Legendary revamp idea

Legendary revamp idea

in Suggestions

Posted by: Xinto.9061

Xinto.9061

Purposed Revamp of the system.

1st keep the gift of mastery,

The gift of mastery is the easiest part to start and obtain upon working toward a legendary. I feel this should stay because it requires the player to simply play the game.

Gift of exploration makes the player see all aspects of game, can be worked on while leveling or after hitting 80 with about a 2 to 3 weeks work depending on how hard the player pushes to get it.
Obsidian shards are very easy to get now with the jugs of karma, plus with exploration, WvW, and events from both gives the player all they need to buy them. * note* The way of buying them should be changed or fixed indefinitely (due to the quests line always being bugged).

Bloodstone Shard bought with skill points, that can be obtained though general leveling, map completion, or leveling after 80. Easily done with all the other achievements being meet.

Gift of Battle again makes the player play all aspects of the game. With the new drop system in WvW and the jump puzzles BoH’s are not a problem anymore.

2nd revamp Gift of Fortune.

First off, I think the name should be changed, due to the fact the whole gift revolves around RNG, which is the worst and laziest game design in any game. Even though I know it will still be necessary I still hate it. With that being said…
Ideas for revamp.

77 Mystic clovers. – seeing how this is based around waste and chance, I think it should be remade into a form of a randomize mob that appears in random places though out the game. Giving a 1 and 4 chance of dropping 1 clover, each clover will be account bound. Giving the player various chances to work on getting all 77 through out exploration and WvW while they level any character they choose.

  • Crystals – This is part of Mystic clovers form the original format. I feel that this should be removed as a sub-requirement and made primary requirement to help balance out the Gift of Fortune. These crystals should be dropped from gathering via exploration or WvW. Giving a 1 and 10 chance to acquire one through out the play. Seeing how gathering is part of the daily every day the player will not feel like that have to go out there way to obtain them. Also because they already require skill points from the original format making a player have the impression of nothing new, having them purchase the blood stone shard with skill point then only have to grind more skill points just for crystals.

231 GoE’s – This I’m not sure if it should be changed, seeing how a player is forced to sacrifice an item to be able to obtain them. Still the number should be dropped from 231 to 200 to round out the number.
213 Obsidian shards – I feel that this should be removed as a requirement being that it is already a primary requirement in the gift of mastery, we do not want the player to feel like they are moving in circles. With this is I propose a new item be created, an item given from completing jumping puzzles. With the exception of the jumping puzzles in WvW seeing how they already reward BoH’s which is a primary requirement in Gift of Mastery. This idea is to get players to explore and experience every aspect of the game and giving it some more purposeful meaning other then just achievements. 1 item from every jumping puzzle is required to make the complete item.

With those 4 requirements will give you the Gift of fortune name change still needed.

Legendary revamp idea

in Suggestions

Posted by: Xinto.9061

Xinto.9061

3rd Gift of Magic.
As of right now the Gift of Magic is based off of RNG and sacrifices due to the items used to make it are also used for crafting. Again I don’t believe the player should have to sacrifice because all it does is make them have to grind or purchase items over again for both, thus keeping the player doing mindless tasks to achieve what they want. So I feel the Gift of Magic should be bought via Fractal relics, in keeping with the idea of every aspect of the game should be endured to move ahead. 500 Fractal relics should be a well rounded number.

4th Gift of Might
The Gift of Might falls into the same category as the Gift of Magic requiring a player to choose and sacrifice items from crafting. The idea for this is to take the player back in to WvW but instead of obtaining BoH’s from jumping puzzles, NPC players, or via other players. I say a new item should be introduced again but this time is will revolve around player on player combat. The item would only be dropped from defeated player bags with the same chance of a bag dropping off said player as the current system allows. I feel that the number should be higher then 500 due to the amount of zerg on zerg fighting that occurs. With the fix of the culling effect in WvW more players are entering and sticking together in larger groups. Getting multiple kills in one instance is not uncommon these days. So the number should be a bit higher then normal to account for the zerg factor. Items then will be traded in for the Gift of Might via a NPC vendor in WvW.

5th The legend of specific weapon & precursor weapon
These 2 items I believe should be completely removed from the Legendary system. With the current system in place legend of named weapon requires a player to run one dungeon to obtain 500 dungeon tokens to purchase a certain gift from the dungeon vendor. Plus have to obtain 250 each of a certain T6 materials (which is also used in crafting). The precursor weapon is 100% based on RNG, which like I said before is totally unfair to the player. Both these requirements hurt the player base 1. On time and random chance of obtaining them and 2. Driving the player market even higher on said items, which only in turn causes the player to grind more, either for money to purchase at inflated prices or making a player play the RNG game in the mystic forge (which we already know always has the house advantage). Also it will require the player to run 1 dungeon over and over to build up enough tokens or certain random dropped items that might come from the instance (which is also based off of RNG). This forces the play to grind away in a single dungeon which could/will burn a player out.
So my idea is to make the final item the legendary weapon itself, just not in whole form. The idea is to have the weapon broken up into 2-4 pieces spread out between different dungeon and dungeon paths. Instead of having the player run a single dungeon repeatable, the player has to run multiple dungeons with a higher chance of getting a part of the item.

Example:
Say a player is working toward twilight. Instead of having to run a single dungeon to get the materials and the dungeon tokens for that one piece, they instead have to run 3 different dungeons to get 3 pieces of the sword it self. The 3 pieces would be the hilt, the blade, the inscription of twilight, and a 4th item IE.. essence of twilight. The idea is the keep in tune with what players know from crafting. Each part will be based in a different dungeon.

*Now I would take it one step further, I would say a requirement would be needed for each dungeon, and it would need to be meet before the item can be an option as a drop at the end. The reason is because of all the speed running of dungeons (which is not a bad thing) but it will allow the player to essential just skip parts just to have a chance of getting the item. So let’s say the item first item has a 1 and 10 chance of dropping a play can just speed run 10 times in about 2 hours to get it. Which will make the part essentially easier to get, I am in no way trying to present another grind, but it’s more of a matter of player skill to be able to get each piece.

Overall I would think they changed is very much needed. It will give players a way to work toward what in the end is a pretty item and an achievement, without a tedious grind, paying over inflated prices. With the removal of the crafting items, crafters might see a drop in the T6 items they need to craft other items. In the end the player will just be able to play the game at there pace and how they choose to and still be able to obtain an item they choose to work for. With hope it will also put an end to RNG based End Game mechanics.