Glorious Alpha Two Testers!
Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Comments
I want to see an amazing sword, inspect that person, find out it is a legendary and then delve into how do I get one for me. Yes, more than likely I would look at the effort and decide my little stabber is good enough, but still I would like to dream.
I like the idea of the initial item drop that would start the quest line be one of the hardest steps in the process. Maybe have it drop off a boss in a dungeon but only when certain conditions were met, like kill the boss without any adds dying or something like that which is really hard and requires a lot of planning and effort to achieve.
Or have it be on the top of a mountain and the way up is full of traps and jumping puzzles and other obstacles so it takes some real commitment to reach it. Once you do, well now you have taken the FIRST step in your journey to that legendary item and because of how hard it was to start, you know what kind of a ride you are in for.
I hate RNG being involved in these things for the reasons already mentioned.
My biggest wish though is that legendaries remain legendary. No idea what form expansions may take but if there is ever a power increase I hope there will be a quest line to improve the power of your legendary. It is just stupid to have a legendary become useless because a new continent is discovered. That is where the rot took hold in WoW.
I personaly would like legendaries to be very rare, the highest rarity ingame infact, be aquired from Quest chain, crafting or extremly rare drops or events.
They could also make some fun legendaries like a fishing rod that lets you fish with 3 strings and baits at a time and stuff like that.
As long as they are not mandatory or gamebreaking it will be fine
We have (to my understanding) 2 types of legendary.
1) Legendary as in only 1 per server (no duplicates).
2) Legendary as in extremely hard to get (whether that's through quest/raids/crafting/ect...) with extremely "low" chance of obtaining.
Personally I think there should be both, but the way to approach it is slightly different to what everyone has been saying. I think there should be 8 (as many as there are archetypes). Except it's not the weapon, but an "accessory" that has synergy to the specific class.
1. Item has a decent drop rate (when killing player that has item).
2. Drop rate is increased to (nearly) guaranteed when player is killed by another player who holds a legendary.
3. No player can have 2 or more legendaries in their possession at any given time.
4. Legendaries gives off nearest city location to other legendaries every hour (when other legendaries are owned by other players).
5. Legendaries cannot be put in banks/guild-houses/ect... and can only be worn.
This allows high level players to compete for legendaries, and gives us that "only one in the server" vibe that people were mentioning. It also avoids the whole "weapon" argument, since the best weapons will be made by crafters, and of course raiders. imagine the wars, conflicts, fights that will be wagged for the sake of legendaries. Since each class can have one they will be sought after by all the high ranking players in their respective fields. Guild will go to war with other guilds in hopes of their members holding those legendaries. We can even make things interesting and give guilds with more than 1 legendary some sort of bonus (maybe a slight % increase in gold or guild points or something along with some cool title or flair).
Now regarding Legendary in the sense of "low" chance of obtaining. I think this should simply be classified as "epic" gear instead. This gear will naturally overtime lose it's shine, due to power creep, market economy, and simply new patches of the game. The "best" gear will always be evolving and as such will keep those crafters busy incidentally.
Now how one breaks gear down exactly (their rankings and what not) can be done a number of different ways. You could have a tier system with an "upgrading" system. Think 4 main groups of gear class each progressivly harder/rarer to make/obtain, and then each group can be ehanced 7 times. (with their worth having a bit of overlap).
Gear Tier:
Bronze
Silver
Gold
Gold-Purple
I.E: (Bronze +7 = Silver +3)
Gold-Purple gear should basically be nearly impossible and require "boss" items to be made (hence the crafters making the best gear).
That's my 2 cents.
The more traditional method that I would like to see would be through crafting. You would have to obtain unique rare crafting materials from world bosses that would then be used to craft the legendary item. You could throw in a quest at this point too but I don't think it's necessary.
This system might be helpful to solo players as well as group players with obtaining legendary items through lore.
And never go pee/eat/emergency while you're logged in. Since there is no safe zone except your freehold, and those might happen (having to leave unexpectedly) when you're not on it.
Ah, that may be the case, I do not know if they have said anything regarding legendaries. Also anything they said must be taken w/ a grain of salt seeing as they stated that anything is subject to change.
Exactly. If you wish to flex your "power" then realize that as being a holder of such a legendary will place you at greater risk then others. Comes with the perks of having an edge on everyone.
Lots us of hidden lore, questinging, and other events required to unfold clues on how to search out such a powerful weapon. Too many games basically hand these out and make them anything but legendary in status.
I should be able to see someone and say “wow! They actually managed to get X. That’s amazing.”
So my feeling is that Legendaries are made and earned, not found, bought or stumbled upon as such.
I feel quests and crafting need to retake center stage on itemization. That time, knowledge and skills are the main resource.
RNG and loot tables should focus on materials, recipes, augments and components.
Finally, Legendary items require legendary maintenance.
Here is how it works. High end gear is limited and people complain as such. Devs tweak the game and make high end gear easier to get and thus have to make a different tier of high end gear. Rinse and repeat. One of the worst things that can be done by the Devs is gear focus. Make a fun game. Period.
So in a way I am with you here, more focus on game play than Elite items could lead to more value when we accomplish things. When they get over played they can lose their value. High end gear is something we should put the work in to get. This can be done in many ways.
Thanks for bringing up some good memories.
I believe that with how the game's environment is said to always be fluid and that certain quests can be unique for each individual that those quests should reflect that.
Giving the chance of allowing the player to find a unique legendary items that are specific to them during these types of quests be it end of mission loot or creature kill or even as an expansion or side quest after completing the original quest.
Or maybe even just hidden in the locations of these quests waiting for those who explore every inch of the land they walk.
But the important thing would be that they would be unique and would have no duplicates.
Veeshan's Peak (the zone where all final updates for Mythical weapons were) was kind of hard for the first few months of RoK - but that was due to developer error. Once the zone was fixed, however, it was easy. If you were in a guild that was able to co-ordinate enough to actually get everyone access to VP, then actually doing VP was easy.
As for your guild - if it was made up of players that wanted to raid and were capable of raiding, the guild leadership should have made that happen. The guild is there to serve the members, not the other way round.
What I'd like to see is a situation similar to Path of Exile. The rarest, top tier items all have a unique effects to them that actually change the mechanics of the game. It may be something like turning all fire spells in to cold, or allowing specific spells and attacks to be used as if by someone several levels higher. However, outside of those specific effects, the next level of items down can be - if crafted well - much better over all as the next tier down has no unique effects, but is much more stat heavy in general.
In that game, an entire character build can be made around the unique effects on some items, but if you are not after a specific unique effect for your build or situation, you probably don't want to use the "top tier" of item for a given slot, and instead want to focus on the next tier down.
- How to obtain them: To respect the idea of immersion that one has of AOC, it can exist only 2 ways.
- Secret quests: I think it's important that everyone gets the chance to get egendary and therefore getting them must have a dose of RNG. As a result, they could use quests that would appear randomly (both on the first NPC in the game and in a HL zone). These quests will have to be very long and require the farm of sources, the PVE and the PVP, why not involving a whole guild (this could help for example, a new players who would be lucky, to find a guild).
- The crafting: We all know in our favorite video games a genius of manufacture of weapon or armor, it's not delirious to imagine craftsmen able to craft legendary objects in AOC. For me, the RNG should also be present. The craft could start at the obtain of a rare resource (legendary quality), or at the obtain recipe. But the craft would require, the collaboration of a large part existing jobs (if not all) and collossal resources. I do not really like the idea of selling or exchanging legendary items, that's why I think the craftman will have to keep it for him, or bind him (by a quest) to someone another he will be able to choose. and so the craftman could get a title like "Legendary Blacksmith" and other.
PS : sorry for my english