The current system for obtaining legendary weapons doesn’t feel very legendary at all. It’s basically a massive timesink requiring farming the TP or farming other things for endless hours in order to craft a legendary weapon. The worst part are the precursors which you are forced to obtain either through total rng or through buying one off the TP with their steadily rising prices as people continue to manipulate the market.
Now compare this to Everquest. In the first expansion of EQ, each class had access to a quest for an epic weapon. The weapons had a unique look and effects and often the best stats that made them well worth the effort to obtain. The quest to obtain this weapon would require a large amount of effort and no small amount of time to complete. It spanned the entire world and sometimes even extra planar areas, and often the quest was started very early in your career. It was something you worked for from a low level all the way up to your max level. It required the movements of entire guilds to complete and got whole communities involved. When a player finally completed their epic quest, everybody knew it and you were proud to show it off because it was a major accomplishment.
The best part of these quests were the story behind each of them. Rather than buying your weapon off of an auction house, you got invested in the story behind obtaining it. My personal favorite was the paladin. Your holy blade could only be obtained after cleansing a cursed weapon and redeeming the soul of a fallen paladin. Your reward was the holy sword, Fiery Defender, a flaming greatsword that fit the theme of the class perfectly and was instantly recognizable.
Other good examples were the rangers Swiftwind and Earthcaller which involved cleansing the world of the corruption brought on by an evil god or the shadow knight’s Innoruuk’s Curse which has you corrupting the holy blades of the paladin class. Sounds pretty legendary, right?
After a time, these weapons became obsolete as new content with stronger items were released. The exception being weapons like the bards singing short sword and the clerics resurrect mace which always served a purpose. Everquest’s answer to this was to release epic weapons 2.0. These were new epic quests that not only required the same amount of incredible effort, but they also required your original epic weapons. Again, your investment of time and work paid off.
This is how you do legendary “right”. These weapons should have stories. Make them drop off of specific high level bosses or tie them to long quest chains that would take you around the world. Heck, you could even use them to get people back into the dungeons you lovingly designed.
As it stands, legendaries are just a legendary pita. Am I alone in my thinking?
(I’ve never player everquest or done a legendary there, but sure seems awesome!)