to reward, without the reward.
The problem is also exacerbated by Bad Luck Protection. Putting aside how the system works (which is another conversation), the psychology behind it needs a lot of iteration. Even the name: Protection implies that I will be protected from bad luck. What would I assume protection from bad luck looks like? Good luck. What does good luck look like in this context? Well I get the axe, of course. Players are primed from the beginning to EXPECT the axe if BLP is doing its advertised job.
And let’s not dive into the irony that a system designed to protect you from “getting unlucky drops” requires lucky drops (lesser embers).
Please stop thinking about this legendary from the perspective of a designer and start being empathetic to the players actually experiencing it