I really don't understand why Blizzard continues to use a broken and silly model for the legendaries that are added to WoW.
When we started raiding ICC in WoTLK, we "decided" who would get the first legendary and it was basically a "Oh, another shard dropped...here you go..." and by the time they got 50 it wasn't "YES I DID IT! w00t!" and it was more "oh...I have 50...neat" *continues with higher DPS not really caring because the zone has been on farm for a month*. How is a legendary at all legendary when the only way to obtain it is to be in a guild willing to give you 50 of an item over the course of 2+ months? |
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It's a little early to already be complaining about something you haven't seen or experienced, isn't it? 4.2 isn't that far off. You can complain then. |
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I know this. I could pass out 24kt gold bars engraved with the meaning of life, and someone would find something to complain about.
"I'm allergic to gold." "The meaning of life!? Thanks for the spoiler, Daxx." "Bars are for bads. The Mayans used discs, so should you." Fortunately, there are plenty of others who see opportunities for epic fun and take them at face value. |
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Not at all, and in truth, all kinds of feedback can be useful. I was just being playful. |
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That's certainly not how I read it. He asked a specific question:
I read the post more as a criticism of the style of how the legendary is awarded, and it seemed to be heavily focused on the item acquisition elements of the line to the exclusion of all else. It seems premature to levy those criticisms until the depth and breadth of the experience is yet known, that's all. There's more to it the line that hasn't been explored yet, and at least personally, I think it's a pretty epic line. It's the challenge, the lore, and the experience of acquiring a legendary weapon that makes it legendary. I think Dragonwrath, Tarecgosa's Rest qualifies. Also, the Firelands isn't the last raid planned for Cataclysm, so acquiring the legendary could very well give a progression focused raid an edge. |
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I'm not sure that you can call being a dedicated raider a matter of luck. When someone plays a video game, they’re usually faced with a lot of choices. World of Warcraft has a ton of choices, and being part of a guild and choosing to raid is one of the more important choices one makes. World of Warcraft has also had a pretty clear structure of progression for a long time. There’s leveling content; all the quests, dungeons, and events which one can experience as they increase in power toward maximum level. Then, at the level cap, there are some new tiers of content. Top end daily quests, five man dungeons and heroics, battlegrounds, PvP zones and the like. This is all extremely accessible, and (we hope) all players who reach maximum level in World of Warcraft will experience all of it. Then, for the players who choose to pursue the necessary preparations and relationships, there are arenas, rated battlegrounds and raids. Those are the most demanding World of Warcraft experiences available, and we hope that most players will make the choice to take their skills there and see at least some of that content, since there are some very rich experiences to be had. Raids in particular are intentionally challenging environments, and they are meant to stand up as obstacles to overcome, to reward players who are willing to develop the relationships and coordination with other World of Warcraft players to meet and beat the toughest challenges the game has to offer. They represent achievements to aspire to and we put a lot of time into that content and try to make it rewarding because we want you to want to see it. Legendary weapons are legendary in part because of lore, and in part because of the grand adventure it is to achieve them. They are intended to represent a goal for an entire guild and raid group, and acquiring such a weapon reflects on the raid and guild as a whole. This helps us keep these items rare, which makes them more exciting and prestigious, which, in turn, allows us to make them more powerful.
At least for the foreseeable future, we’re shying away from the model where individuals or five man groups can acquire legendary items, because that could have several possible effects which don't mesh well with our idea of what these items should represent. The items might become common enough that orange becomes the new purple, or so random that the acquisition doesn’t feel particularly good, or we’d have to include a lot of artificial controls on how many of those items end up on a given realm despite a thin veneer of accessibility. Any way you slice it, we think that this would diminish the appeal of these items, and that’s not the way we want to go for now. We do want the path to getting them to be more than a scavenger hunt though, and we’re continually trying to make the experience of acquiring a legendary weapon more… legendary. We learn as we go. For example, we’re unlikely to ever again do the Molten Core / Black Temple style legendary drops where sometimes you get lucky and more often, you don’t. We think that was really excessively random, and perhaps more importantly, it lost the entire sense of ceremony involved in forging your weapon. To return to the point of discussion that spawned this thread, Dragonwrath is almost the polar opposite of that. Sure, there is a “gated” portion of the quest line, which involves killing Firelands raid bosses, because we want this weapon to be something that a group has to work for and so that nobody is completing their legendary on the first week. But there is also a ton of other content as well: many new quests, legendary-specific raid boss fights, and a great personal challenge which evokes the spirit of those old classic World of Warcraft epic quests. The staff is really awesome in itself, and is rewarding for the whole group which completes it. I think that’s pretty cool, and I hope that those who get the opportunity to pursue the staff feel the same way.
When I see posts like this, all I can think is "Well, there's another person who didn't actually read all my posts." |
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That's certainly your interpretation of what someone else intended with a thread. I've already explained here how I interpreted the post and why I responded as I did: http://us.battle.net/wow/en/forum/topic/2489079517?page=3#52 |
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It's actually easier to get started on the path to acquire this legendary; the journey itself is more difficult though. Regardless, players who have cleared the prior tier of raid content are the only ones eligible to begin the quest line -- any player who's part of a group which is capable of accomplishing that probably has a good shot at getting a staff for themselves. |
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Thanks, I'm a little afraid that it's going to be lost in the various conversational currents and eddies coursing in this thread. |
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We're doing something wholly unprecedented in the history of World of Warcraft, by making the acquisition of this Legendary result in a pet for the whole group responsible. Never before has an entire guild been able to acquire any kind of item for helping a member acquire an item or achievement. We thought that was pretty cool. |
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We're still working out the exact mechanics it will take to kick off the quest.
Even if we don't do 100% drop rates, the rates will be high enough and on enough bosses so that the law of averages will tend to work itself out. Guilds aren't likely to go weeks and weeks without a fragment drop. We do like a little randomness, though, since it can make boss kills a bit more exciting.
We do that sort of thing for the player-base at large all the time. In fact, the development process is centered around creating experiences for all kinds of players. The Regrowth/Molten Front quest hub springs to mind, but it's not the only example. Every time we develop a new questing technology, it’s for the "rest of us". I think there's room for all kinds of content in World of Warcraft.
The reason we restricted the distribution of Arena weapons early in the season was because they would have been the best weapons available at the time, and we didn't want Arenas to be the one-and-only-one-stop-shop for top level weapons. Overall, legendary weapons are rare enough (at the very least, MUCH rarer than even the best arena weapons) that they don’t shift the overall PvP picture much. One could argue that maybe Shadowmourne did, but only after the season had gone on for a long time, and Arena seasons towards the end of an expansion tend start to feel a little goofy. If Dragonwrath becomes so prevalent and easy to farm that every mage is rocking one by 4.3, then we’ve probably miscalculated somewhere. If that admittedly unlikely scenario comes to pass, then we might consider limiting its use in competitive PvP somehow if it seems necessary. |