(edited by Dogblaster.6713)
Legendaries unreachable, regardless of effort
So did everyone just ignore that OP dislikes how ridiculous it is when you compare how much it costs to get a legendary now vs earlier, and instead chose to attack him on not wanting to farm?
Thank you
No, no one ignored the ops point. I’ve just been pointing out that the costs are implicitly tied to how much one “farms” and also pointed out that a large number of the components are actually acquired during “normal” play. Again :
- Ectos, acquired via doing dungeons and/or salvaging rares/exotics.
- T6 mats, acquired during “normal” play, legendary creation, or mystic forging.
- Lodestones/Silver doubloons etc – agreed that these ARE too dependent on the TP/farming.
The TP value of these components doesn’t really enter into it because you don’t HAVE to buy them from the TP apart from the latter. Again, just because you cant obtain a legendary NOW doesn’t mean that you wont be able to afford one later so this really comes down to “I want it now”. Sorry.
It could have just been so much more engaging and interesting, and actually be epic.
On that I will certainly agree
So did everyone just ignore that OP dislikes how ridiculous it is when you compare how much it costs to get a legendary now vs earlier, and instead chose to attack him on not wanting to farm?
Thank you
That sounds more like jealousy to me … sadly.
You had same opportunity to do the same, its not Areanets fault you didnt.
… snip …
Simple. Nothing to complain here if you know how economy works.
To quote yourself;
I had to play 1200 hours in 3 month to craft mine.
So no, not everyone had that opportunity. You spent almost 50% of the hours since launch doing what you’ve done. That’s not feasible for the vast majority of the player base.
This is a burgeoning economy, and is malleable… just like software. Anet can improve this situation. You have a legendary, you’ve grinded your way there, I understand your resentment against potential change or the opinion that it is, simply, broken.
The OP has a valid point; you having a legendary doesn’t change that.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
(edited by Parthis.2091)
Ectos, acquired via doing dungeons and/or salvaging rares/exotics.
*T6 mats, acquired during “normal” play, legendary creation, or mystic forging. *
You seem quite happy to ignore these points….
It’s not doing dungeons; it’s doing one dungeon repeatedly. That is, by definition, grind.
It’s not playing the game to get lodestones; it’s killing the same mobs over and over and over. That is also grind.
It’s not playing WvW; it’s joining a zerg to kill players to RNG badges from loot bags.
It’s not playing to acquire a pre-cursor; it’s throwing countless items of the same type into the mystic forge over and over again. Grind.
The game even has a gearing stat specifically for grind.It’s not playing the game. It’s repeating specific aspects of the game numerous times in order to progress; that is a direct contradiction to the manifesto.
Now contrast that with changes that could actually make it fun or more accessible; how about all mobs have a chance of dropping Lodestones, and in order to make it Molten/Charged/Icy, etc, you needed to take them to a volcano, or to face a dragon, and be hit with an ability to change them. I have a lodestone, I need it to be Icy, i’m going to seek out Jormag and fight him. That, right there, is instantly more fun and engaging for the majority than mindlessly grinding mobs or buying them from the TP, and it has a known result.
How about stripping back the need to do one instance many times. A weekly random challenge in the dungeon’s host region could offset some of that grind. etc etc… weekly implies time; so there’s a known, consistent time route if users don’t want to mindless grind dungeons.
How about not tying legendaries so tightly to materials that are also heavily sought after for other aspects of the game; it’s a vicious circle. Mats go up because legendaries need them, which in turn pushes up prices for the people trying to actually craft normal goods.
How about using achievement points to offset some of the requirements, so players can go out into the world and do jumping puzzles, throw on goggles and jump off waterfalls, and actually pick achievements that sound fun to them etc etc. That’s playing the game; when something as fun to the individual as a jumping puzzle contributes to their long term goals.
How about making WvW award badges for actively defending a camp, or sieging a keep, or escorting a doly; you know, actually playing the game.
So again, grats on your legendary and i’m thrilled you personally enjoyed working your way through the shopping list of mats, but let’s not kid ourself that Anet have produced a fun, inspiring and engaging goal.
They’re smarter than this. They could have made this amazing, instead it’s really very dull.
And for the record, as the tone of your post suggests i’m complaining for no reason or without knowledge of what’s actually involved; I have a pre-cursor, I have some of the lodestones, i’ve some of the instances, etc. It’s just not overly compelling, and it’s very disappointing from a company so focused on producing an accessible, enjoyable and repetition free game.
I know what you are saying. But thing is I DO enjoy farming and repeating content.
That is kinda major part of every MMORPG. Repeating content, farming in order to gain something valuable. That is even major part of real life.
That is why I play MMORPG. In fact I am curious what MMORPG doesnt have no repeating content? If I remeber correctly every mmorpg I have played had some: WoW, Aion, Swtor, Lotro, Rift, Vanguard, AoC, Warhammer online, GW 1, Lineage, Everquest, Tera, The Secret world, maybe few more.
Everything in mmorpg involve repeating content
If they give you the most valuable items in-game without repeating the content it would be like giving it for free. Because there is no effort involved, everyone would achieve one after some time.
Legendary weapons were created to take a long time. So only those who are dedicated to farm/collect all the materials should craft them. Arenanet already said that they are ment to be the most unique and rarest weapons in the game so only 5% of player base would achieve them.
So the best way how to ensure only 5% of player base would achieve them is to set up really high required effort to craft one ( A LOT of material and gold required).
And to by honest, create some special interesting and long content (aka story, jumping puzzles, dungeons) only for Legendary weapons would be waste of anets money, because they would create it only for 5% player base.
(edited by Dogblaster.6713)
Ectos, acquired via doing dungeons and/or salvaging rares/exotics.
*T6 mats, acquired during “normal” play, legendary creation, or mystic forging. *You seem quite happy to ignore these points….
Not ignoring them at all chap.
RNG is RNG. T6 mats from the MF Shard gamble is, again, a grind. It doesn’t matter all that much.
Drops from “normal” play depends on the mobs you’re killing, where you are in the world and what you’re doing. WvW focused players, for example, rarely get those drops.
There are many ways Anet can address the this stuff in a way that wouldn’t flood the economy.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
So no, not everyone had that opportunity. You spent almost 50% of the hours since launch doing what you’ve done. That’s not feasible for the vast majority of the player base.
This is a burgeoning economy, and is malleable… just like software. Anet can improve this situation. You have a legendary, you’ve grinded your way there, I understand your resentment against potential change or the opinion that it is, simply, broken.
The OP has a valid point; you having a legendary doesn’t change that.
So you blame Arenanet for your decision not playing enought? You could simply quit your job, school and play 12+ hours a day if you wanted to. ITS ONLY YOUR CHOICE.
I did sacrifice 3 months of real life in order to craft my legendary in 3 months(faster than it is supposed to take). You could do the same.
Its only your choice what you do with your time. Someone rather work many hours a day at the expense of free time/hobby and someone else rather play video games, etc at the expense of money.
Its only personal choice.
Do I complain that someone is making more money than me because I didnt make so much time for work as he did? Only my fault and my decision i didnt.
Anyways. This is my last post in this topic. I said all what I wanted.
So cya all and GL & HF
(edited by Dogblaster.6713)
I know what you are saying. But thing is I DO enjoy farming and repeating content.
That is kinda major part of every MMORPG. Repeating content, farming in order to gain something valuable. That is even major part of real life.
That is why I play MMORPG. In fact I am curious what MMORPG doesnt have repeating content? If I remeber correctly everyone mmorpg had one and I have played these: WoW, Aion, Swtor, Lotro, Rift, Vanguard, AoC, Warhammer online, GW 1, Lineage, Everquest, Tera, The Secret world maybe few more.
Everything in mmorpg involve repeating content
If they give you the most valuable items in-game without repeating the content it would be like giving it for free. Because there is no effort involved, everyone would achieve one after some time.
Legendary weapons were created to take a long time. So only those who are dedicated to farm/collect all the materials should craft them. Arenanet already said that they are ment to be the most unique and rarest weapons in the game so only 5% of player base would achieve them.
So the best way how to ensure only 5% of player base would achieve them is to set up really high required effort to craft one ( A LOT of material and gold required).
And to by honest, create some special interesting and long content (aka story, jumping puzzles, dungeons) only for Legendary weapons would be waste of money, because they would create it only for 5% player base.
I’m glad you enjoyed the stuff chap, genuinely I am.
In fact I am curious what MMORPG doesnt have repeating content?
The one that stated early on that it didn’t want to be just another MMO, just another grind game… this one. That’s the point.
At the end of the day they’re satisfying one group of players; the ones who are comfortable with constant grind and repeating content over and over again…. but that’s a group of players that will be happy if the route to a legendary involved more varied stuff anyway.
The point is, that with some thought, they could change it to satisfy other groups too.
But anyways, I respect your views, I don’t agree with them all that much, but it’s clear our gaming desires our quite different.
Ultimately, Anet are very quiet on this stuff, so I guess we’ll see what turns up in patches down the road
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
I recently finished my own legendary and I have to wholeheartedly agree with the OP. While it nice having my Sunrise and swinging it around the process of obtaining was not interesting, it was the farthest thing from enjoyable and it was incredibly disappointing. For all the flak WoW gets their implementation on legendary acquisition is vastly superior, way more fun and has a lot of elements that are actually interesting as opposed to just being a mindless grindfest like in GW2. I really expected better from Anet given the pre-launch emphasis they had on legendaries and how cool their skins and effects are (at least for several of them). I don’t want them to be easy or anything, just fun interesting, and you know, legendary.
[Everything he said.]
Can you believe this guy?
I swung a sword, then I swung a sword again. Now I’m swinging a colourful sword.
We all play differently and that is ok, we all have different tolerance levels to “pain”, if you so will.
I just looked at everything involved in getting a legendary this saturday and honestly I am not impressed.
It consists of only a few bullet points:
- acquire large amounts of different materials, note that you can’t actively farm all of them
- acquire large amounts of different currencies, karma/skill points/honor badges/dungeon tokens/“world exploration token”
So far so good, it basically says play the game and please play all aspects of it. One could argue why do I have to pvp/explore the world – but heh, different pain levels, right?
The last bullet point is
- throw stuff into the mystic forge and cross your fingers
This is the one part that I can look at and say – ok, I know this is not going to be fun at all.
Is there actually any mention in the game about legendary weapons? Does the game point me at all into getting one? If so I missed all of that.
The pre-cursor should be some sort of story – an adventure. I compare that with the “quest” system. No more kill 10 rats and collect 5 rat tails – hide that part. We all know it’s still there but some of us might not perceive it as such anymore.
“Whose Charr is this?”- “Ted’s.”
“Who’s Ted?”- “Ted’s dead, baby. Ted’s dead.”
i wouldnt mind grinding for the t6 mats if i could easily find spots to do that with mobs that reliably drop them without having to compete with everyone else who has the same idea in the few areas that ppl already do this. as for lodestones …. seriously the droprate is so low on these or even cores for that matter that i just refuse to even try.
like the op said, you either need to sell a kidney to buy stuff off the tp or you need to forget about real-life and kill yourself grinding.
I just think that it’s ridiculous the amount of materials crafting these legendaries require. Correct me if I’m wrong, but each one requires at least 250 of each T6 mat. I think that if that isn’t a grind red flag, I don’t know what is. I love playing this game, but I also love having a bed to sleep in, having my tuition paid, and having food to eat while I play this game. I believe that the large majority of GW2 players are, like me, normal people with jobs who have needs outside of GW2, who don’t have massive amounts of hours to dump in to this game. That doesn’t mean that I don’t want Sunrise or that I don’t want it “bad enough” it means that I need to earn real life money to provide for real life needs and I just don’t have the endless hours currently required to dump into the Mystic Toilet to get my legendary. All I’m asking for is more aesthetically pleasing game avenues open to players such as myself. Yes, I’d like Legendary to actually be a mark of being legendary and not so much a mark of, “Wow, you have no other life outside of this game do you?” or, “You just got lucky over and over again at the MF, didn’t you?”
I must express this concern as well. I WANTED to farm legendary. But every day it gets more expensive. I get 23g (tops, on a very good day), a day. But sometimes Some mats (250 fold) get already in total that much more expensive in a few days. Meaning I farmed for nothing. That i haven’t made progress. And without progress, I won’t even start on it.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
simple solution is to buy gems if you don’t want to work and still get it.
Its the same thing as real life, if you want anything, go buy it.
I must express this concern as well. I WANTED to farm legendary. But every day it gets more expensive. I get 23g (tops, on a very good day), a day. But sometimes Some mats (250 fold) get already in total that much more expensive in a few days. Meaning I farmed for nothing. That i haven’t made progress. And without progress, I won’t even start on it.
Mats actually dropped in price over the weekend. At 23G a day though it would take 10 days to afford a precursor, 10 days to obtain most T6 mats, 10 days to buy all the lodestones, 5 for the ectos and 5 for the runestones…..and you want it easier?
Whilst I agree with the points made about legendaries being a grind, I can think of many other games where end games items would take significantly longer than that.
How do you get 23g a day again? I get no more than 1-2g per hour, especially with DR in place. Do you mean a whole day, as in 24 hours?
GM of Crew of Misfits (CoM)
Piken Square, EU
10g a day is more reasonable and even then its pretty much playing 8 hours. Grinding for gold doesn’t work.
So did everyone just ignore that OP dislikes how ridiculous it is when you compare how much it costs to get a legendary now vs earlier, and instead chose to attack him on not wanting to farm?
Thank you
That sounds more like jealousy to me … sadly.
You had same opportunity to do the same, its not Areanets fault you didnt. The market was evolving since release and it has stabilized now, only because you didnt catch the early low prices doesnt give you right to complain and demand low prices again. The current prices are where they should be.
I agree that Legendaries were cheaper first 2 months after release but that was obvious. Not so many players wanted legendary back then, many players didnt even hit 80 back then. SO THERE WAS LOW DEMAND FOR T6 mats, lodestones and precursors, etc.
PRICES always mirror current DEMAND by players. Current demand is 10x higher than it was 2 months ago.
So if more players want precursor now than 2 months ago, prices of precursors will increase. If even more players will demand more precursors, T6 material, lodestones, etc in next year you can bet price may go up even higher.Higher demand = higher the prices
Simple. Nothing to complain here if you know how economy works.
No offense but you sound like a bitter elitist who is begging for respect for having a legendary.and you also sound like you feel entitled because you literally had no life for 3 months and the advantage of the new market which had ridiculously low mat prices. Why in the world would i be jealous, especially Of you? I will get the legendary, regardless of the time it takes and I will maintain a high paying job, a healthy lifestyle and A relationship.
I seriously dont get it with some people. I have clearly stated i want a fair chance at a legendary, not an easy mode. What you really show that you want is others to have a harder time than you did, so that you will feel more special for longer.
Anyway, /rant off
GM of Crew of Misfits (CoM)
Piken Square, EU
So what the complainers are saying is that they feel entitled to a Legendary. If they can’t get theirs without playing for 12 months, then everyone else should suffer the same fate. Put in place blocks so it requires 365 days of gaming before a Legendary unlocks. Surely people who have the time to play more aren’t making the game fair… eh? /sarcasm off
Please realize that there are both casual and hardcore players here. I fall in the middle, as I have full time work and a wife who’s expensive to maintain (gonna get a slap for that one). However, I make my “grind” fun by having a great guild full of fun people. I “grind” dungeons with them, and have a blast. I’m also very active in WvW, and I get good drops from killing Invaders (note- you need to kill lots of them to score good loot). I have enough Badges for two gifts, and there’s no way to buy those.
Moral of the story: everyone and anyone can get a Legendary. It requires both desire to go for it, and the will to play the game. If you don’t want to play the game normally, and have this need to have “easy mode”, there’s a way to bypass a lot of the farming. It’s called Gem to Gold conversions. Buy Gems, lots of them. Then convert to Gold and buy all the T6 mats from the TP at the current high prices. But that’s YOUR choice, not the game demanding you to do so.
ps- Markets go up and down. Right now, prices are high. There’s a chance that it’ll go down, but then climb higher later. If you need a real world example, look at the stock history of Apple.
(edited by Smooth Penguin.5294)
So did everyone just ignore that OP dislikes how ridiculous it is when you compare how much it costs to get a legendary now vs earlier, and instead chose to attack him on not wanting to farm?
Thank you
That sounds more like jealousy to me … sadly.
You had same opportunity to do the same, its not Areanets fault you didnt. The market was evolving since release and it has stabilized now, only because you didnt catch the early low prices doesnt give you right to complain and demand low prices again. The current prices are where they should be.
I agree that Legendaries were cheaper first 2 months after release but that was obvious. Not so many players wanted legendary back then, many players didnt even hit 80 back then. SO THERE WAS LOW DEMAND FOR T6 mats, lodestones and precursors, etc.
PRICES always mirror current DEMAND by players. Current demand is 10x higher than it was 2 months ago.
So if more players want precursor now than 2 months ago, prices of precursors will increase. If even more players will demand more precursors, T6 material, lodestones, etc in next year you can bet price may go up even higher.Higher demand = higher the prices
Simple. Nothing to complain here if you know how economy works.
No offense but you sound like a bitter elitist who is begging for respect for having a legendary.and you also sound like you feel entitled because you literally had no life for 3 months and the advantage of the new market which had ridiculously low mat prices. Why in the world would i be jealous, especially Of you? I will get the legendary, regardless of the time it takes and I will maintain a high paying job, a healthy lifestyle and A relationship.
I seriously dont get it with some people. I have clearly stated i want a fair chance at a legendary, not an easy mode. What you really show that you want is others to have a harder time than you did, so that you will feel more special for longer.
Anyway, /rant off
They are saying you feel entitled to a legendary because they are making up nonsense arguments so they can arguing against nothing and feel better.
People believe they are entitled to the same results if they put in the same amount of effort in a video game.
This isn’t real life, there is a reason why everyone plays by the same rules in a game. When you don’t have that people leave the game and you are left with idiots who got there early yelling at people who don’t want to jump into the rat race.
A genuine, curious question. What, within the bounds of GW2, would be challenging and a lot of effort, and not require much time? Such that a very small percentage of players would end up with legendaries? Because legendaries really shouldn’t be common, they need to be special. Something that sets one apart from the masses. Otherwise it really wouldn’t be legendary.
For those who feel that legendaries need to be achievable by everybody, what if something else cool were added that needed a lot of time, resources, gold, and luck? Is it considered unreasonable to have something special and very rare that is not achievable by the lowest, or even average common denominator?
I’m very interested in the first question, in part because extra challenges are fun, and it feels good to achieve something that not many can. Not just because of the end result of the legendary itself.
As for comparing the difficulty of obtaining a legendary before to now, well, that’s akin to saying “I don’t have it, and therefore nobody else should be allowed to have it,” or the same applied in an opposite way, where someone else has it, therefore you are entitled to have it in exactly the same terms. The issue, as I see it is that ignoring those who already have them, what are the barriers now (not relatively, but absolutely) to getting an legendary, and if it’s not obtainable for anyone to get one any more, how can the situation be improved without destroying the challenges available in game, without removing the TP, and without making legendaries something that are commonly seen?
Edited to add: Related to this, curious as to which of the following scenarios that players would accept more, based on a premise that a particular object is meant to stay very rare:
- getting the object takes a lot of time, where that includes getting your gold, however you do that
- getting the object is based on challenges, where there is a possibility that if your skill isn’t quite at the level required, you may have to accept that you may never, ever get it, no matter how much time you put into it
- getting the object is based entirely on luck, where the completed object is a random drop, with an very low drop rate.
(edited by Neferteri.7342)
I feel like Legendaries were made specifically for the hardcore. In which case, I’m happy where they’re at currently. I don’t feel like they were made to be accessible to everyone. If they were easier to craft, a lot more hardcore players would not have much other content to do. I don’t have my legendary yet, but I’m personally happy with how expensive and time consuming it all is. Hopefully it goes higher, and an RNG factor just makes me look @ players with legendaries and say, " holy crap, not only did you collect all the mats, but you’re also super lucky". Just adds more OMG factor whenever I see someone with one. And the fact that prices for all them go up as the amount of players increase just keeps the legendaries at that ultra- rare level. I don’t want to see 100 new twilights if there are 1000 new players. Price increase keeps it super elusive.
I feel like Legendaries were made specifically for the hardcore. In which case, I’m happy where they’re at currently. I don’t feel like they were made to be accessible to everyone. If they were easier to craft, a lot more hardcore players would not have much other content to do. I don’t have my legendary yet, but I’m personally happy with how expensive and time consuming it all is. Hopefully it goes higher, and an RNG factor just makes me look @ players with legendaries and say, " holy crap, not only did you collect all the mats, but you’re also super lucky". Just adds more OMG factor whenever I see someone with one. And the fact that prices for all them go up as the amount of players increase just keeps the legendaries at that ultra- rare level. I don’t want to see 100 new twilights if there are 1000 new players. Price increase keeps it super elusive.
I think you misintrepreted the term Legendary. It doesn’t mean that it is limited to 5% of the population and gated by RNG. SImilarly, it doesn’t mean exotic is limited to 20% of the population, Rare to 40% of the population, so on and so forth.
The progress should be lengthy and demands effort from the person who wants it. But the opportunity should be open to whoever that wants to embark on the Legendary journey. That should be the gating factor and not ridiculous low RNG. Note there is a difference between Mystic CLover RNG and precursor RNG.
If you are someone who is okay with the price increase (which is essentially a shifting goalpost) and is in the process of getting a legendary, my guess is you have already at the point where the shifting goalpost effect doesn’t concern you and you want to shut the gates behind you.
A good compromise would be to make Precursors a lot easier to get, but then lower the drop rates on the Clover RNG. Then those who feel entitled to easy mode will probably enjoy getting their Zap quicker.
A good compromise would be to make Precursors a lot easier to get, but then lower the drop rates on the Clover RNG. Then those who feel entitled to easy mode will probably enjoy getting their Zap quicker.
The scavenger hunt is on the way for the precursors. The trigger for the decision for scavenger hunt, as what I can understand from the red posts, are the state of pricing of some of the precursors on the TP (due to low supply and possibly other man-made factors). More importantly, it is the rate of increase of the pricing. The shifting goalpost effect.
I merely used the Mystic Clover RNG and precursor RNG examples as a way to say that there is an acceptable RNG range. There exists a middleground. Mystic Clovers, in particular, has an inbuilt progression system. You need 77 of them and every one you get is a step closer to fulfilling the requirement. On the other hand, the Mystic Forge does not “remember” nor “care” that you have dumped in 5g or 500g into it when creating a precuror. It has no progression built within and its doubly affected by a ridiculously low RNG. I am unsure if your “entitled” is meant for me. But if it is, I don’t see why I am entitled if I am prepared to work for it.
A good compromise would be to make Precursors a lot easier to get, but then lower the drop rates on the Clover RNG. Then those who feel entitled to easy mode will probably enjoy getting their Zap quicker.
Once more for the cheap seats; no one is asking for it to be easy mode.
Many people want to see it moved away from the RNG nonsense and uncoupled with the frankly woeful economy.
This legendary system is being implemented by the company that stated grind is bad, no one person’s time is worth more than another and that RNG is bad in a loot system (that’s why there are tokens from dungeons, etc etc).
Pre-cursor RNG is a problem by design, particularly when you factor in Anet’s very own manifesto and the stateless nature of the MF.
Many people are asking for ideas on how to improve this, make it less grindy and RNG based. There are already suggestions in this thread. But here we go anyway;
RNG pre-cursor drops should still exist, are still rare, and still expensive… but, players can buy a Bind on Acquire one for a gift of exploration, a lot of karma and a large number of achievement points. That gives a guaranteed method of getting a pre-cursor by actually playing the game. Players can choose to do the achievements that appeal to them. Players can take part in any events they like for Karma (PvE or WvW)… etc etc etc. Set up conditions on play that *play*ers can actively do, as opposed to the MF Pre-cursor gamble. The scavenger hunt may work well here too; if it gets people into the world, playing the game and ultimately getting what they need, then great.
Introduce lodestones that are not part of one elemental school by default. Make them drop off all high level mobs, so players can actually play the content they want as opposed to grinding the same stuff over and over. It introduces choice. Then, in order to make them bound to an elemental school introduce a small event for each school; need molten lodestones? cast them into the fires of mount maelstrom Frodo! etc. Make the non-schooled lodestones freely tradeable, make them soulbound once attuned to a school. Again; choice on where and what to do, and something more interesting than standing in LA in order to make them useful.
Icy Lodestones; they’re 1g each. What’s funny about this is that I get the feeling they put that in so that there was a price associated with crafting a legendary. It’s the “So we want crafting a legendary to be expensive!” guarantee… which tells you the cost of a legendary is massively higher than their original considerations. Just offer an in-game way of getting lodestones that isn’t cost; Anet have many players than are willing to play their game’s content, but not their questionable economy or willing to buy gems. This still leaves choice; anyone who wants it NOW can buy them, anyone who wants to take their time can get them from game-play.
The dungeon tokens; grinding the same dungeon isn’t fun, particularly if the legendary you want takes you to a dungeon you absolutely hate doing. So introduce a few weekly achievements in each dungeon’s host zone that awards a set number of tokens. Anyone who wants to grind can, anyone will to invest effort over a long period of time could complete these weekly achievements.
Change WvW to award badges from actually playing the WvW game as opposed to joining a zerg and grinding defenders outside Redbriar over and over again. It’ll actually have a positive impact on WvW and remove the RNG/Grind for these players (urrgh I need another 429 and it’s only a chance from killing! RNG RNG!).
Finally, a random, weekly “Legendary Hunter” achievement that gets people into the world, away from the grind spots and the TP and gives them things to do. It could offer a choice of rewards to let the player offset where they’re feeling their RNG pain. Everything it awards it’s BoA, can’t be traded. It could be a choice from;
A number of clovers (like, say, 2)
An icy lodestone
A small stack of T6 mats.
Liquid Karma.
There are people in this thread that believe this is an entitlement issue; it’s not. The people who have legendaries now, grats, well done… but there are always people who have their legendaries (or who are very close, such as myself) that in no way found it engaging or fun, and would like to see improvements made so that players who want to invest effort can do so by playing the game in a varied, fun and engaging way… not grinding the same old mobs for hours every day. That is at the core of their manifesto; player choice, anti-grind and that everyone could have a legendary as it’s a personal end-game… as it stands the legendary implementation is Buy or Grind.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
(edited by Parthis.2091)
A genuine, curious question. What, within the bounds of GW2, would be challenging and a lot of effort, and not require much time? Such that a very small percentage of players would end up with legendaries? Because legendaries really shouldn’t be common, they need to be special. Something that sets one apart from the masses. Otherwise it really wouldn’t be legendary.
No game developer in the world designs content or goals specifically for “the hardcore”. The very idea that you are entitled to something more than another person in a game based purely on the fact that you have a lot more free time and are willing to grind repetitive content is really quite sad. You’re not entitled; you’ll just get it quicker. That’s fine. The problem is the RNG and the heavy ties to the ballooning economy.
Legendary is a word, nothing more. It’s there to distinguish tiers of stuff, not imply entitlement. You aren’t entitled to a legendary because you bill yourself as “hardcore”… I find this attitude really rather disturbing; you are not more important than other people as a result of your personal situation, and it’s in Anet’s interest to make the goals of their game open and achievable by all while staying true to their manifesto.
Software is malleable; whether you have a legendary or not, or believe you’re entitled to one or not based on how you categorise yourself is irrelevant; the current implementation is impenetrable to new players, players with less time, and people who are feeling the pain of RNG.
The ironic sense of entitlement works both ways my friend.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
So for clarity, you’re looking for a guaranteed way to get the legendary. Follow set steps, and a legendary comes out by playing the game and not doing anything very special. How is that not entitlement? You don’t want it to be a lot of time, nor gold, nor RNG, nor grind, but I don’t really see where the difficulty factor comes in.
I do like the idea of finding a way to make it preferable to actually play WvW properly. Incentives for dungeons is good too. Those are things that would be fantastic to address, for game-play in general.
But in the end, this looks like it is still about making legendaries easy to achieve.
Disclaimer: I do not have legendary or ascended gear yet, and still have a ways to go. This is not about me wanting to shut people out. This is about special and challenging gear not being something one can almost get by accident while playing the full range of the game.
A genuine, curious question. What, within the bounds of GW2, would be challenging and a lot of effort, and not require much time? Such that a very small percentage of players would end up with legendaries? Because legendaries really shouldn’t be common, they need to be special. Something that sets one apart from the masses. Otherwise it really wouldn’t be legendary.
No game developer in the world designs content or goals specifically for “the hardcore”. The very idea that you are entitled to something more than another person in a game based purely on the fact that you have a lot more free time and are willing to grind repetitive content is really quite sad. You’re not entitled; you’ll just get it quicker. That’s fine. The problem is the RNG and the heavy ties to the ballooning economy.
Legendary is a word, nothing more. It’s there to distinguish tiers of stuff, not imply entitlement. You aren’t entitled to a legendary because you bill yourself as “hardcore”… I find this attitude really rather disturbing; you are not more important than other people as a result of your personal situation, and it’s in Anet’s interest to make the goals of their game open and achievable by all while staying true to their manifesto.
Software is malleable; whether you have a legendary or not, or believe you’re entitled to one or not based on how you categorise yourself is irrelevant; the current implementation is impenetrable to new players, players with less time, and people who are feeling the pain of RNG.
The ironic sense of entitlement works both ways my friend.
I don’t have any legendaries, and I don’t feel entitled to them. I am working on parts of it at the moment, and am not sure if I’ll end up with one. For all I know, I could play far less than you, and be way worse at the game. I’m not claiming hard-core status. You are assuming that.
If you feel that there should not ever be anything at all in the game which is super-rare to get and needs a lot of work, either by difficulty, or time, or luck, or anything, even if it doesn’t really do anything to change balance… Then they might as well just have it as a normal drop from mobs around Tyria.
(edited by Neferteri.7342)
Just to point out, already now you can see a lot of these “unreachable legendaries” especially the mot expensive ones like twilight/sunrise in LA.
I actually doubt legendaries will be wielded by just 5% community. In one year I fear over 20% of active players will have them, and it will get annoying, seeing everyone swinging the same weapon.
They already made legendaries a lot easier, you can make much more money now(more money than was the increase in % on prices), and karma is now the easiest thing on whole legendary, while 2 months ago ppl had problems of getting so much karma.
Yet you still find new things to whine about.
So for clarity, you’re looking for a guaranteed way to get the legendary. Follow set steps, and a legendary comes out by playing the game and not doing anything very special. How is that not entitlement? You don’t want it to be a lot of time, nor gold, nor RNG, nor grind, but I don’t really see where the difficulty factor comes in.
Do you honestly think throwing stuff into the forge is in any way special? Or grinding AC over and over? You already have a guaranteed way of getting a legendary; keep playing the RNG game and it will, in time, eventually, work.
Is it fun?
No, not really. At least not in the context most players would describe, not inline with the manifesto, and it fits perfectly with the dev’s very own description of grind.
So, ask yourself; do you want to grind for a legendary, or play the game and earn a legendary?
You don’t want it to be a lot of time.
Everything I suggested would take time.
nor gold
Gold is a constantly moving, difficult currency. Their attempted gold sink was Icy Lodestones; hah. Spending gold is fine; being forced into spending gold is not.
nor grind
Grind is good? Do you think grind is acceptable, in any way, in any facet of your life? Anet have said time and time again that they don’t want grind in their game. Now ask yourself; would you prefer to spend two hours of your time killing the same mobs over and over again for a lodestone or would you like get out into the world, complete an ever changing set of quests (i.e. weekly achievement) and get one in the end? Which is more fun? the result is the same, the experience is not.
but I don’t really see where the difficulty factor comes in.
There is no difficulty in the current system either; just frustration, RNG and an overwhelming sense of dullness (take that from some one who is close). The path to get a legendary is one of the most uninspired parts of this game; that’s sad.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
Just to point out, already now you can see a lot of these “unreachable legendaries” especially the mot expensive ones like twilight/sunrise in LA.
I actually doubt legendaries will be wielded by just 5% community. In one year I fear over 20% of active players will have them, and it will get annoying, seeing everyone swinging the same weapon.
They already made legendaries a lot easier, you can make much more money now(more money than was the increase in % on prices), and karma is now the easiest thing on whole legendary, while 2 months ago ppl had problems of getting so much karma.
Yet you still find new things to whine about.
Are you the kind of player who now let’s a single tear roll down your face when a Warglaive passes you by in Stormwind?
The “LEGENDARY IS NOT FOR YOU SCRUBS! 5%! 5%!” line is getting tired; it’s something banded about the by the elitist crowd, not a stated ambition of Anet to lock of the vast majority of their player base.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
No point of talking with you about this. You want the legendary so much, that you cant see how more nerfs would just hurt the game long term.
No point of talking with you about this. You want the legendary so much, that you cant see how more nerfs would just hurt the game long term.
The way to talk about this is to drop the “it should be unreachable by the majority, it should be rare” mindset.
That is your opinion, and not one shared by most or backed up by Anet.
I’m not asking for nerfs; i’m asking for alternatives to mindless grind.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
I’m seeing people saying that they’re not asking for it to be easier, and that they don’t feel entitled to a legendary. And while there are great suggestions for improving gameplay in general, I’m not seeing anything but asking for something guaranteed and/or easy.
As I’ve said, I don’t have a legendary. But I’d sure lose the desire to get one if it weren’t something pretty uncommon. As it is now (yes, I’m aware there will be changes<1>), legendaries are basically skins: no changes to stats on your weapon. Right now and before this point, it’s been something like “This is awesome. I have something that’s pretty frakking difficult to get, is in no way guaranteed to happen, and I’m pretty lucky to have gotten it.”
If something were to change where it become entirely a difficulty and skill thing, rather than time, money, RNG, that’d be cool too. Even if it meant that I ended up not being able to get it.
It’s like playing hockey recreationally. It’s fun to play, you have a good time with your team. It’d still be fun if an MVP trophy or two were given out. MVP trophies are likely to go to people who have innate skill, or who are pretty good, but also have lots of extra time to practise and play. Or somebody might have a streak of luck, combined with others’ bad luck, and get one. The MVP trophy doesn’t affect the gameplay at all. But it’s meaningless if everyone on the team can get one by following some steps. And it’s silly to whine if somebody has one on their shelf from playing when the opposing team was worse, and easier to look good playing against. Hey, in playing rec hockey, it’s not meant to be more fun for those who are unemployed and can practise all day. The MVP trophy is pretty and makes you feel good, but it doesn’t change anything really. So why should it be guaranteed to anyone?
Is anybody getting the point I’m making? Or is it not possible for anyone to have something rare and for now entirely, and in future almost entirely, cosmetic without being called a jerk elitist?
<1> Since we don’t know how much the changes will be, for one slot, is it reasonably going to make any difference? People are not trying to get these weapons because of a few points in stats, they’re going for bragging rights and skins. If you claim otherwise, I’m curious as to whether you considered working on one before that announcement.
To address particular things from Parthis:
“There is no difficulty in the current system either…”
I didn’t say that the current was difficult, I was talking about replacing the current method with a difficult method to get it since everybody claims that they’re not asking for legendaries to be made easy.
Also, references to gold, grind, RNG were saying what people say they don’t want. Not that they’re special and wonderful. My point is, what to replace them with such that legendaries remain rare and special. (This is not addressed at those who feel that something cosmetic that does not affect game play should be everyone’s basic human right, and that nobody under any circumstances should be able to get something that you cannot get.)
For all of those saying that they’re not being entitled, and not asking for something easy, suggest something that is not guaranteed and easier. Or at least be honest and say “Yes, I feel that everybody is entitled to a legendary, and that it should be far easier to get.” At least then it’s clear where you stand.
(edited by Neferteri.7342)
No point of talking with you about this. You want the legendary so much, that you cant see how more nerfs would just hurt the game long term.
The way to talk about this is to drop the “it should be unreachable by the majority, it should be rare” mindset.
That is your opinion, and not one shared by most or backed up by Anet.
I’m not asking for nerfs; i’m asking for alternatives to mindless grind.
Now you are mad that you dont have a legendary and others have. Yet if a nerf would come in place and you could afford one, the people you call elitits would be able to afford 5 or 6.
And that would just cause another wave of whining, that some can have only one legendary while others are walking around with a half dozen legendaries.
A casual player will never have as much ingame wealth as a hard core player, no matter how easy you make to obtain the stuff. The whining will continue forever.
The whining will continue forever.
The worst thing about this thread is that it is so general in its complaints that it detracts from the parts that ARE a real issue. Some precursors are overpriced and unreachable for the majority. Some components are overpriced and unreasonable to farm and thus are unreachable for the majority.
Legendaries though, in general are quite obtainable for the majority over the course of normal play. The problem is that few people want the cheaper ones though and so choose to generalize.
Doing so is unlikely cause Anet to view the real issues with any sympathy and eventually all such complaints will just be dismissed as “whining”.
The whining will continue forever.
The worst thing about this thread is that it is so general in its complaints that it detracts from the parts that ARE a real issue. Some precursors are overpriced and unreachable for the majority. Some components are overpriced and unreasonable to farm and thus are unreachable for the majority.
Legendaries though, in general are quite obtainable for the majority over the course of normal play. The problem is that few people want the cheaper ones though and so choose to generalize.
Doing so is unlikely cause Anet to view the real issues with any sympathy and eventually all such complaints will just be dismissed as “whining”.
Yes but the precursors and lodestones that are overpriced, are overpriced bcs of a higher demand, not bcs they would drop less. I still see much more Twilights/Sunrises in LA more than any other legendary, even tho those two are more expensive than most other legendaries.
No point of talking with you about this. You want the legendary so much, that you cant see how more nerfs would just hurt the game long term.
The way to talk about this is to drop the “it should be unreachable by the majority, it should be rare” mindset.
That is your opinion, and not one shared by most or backed up by Anet.
I’m not asking for nerfs; i’m asking for alternatives to mindless grind.
Now you are mad that you dont have a legendary and others have. Yet if a nerf would come in place and you could afford one, the people you call elitits would be able to afford 5 or 6.
And that would just cause another wave of whining, that some can have only one legendary while others are walking around with a half dozen legendaries.
A casual player will never have as much ingame wealth as a hard core player, no matter how easy you make to obtain the stuff. The whining will continue forever.
I’m not mad, and I’m closer to having a legendary than you think. I have the benefit of actually working on one, getting very close, and reflecting on the experience.
It. Is. Dull.
I would sooner it take longer but be enjoyable, engaging and you guessed it; legendary.
That’s the point. It has nothing to do with wealth, or being hardcore; i’ve said it several times in this thread that i’m happy for people who have one, but it’s just not an overly fun system. It’s too grindy. They can improve this by making it FUN. They’re smarter than this.
So please, stop with the ‘you mad, hardcore get 6 if you easy mode and nerf it lolol’ attitude. I don’t want it to be easy; I want it to be accessible and fun for the people that don’t play games to grind. Taking a long time, requiring a lot of different components is all fine. It’s the method of acquisition that is the problem; grinding isn’t hard, you’re not l33t for doing it. Grinding is dull and a contradiction to Anet’s design mantra.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
(edited by Parthis.2091)
…snip…
For all of those saying that they’re not being entitled, and not asking for something easy, suggest something that is not guaranteed and easier. Or at least be honest and say “Yes, I feel that everybody is entitled to a legendary, and that it should be far easier to get.” At least then it’s clear where you stand.
I will bite. I can offer a suggestion. My disclaimer is I have absolutely no intentions to reinforce my suggestion to be utilized. It is something more akin to an afterthought. Bear in mind that a scavenger hunt is already been suggested by the developers.
My suggestion: When throwing exotics into the MF, there is an inherent % to get a precursor. However, every time 4 exotics (for example) are thrown in, it raises the % by a small value, maybe 0.5%. There can be an upper limit to which the precursor is created, any arbitrary reasonable value. However, whenever a precursor is created, the value reset itself.
I repeat that this is more like an afterthought. Its intention to apply a progression factor in the precursor creation. Easier? I dunno. What it is certain is the suggestion tries to deviate itself from the RNG component and towards a progression system. Similar to how I predict a scavenger hunt would achieve. The progression part of it anyways.
Sorry I am unable to equate ridiculous low RNG as difficulty. I have no inclination to “admit” to anything in order to fit the mindset and label of someone else.
I at no time said RNG is difficult. I asked about difficult alternatives.
mosspit, even if that’s not a suggestion you care to put in the suggestions forum, thank you for taking the question seriously. And I do see that as presenting a viable alternative that isn’t guaranteed, but should most of the time alleviate frustration over time.
More generally, although it also addresses something that Parthis wrote:
Linsey Murdock: “We designed the process of getting Legendary gear to be a long term goal, but players were ready to start on that path much sooner than we expected”
https://www.guildwars2.com/en/news/linsey-murdock-unveils-new-high-end-ascended-gear/
It really wouldn’t be so grindy if people didn’t have to have a legendary right now. You’d have to make an effort to do dungeons, WvW, karma, etc., but it’d be over time. There’d still be a luck component, and you wouldn’t be guaranteed to get anything. You’d have to spend more time in particular areas, but given the appeal of this game as something that’s not supposed to be a grind-fest, I wouldn’t blame Anet for thinking that the people attracted to that wouldn’t then go non-stop grinding to get a legendary in as little time as possible.
For all of those saying that they’re not being entitled, and not asking for something easy, suggest something that is not guaranteed and easier. Or at least be honest and say “Yes, I feel that everybody is entitled to a legendary, and that it should be far easier to get.” At least then it’s clear where you stand.
People who have legendaries like to band about the “yes but you get it by just playing the game”, so improvements to general game-play have an implicit impact on the grind of getting a legendary. That’s partly why I suggested them; they’re not “fixes to the legendary grind”, they’re alternatives to grind, and I think we’d all appreciate that. Grinding isn’t fun, and isn’t even possible for everyone.
I don’t want legendaries to be easier, I want legendaries to be more fun to acquire. That’s the key difference. I don’t think players are entitled to legendaries, I believe players are entitled to have fun, and that in turn should feed into the reward system of which a legendary weapon is a part of. Whether you’re spending your time grinding mobs or doing jumping puzzles you’re still spending your time… and time is the big, unknowable currency with RNG at the core of the system.
I’d like to see the RNG eased, and new systems introduced to provide players with a choice on how to acquire this stuff; take the longer, but more interesting and fun way, or grind now and power it if you want it quicker. Either way is guaranteed; that’s an important point. Neither way is easy, both require effort. Just different desires to get to the same result.
To address the quote you included in your other response from Lindsey (iirc); at no point did she mention that they wanted it to be exclusive to a small number of people, just that it should be a long term goal for players. Not hardcore players, not grinders, just players… hence the suggestion of introducing events that allow players to offset some of the RNG, and work at a pace that suits them. I know you didn’t specifically say that legendaries are for the few, but I wanted to make it clear to everyone that in the eyes of Anet every player can have this goal, and it’s not by design limited to a small number.
I also want to be clear on this, because text is a pain on forums; my responses to you are in no way intended to be angry, or bitter or belittle your opinion… we just don’t agree, and while i’m enjoying the debate, I don’t think we can.
At the core of my opinion is a desire for a system that truly allows players to take part in things they enjoy and not get sucked into a grindy shopping list. Being forced into a dungeon you hate or to farm the same mobs over and over simply isn’t fun. These things can be improved without making legendaries trivial to acquire. An alternative doesn’t immediately imply easy, just choice.
Leader of [JDGE] on Gandara EU.
A GW2 API for Objective-C – http://tinyurl.com/durmandpriory
(edited by Parthis.2091)
I at no time said RNG is difficult. I asked about difficult alternatives.
mosspit, even if that’s not a suggestion you care to put in the suggestions forum, thank you for taking the question seriously. And I do see that as presenting a viable alternative that isn’t guaranteed, but should most of the time alleviate frustration over time.
More generally, although it also addresses something that Parthis wrote:
Linsey Murdock: “We designed the process of getting Legendary gear to be a long term goal, but players were ready to start on that path much sooner than we expected”
https://www.guildwars2.com/en/news/linsey-murdock-unveils-new-high-end-ascended-gear/It really wouldn’t be so grindy if people didn’t have to have a legendary right now. You’d have to make an effort to do dungeons, WvW, karma, etc., but it’d be over time. There’d still be a luck component, and you wouldn’t be guaranteed to get anything. You’d have to spend more time in particular areas, but given the appeal of this game as something that’s not supposed to be a grind-fest, I wouldn’t blame Anet for thinking that the people attracted to that wouldn’t then go non-stop grinding to get a legendary in as little time as possible.
I am not really “serious” in it. I am biting because it is interesting.
With regards to Lindsey comments, yes there are gamers who got their legendaries way ahead of time. However, you must consider the circumstances at which these people got their early legendaries. The early phase of the game has many unstable aspects. Cheap precursors, exploits, general unawareness etc. If one is able to capitalize on these opportunities they can progress in leaps and bounds in their legendary process. It is a fact. However, these do not apply to general game itself especially after the game is more or less stabilized. I am discussing the precursor on the basis when the game in a relatively stable state after early game opportunities has passed on.
Before you start bringing other aspect of creating a legendary into the picture in this discussion with me. Please note that I only interested in the precursor acquisition. I am perfectly fine with the all other components. Even lodestones.
Why precursors? It is either created in the MF or obtain via loot. Both have ridiculously low RNG. Even those available in the TP are obtained the same way (exploits aside). TP is unreliable as I have mentioned many times is a shifting goal post and it is the trigger point for developers to start looking into ways of diversifying the acquisition method.
A genuine, curious question. What, within the bounds of GW2, would be challenging and a lot of effort, and not require much time? Such that a very small percentage of players would end up with legendaries? Because legendaries really shouldn’t be common, they need to be special. Something that sets one apart from the masses. Otherwise it really wouldn’t be legendary.
No game developer in the world designs content or goals specifically for “the hardcore”. The very idea that you are entitled to something more than another person in a game based purely on the fact that you have a lot more free time and are willing to grind repetitive content is really quite sad. You’re not entitled; you’ll just get it quicker. That’s fine. The problem is the RNG and the heavy ties to the ballooning economy.
Legendary is a word, nothing more. It’s there to distinguish tiers of stuff, not imply entitlement. You aren’t entitled to a legendary because you bill yourself as “hardcore”… I find this attitude really rather disturbing; you are not more important than other people as a result of your personal situation, and it’s in Anet’s interest to make the goals of their game open and achievable by all while staying true to their manifesto.
Software is malleable; whether you have a legendary or not, or believe you’re entitled to one or not based on how you categorise yourself is irrelevant; the current implementation is impenetrable to new players, players with less time, and people who are feeling the pain of RNG.
The ironic sense of entitlement works both ways my friend.
+1
We’re three months into a game that’s supposed to keep you busy for years. You’re not supposed to tap out at max equipment in 3 months. That’s a quest that should fill your down time between events for a long, long time. It is the quest. The ULTIMATE quest in the game. The crazy mini game you play when you’ve done absolutely everything else.
It’s a challenge to your stubborn perseverance and you’re willpower (cause who doesn’t look at a stack of 250 ectos and the price they’re selling for and think ‘I could be very rich very fast’).
It’s epic. And it’s supposed to be.
Those are hard won prizes and if everyone had them they would mean absolutely nothing. You would not be satisfied if you were getting the toy everyone else has. You would not feel a great rush of satisfaction and victory if you finally got your legendary, equipped it and then noticed 10 other people with the same one.
It is doable, with effort. But it isn’t easy. And it’s not supposed to be.
failure is still a monumental success, assuming
losses remain within acceptable parameters.
Actually, they said somewhere that they want to appeal to both casual (by making it easy to get stats IMO) and the hardcore (by making legendaries hard to achieve IMO). It’s a small aspect of the game. If it’s too hard, there are a ton of other great looking skins that aren’t as difficult to get. It’s only one skin per weapon type that you personally won’t obtain for a very long time for whatever reason, because you don’t have the free time in your life, or otherwise. In a game that is not like WoW, in the sense that you can accomplish your legendary by yourself without the need of a group, how else would they have implemented something for the hardcore? I think they did a great job, 3-12 month grind is a great time sink to build a legendary and I think Anet agrees.
I am doing the legendary steps right now.
I have not grinded at all so far.
I also dont ever plan to grind on anything. It might take me 6 months, it might take me a year. But I dont really mind. Every mat I get, every ecto I get, is just one step closer to it being finished. I already have the Gift of Mastery, and the precursor.
If you guys choose to grind for it, its your choice. Sure grinding for it will make it take less time, but the payoff is its probably less fun.
Apathy Inc [Ai]
Like Anet give a F#ck about us guys in getting Legendary….And i do agree that getting Legendary is a pain.unless ur a non lifer and the whole time u spend on the game.But not everyone is like that.Some ppl have a Job,Family,Morgage,college, hobbies,etc.
Actually, they said somewhere that they want to appeal to both casual (by making it easy to get stats IMO) and the hardcore (by making legendaries hard to achieve IMO). It’s a small aspect of the game. If it’s too hard, there are a ton of other great looking skins that aren’t as difficult to get. It’s only one skin per weapon type that you personally won’t obtain for a very long time for whatever reason, because you don’t have the free time in your life, or otherwise. In a game that is not like WoW, in the sense that you can accomplish your legendary by yourself without the need of a group, how else would they have implemented something for the hardcore? I think they did a great job, 3-12 month grind is a great time sink to build a legendary and I think Anet agrees.
+1 Agree on this. Everything you said is truth.
Legendary weapons are for HC players. You are casual or you dont like farm, play all day? Then be prepared that it will take you a year to get your legendary.
(edited by Dogblaster.6713)