Building a better Precursor

Building a better Precursor

in Suggestions

Posted by: SanctusMessor.4612

SanctusMessor.4612

The current process for obtaining a legendary is purely throwing gold at the Mystic Toilet/Trading Post (TP) and Random Number Generator (RNG).

Currently, Legendaries are not a measure of any kind of skill; it is a wealth check.
Only the extreme lucky or insightful TP barons can afford these things.
Or the often unmentioned, people who buy Chinese gold.

I suggest a more accessible method. (especially for people with jobs!)

  • Introduce a special recipe of each weapon type.
  • The weapon created from this will be Exotic.
  • When the Task is complete, you can turn it in for a precursor of the crafted weapon.

The Craft
Use current materials for Stat selection
Add recipes to use 1-3 Shards/Slivers/Cores Lodestones, or other rare materials to obtain the desired stats.
Have the Legendary adopt the stats of the precursor!

To maintain a level of scarcity/prestige:

  • Create an item that is earned with the monthly, Essence of Legend for example.
  • That item is only awarded if one is not currently associated with your account.

The Task
This is just one iteration of the idea.
You will use the crafted weapon to slay every boss of every dungeon and each Dragon in the game.

Another thought on the Legendary stats would be to offer a Right Click> Context Menu option to change the stats. This would make the Legendary universally useful for those with them. You can choose almost any of the stats in combination and the first you pick is the “main” stat of the weapon.

Either the above or somehow stick to the mentioned idea of a Black Moa length quest.

Building a better Precursor

in Suggestions

Posted by: Saikko.3908

Saikko.3908

“Have the Legendary adopt the stats of the precursor!”

That alone is a good idea.

Building a better Precursor

in Suggestions

Posted by: MAGpie.7962

MAGpie.7962

Account-bound on acquire.

Building a better Precursor

in Suggestions

Posted by: SanctusMessor.4612

SanctusMessor.4612

Account-bound on acquire.

I agree.
On that note, I also think ANYTHING soulbound should be account bound.

Soulbound seems to be one of those thing that is around, simply because it was around before; totally void of reason in this day and age. To me, the value of Soul/Account Bound items is to keep them out of the global economy. If that is the sole purpose, there is absolutely no point for Soulbound when you can Account Bound items.

I’ve heard it argued that Anet wants Soulbound in the game so our characters “feel unique.” Dyes I can live with but Legendaries for example? That’s ludicrous. Even Armor (once equipped) I feel should be Account Bound.

While there are people who want each character to feel unique, unless they have “all-the-time-in-the-world” to play the game, I’m pretty sure no one wants to re-earn a Legendary or armor-set their alt could have used.

I could exemplify this in that, I built a Healing Power Necromancer and a Condition Damage Elementalist. I want to “try” Healing Power on the Elementalist. I’m not even sure if I will like it! But I HAVE the armor, jewels and weapons to do so, Anet just won’t let me.

Another one that gets me, is that mules can not store soulbound items. I made a mule for my Necromancer so I could stow away one of my armor sets for a later date. Can’t do that. You have to haul it around on the character it is soulbound to or flood your bank.