Alright, let’s use this logic then:
- This means the complaint of “previous ways of acquiring legendaries” aren’t applicable. Because back in the days of Wrath, folks didn’t get them by the nature of folks simply not knowing much about the game.
- So if it takes a short amount of dedicated time, they may as well be purple items that merely overperform for their role and cost gold to buy weekly pieces of them to then assemble in 6-8 weeks. Making them not legendary items at all.
- The only metric in which we have had “consistent ways of aquiring legendaries” has been from Legion (luck), and Shadowlands (deterministic). If you get lucky to get a special item at the end of a raid that is only accessible for a few number of people, then that acts as a boost - not as a balancing basis.
Essentially, Legion was designed around everyone having these mega powered effects. DF isn’t. Meaning that the necessity of having a legendary is nil.
Folks just want the best equipment as soon as possible and that’s quite literally it. For all intent and purposes, legendaries in the past if applied to modern knowledge and understanding of how to play the game, as well as how we organize raids, guilds, and more … old legendaries aren’t legendaries. So in order to encapsulate a rare legendary item now’a’days we are required to have it be RNG based which, going further back than Wrath, they were random drops. Whether as materials for it or just quite literally just a random drop.
The legendaries doesn’t matter in DF; they are just an additional fun thing that folks are taking way too seriously and are pretending that the game is built and balanced around them when that’s not the case.
Furthermore, folks get even sillier when taking into account that folks keep asking “How does it work?!” and … well, to refer to an earlier post:
This isn’t a real problem. Folks just want it to have it and ascribe a whole lot weird assumptions to the axe and last season’s “triumphant roar”.
One can debate whether it is good or not to have these items in the game, but … it ain’t this problem folks make it out to be. It is quite literally just a question of MMO-loot design, not class or game balance - at least not in terms of DF.