(edited by Hermes.7014)
Quest lines to Legendaries
“Adding the skill factor to make a weapon truly legendary instead of a measily farm? Nonsense! Legendaries are meant to be a long-term farming fest so people can show how much of a cool kid they are in Lion’s Arch! "
To me, cutting out the crafting element of a legendary weapon is like cutting out the WvW element, or the world exploration element, or the karma/fractal/laurel element, or the dungeon-running element. It’s part of what makes building a legendary weapon a massive scavenger hunt over a diverse cross-section of the game.
While I won’t argue that giving each legendary weapon a unique quest line would be interesting, it would also lock a large amount of fun content behind “Can you afford <precursor>?” which seems like a terrible waste of resources. It’s a nice idea in isolation, but there are better things that development time could be put toward.
While I won’t argue that giving each legendary weapon a unique quest line would be interesting, it would also lock a large amount of fun content behind “Can you afford <precursor>?” which seems like a terrible waste of resources. It’s a nice idea in isolation, but there are better things that development time could be put toward.
The price of precursors though is probably going to drop significantly once they become craftable, as Arenanet has planned.