Balance loot
What Anet can’t seem to get right is balance. We don’t need everything for no effort, and we certainly don’t need it within two hours, but we also don’t need to be calculating up a 4 year time frame of playing an hour or so a day just to achieve the goal of crafting something. It’s not just legendaries. I was looking up Mjolnir earlier. 350 Charged Lodestones. At the rate those drop for me, I’ve had around 4 since October of last year, and to build Mjolnir, you need 350 of them. They simply don’t drop.
The issue is introducing items to the economy in different avenues in which many different play style groups play. They had a hard time in the past, with the advent of orrian boxes, champ loot boxes, and upgrading them bags of goodies it has helped. But the issue you are pointing out remains – scarcity of a particular item you actually need in order to make what you want. With the random drops we get we have no guaranty that we will get what we need to make a rare weapon.
Where as I totally get your point, I disagree that the newer content is at fault. I feel that the newer content is much better at balancing the resources than the old patches (CoF P1 farm ridiculousness), and while ANET does make mistakes (Cough deadeyefarm cough) they try to address it and fix it. We are going a step in the right direction, but we have to make baby steps with introduction of goods.
Sure the ascended weapon crafting was a huge shock to the system, but it overall promotes a healthy life cycle for the market in which goods are ACTUALLY being used (instead of speculated massively with). And it was a sink of lower tier mats, not really high tier mats.
Angry Intent | Multiple Servers
WTB Razor Blade Free Candy!