Legendary items in RPGs

So now that the community has successfully complained hard enough to have a drop-based legendary item have a threshold of guarantee, what does this mean for the future of the game?

Those of us that have been around the game since the early days have seen the evolution of the “legendary” item. The classic era items were low chance, drop-based items with an element of end-game crafting to finish the item out. Gave it a truly legendary feel for the elements required, and while inspiring envy, there was never a cry to increase availability, as it diminished the grandeur of the items. They were noticeably stronger than any other item in their tier, Thunderfury itself stretching well into Burning Crusade before facing obsoletion. TBC removed the crafting element and maintained the low drop rate element, again remaining unadjusted even to this day in availability.

Wrath introduced the concept of a questline with the Shadowmourne experience, which created a guild-effort oriented, long-term grind experience that became the format through cataclysm with the Fangs of the Father, and then into a less class-specific, more casually available experience through MoP and WoD with the cape and ring versions.

Legion changed the game completely with the Legiondary iteration, which in conjunction with the Artifact weapons and the grand scale of the whole “going into space to fight a literal God”, kind of thematically fit the bill with random awarding and letting the players feel overpowered as all hell before departing for Argus. The 3 item limit bad luck wall removal and a vendor to purchase them directly fixed most of the complaints with this format by expansions end, but certainly diminished the “legendary” feel of them.

The BFA Ny’alotha cape was a thematic masterpiece and interacted with the content it was based around perfectly. The utter chaos that was the end of BFA is divisive amongst the playerbase with corruption, for sure, but you don’t see a whole lot of people complaining about the cape itself.

Shadowlands once again returned to the straight, single class, low-drop chance, and was largely well received.

What we had experienced through the game up to this point was a continuing trend of the Legendary items themselves creating large power boosts to those who received them, but at their core they never felt necessary to be competitive. If you had the leggo, or in the case of legion, the correct arrangement of leggos, you would have a noticeable power boost which could clearly be attributed to it.

So what has changed with Dragonflight? Class tuning around the legendary itself. It was pretty obvious, and continues to be obvious that the STR-based classes are all missing a piece of damage, which is expected to be normalized by the axe. Instead of having that “legendary boost” that we have seen through every other iteration of these items through the game, it instead felt necessary. This discrepancy was been what has led to people calling the axe “underpowered”, while SIMULTANEOUSLY causing people to cry out in anguish about not having acquired it yet.

Which is it? Is the axe bad and not worth it, or are people desperate for it? The answer itself lies in the tuning factor. If the classes that can use it weren’t tuned with the axe in mind, they wouldn’t feel such a desperate necessity for it, and the boost it provides wouldn’t feel as underwhelming if it wasn’t brining them in line with other classes, but instead gave them an actual legendary power boost.

So what comes next?

Do we continue to tune classes with their full BiS (legendary items included) in mind, or do we allow items to start feeling strong independently again?

I will always fall back on WoW as an RPG at its heart. RPG’s have those RNG elements, those secret items, and powerful items, and legendary items that create a buzz and a mythos around them. The incentive to get them IS to have that extra boost. There is an obvious effort to continue to make PVE WoW an ESport of sorts (probably cause PVP is just an utter gong show but we’re not getting into that). The RtWF and MDI are very clearly becoming the focal point of game design. These last patches of Dragonflight have been the most guilty of tuning classes around the full BiS, complete, end-game builds for purposes of these events, and has sacrificed its RPG elements as a result. The Legendary item being the most recent victim of this.

So I ask you good folks, the ones who have read this far… where would you like to see this game go? Consider that at Dragonflight’s launch, the game was celebrated for having gone back to its expansive world explorative roots and subtle RPG elements, but as the patches dragged on we saw the introduction of the Aug Evoker and the M+ shenaniganery that came with it, and the knee-jerk “balancing” moves by the devs that followed, leading to where we are now. Do we want to see WoW continue toward a numbers driven, micro-tuned to the top 0.1% ESport, or calm it down back to its origins as an MMORPG? Its quickly becoming clear we can’t have both.

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Blizzard has nerfed and balanced classes on tier sets they could get or items I don’t see that changing. Stuff like the jailer mace, the razageth bow and now the 2h axe from fyrakk.

I personally think in this way that if they’re gonna do a legendary that impact your dps at this point first that every classes and specs should get one and 2ndly that it shouldn’t take more than 10-12 weeks to get it if you clear content. Now clearing content can mean many things, can be clearing mythic raids or doing a mage tower challenge. Can be doing a long questline like FF14.

I think rng legendary at this point when the game as turned into seasons is just not worth the hassle. You might as well skip the season if they make another legendary like this one or just reroll if you care about your character progression and competitivity.

Actually Atiesh introduced this method of legendary acquisition in Nax 40.

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No more legendaries.

Rng based legendaries feel terrible because most people don’t acquire them until the end of the season and their class is balanced around having it.

No more legendary quests - they just punish people who didn’t start playing at the start of the season OR if the legendary questline continues through multiple raid tiers like MoP gems into cloaks, people really get punished for not playing season one. This type of legendary just drives new players away and rightfully so - who wants to farm the previous raid tier for quest items when no one is doing it and LFR queues take over 2 hours.

So what dps ranking does a class have to be at to be considered “balanced” around the legendary?

I think it depends on how much it impacts the class.

I was there for the Sylvanas bow but luck didn’t come my way. But I thought not much of it because it was only fractionally (I think a 1.5%) more than the epic. Same complaints existed then too ‘Hunter is going to be left at the bottom because of the bow’.

Let’s say they made the Axe remain its low drop rate, low impact (1.5%-2.5% dps increase)and say 2 plate specs were middle of the pack or higher without the Axe then there would still be backlash but far less of it.

Back to its origins, 100%.

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What does “back to its origins” even mean?

Some specs being defacto PvP only specs and never used in PVE?

Much worse class/spec balance?

Less difficulty setting and content?

Back to fixed group numbers (no flex) and more raid ID lockouts?

Removal of a log cross realm functionality?

I think all legendary items should have a visual enhancement (like the 4th tier Heart of Azeroth skills did in BfA) when equipped or used.

it is not a rare item as 60-70% of top rets have it already. so 3500 rets without it like myself are just removed from grps or not invited. Either make it super rare no more than 5% have it or make a deterministic way to get it. Making it so most players have it but 30% dont is just feelsbad system lol someone should be fired. Not to mention they literally tuned my class areound having it and even though Ive farmed fyrakk heroic since week 2 I still do not have. horrible system

Vending machines in game with gear.

As a non-raider, Legion was definitely a memorable era. I can understand the frustrations of competitive players who were hyper-focused on the optimal drop, but for me they were all such huge upgrades that nothing disappointed me and it was fun to be part of it all for once.

If you aren’t better than the top 3 dps with a legendary then your class is balanced around it.

We can’t know exactly intent but I think it’s totally fair nowadays to think that they would do that as having big outliers is probably an outcome they wouldn’t want.

So…

Hunters with the Sylv and Sunwell bow.

Ret/DKs with shadowmourn.

Elemental/balance/shadow with the Firelands staff

Would be devastation evokers but their legendary doesn’t add personal dps besides item level.

Any non-fire mage with ateish.

Anyone with hang of Rag.

Basically most specs that could use any role specific legendary in existence. The bit outlier being warriors/rogues in vanilla/TBC which were strong dps regardless, warriors especially because of how the old rage scaling was done.

Sunwell bow is recognized garbage and pretty much an orange tmog.

I don’t think you’d get many people to disagree on that. On Classic unholy kinda cheated out of that by playing duelwield.

I think many people recognized the struggle they had with legendaries over time.
I think tho there’s a different take about legendaries like Atiesh which are usable for every casters, then it’s actually not a matter as everyone can get that bonus. Which is also why one of my suggestion is if they are gonna do a legendary again they might as well give one to everyone.

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The reason old school legendary systems don’t work in retail, is simple, the game changed.

Back in vanilla, even having purple gear was incredible because so few raided. Now? You open the game and Blizz throws purples at you.

Back in vanilla it was about playing the game. Now its all about parses and competition. I mean think about, raid has parses and its competitive side. Dungeons are competitive now with keys and ios.

Imagine how terrible it feels that you would never be able to compete with the higher end players simply because rng said you don’t get a lego.

The fix is either make the lego super available or make it super weak so it doesn’t impact players.

Classic has a pretty sweaty competitive side with parses, speed clears, and heavy class stacking.

So I’m not sure it’s as much about the game as it is about long term players tend to be more serious/competitive.

Yes and they actually buffed acquisition of Valanyr and Shadowmourn on Classic, just enough so that your full roster can get their legendary. Not that it mattered much for Shadowmourn as a lot of guilds just killed LK 25m hc and left.

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Hate to say it but if the current community had it their way, it would be in their inventory upon log in. I also remember when legendary gear truly meant “legendary” and not hand it to me or I’ll quit the game. Some players are even saying it should drop 100% in any difficult because they want the “transmog” I just shake my head. I can’t believe it’s gotten to this point.

People just do not want the game to feel like a pure lottery but feel free to exaggerate.