While taking a break from studying, I was thinking about Legendaries and the fact that I, a regular player, would have a really hard time getting one and would be bored during half of the activities to get the materials.
Other players who are able to play the market and are more hardcore sometimes already have three and can buy two more from the Trading Post if they wanted to.
The last thing I considered is that fact that I’m hearing a lot of complains about the fact that getting a Legendary should involve a real, epic adventure; and not a grinding-fest.
That’s why I evaluated the whole system, marked what didn’t work for me and introduces elements that would make it more fun and adventures.
Let’s start with the current situation:
I think we are all familiar with the system and the complexity of it.
Now, I don’t hate a complex system and it can be used to make it feel like you are not performing a task, but like you are making it an incomprehensible, unexpected adventure. In this case however, it’s just plain complex and reasonably boring.
PROBLEMS
I started marking what didn’t like and ended up with this:
The Gift of Might and Gift of Magic are just a grinding-fest. All you have to do is kill mobs and collect the loot. It has nothing to do with might, magic or adventure; but is more about doing a boring, repetitive task.
The same applies for the Globs of Ectoplasm, the Precursor -which is too hard to find-, the Dungeon and Resource Gift -like Gift of Light- and the Resource Gift -like Gift of Energy-.
I also don’t like the entire idea of Mystic Clovers and the Gift of Fortune; it’s just about grinding in the end, not luck.
I do like two concepts that have to be changed to work:
- The Gift of Battle and The Dungeon Gift are about adventures in WvW and Dungeons. The problem is that they require too many tokens and end up being about grinding instead of adventure
- The Icy Runestones requires the defeat of the Claw of Jormag, which is about adventure; but the Runestones themselves require too much gold for any normal player. If the adventure itself is more time-consuming, than the grinding for gold can be eliminated
Now, I don’t entirely hate everything about the system.
I like the idea of the Mystic Coins because, without the Trading Post, it requires you to complete daily and monthly achievements, thus requires you to play daily or intensively. This ensures that the players try to play the game daily and populate the game, even if it is just for a little while.
The Gift of Exploration requires you to travel the entire continent of Tyria, which can be a real adventure. This is one of the thing I want to achieve with my Legendary system: that it becomes an adventure.
The same applies for the Obsidian Shard: you either have to complete the meta-event or complete the Fractals, which is also an adventure. The Karma cost of them isn’t ridiculously high and can easily be collected with the daily and monthly Jugs of Karma and by completing enough Dynamic Events.
The Bloodstone Shard can be obtained reasonably easy, especially when you have to achieve Map Completion.
Let’s recapitulate:
PARTS THAT I DISLIKE AND WANT TO CHANGE
- Grinding
- Gift of Might
- Gift of Magic
- Globs of Ectoplasm
- Precursor
- Dungeon and Resource Gift
- Resource Gift
- Random luck (and indirect grinding)
- Mystic Clovers
- Gift of Fortune
PARTS I LIKE BUT REQUIRE A CHANCE
- Requires adventure, but also gold- and token-grinding
- Gift of Battle
- Dungeon Gift
- Icy Runestones
PARTS I LIKE
- Daily participation
- Mystic Coins
- Adventure
- Gift of Exploration
- Obsidian Shards
- Bloodstone Shard
SOLUTIONS
And now for my solution:
There are 6 aspects that I’d like to chance, some of which are new concepts (which are marked in green):
- Precursor
- Icy Runestones
- Resource Gift -> Gift of Champions
- Dungeon and Resource Gift -> Gift of Adventure
- Gift of Battle
- Gift of Fortune -> Book of Your Legend