Based off of Steven's design philosophy, legendaries are going to have the following requirements:
- High amount of effort to obtain
- Group based content to gather materials/components to find the materials to craft and/or auction to others.
- Not attained easily nor are they granted out in volume
I had an idea regarding the "granted out in volume" portion of legendaries that I would like to see discussed in this thread. There are groups in the community that are for everyone being able to obtain these legendaries so all people can obtain/experience the use of a legendary. For those familiar with WoW, it would be similar to WoW legendary items like Hand of Ragnaros or Thunderfury, The Blessed Blade of the Windseeker where those legendaries are more of a rare/epic in quantity. Then there are other groups in the community that are for legendaries being a unique item that only one person can own at a time. This means that if another person wanted to obtain that legendary, it would not be possible unless that legendary is programmed to detoriate or become destroyed in some fashion.
My idea is to meet both groups somewhere in the middle, but leaning slightly more towards the "unique" side of the idea. My idea for "unique" legendaries would be to drastically limit a server's capability to allow multiple unique players to obtain ownership of the legendary items. This is designed to limit people's ability to trade the item but also limit the number of those items in circulation. To do so, I recommend a "cooldown" to the legendary item. Below is an example of a made-up item and how I would implement it:
Legendary "Unique" Item materials needed:
- 1x Legendary Material (This material would have a cooldown placed on it)
- 50x Assorment of 'Epic Materials'
- 200x Assortment of 'Rare materials'
- 1000x Assortment of 'Normal Materials'
Let's make it that once the legendary material has been dropped, the material is then placed on a server wide lockdown and is not able to be dropped again. When all of the materials are gathered for crafting and the item is actually crafted, the item is placed on a 90-day cooldown (the length is debatable, but this is a length of time I think could be fair). Once the 90-day cooldown is up, then you have the chance for that item to drop again from that boss (keep in mind that you still have to have RNG luck to get the item to drop AGAIN). If the item is able to be dropped as a completed item, once the item drops from the raid boss in its already completed form, the 90-day timer starts at the time of acquisition.
I came up with this idea to increase the players possibility to experience powerful and story rich items and continue to hold onto the idea that it is a unique item.
- The first player who obtains this item has the glory of being able to show the whole world that this is theirs and no one has the ability to gain this item for 90-days.
- If RNG is the best RNG the world has seen, that means by the end of the first year, only 4 of this single legendary item would be in existence on that server. After 10 years, only 40 would exist. This is still a unique item when we take into consideration that servers have 8,000+ concurrent players (.5% of the concurrent players would have this item in their inventory after 10 years). In the end, it is still a truly unique item. If RNG is the worst ever, you might still only see 5 if it refuses to drop frequently.
- This prevents the item from being wholly lost in the ether of the game if it was a truly unique (one of a kind, no other person could obtain it) and that person were to quit or just hold onto it so no one could get it.
- It continues to make the specific Raid boss and dungeon a desirable place to clear.
Some other ideas:
- Currently, it is stated that materials made to craft the item are needed to continue to repair the item. If the legendary material is needed for that purpose, then we might be in a 90-day cycle where only one of these items can exist. Either the person who owns it gets the legendary material again and repairs their item, or another person gets it (essentially transferring the ownership of the item to someone else) for the next 90-days.
- This keeps the item truly a "Legendary Unique" because only one of these items will ever be "ACTIVE" because once it is used to completion, it is broken until the material can be dropped again.
Counter Points I can see people making:
- This removes the item's ability to be truly legendary/unique. If it were a story item, it wouldn't make sense to have 40 copies of a legendary amulet that was used 20,000 years ago to seal away some ancient entity.
- It could be seen as removing the glory of people spending a lot of time working together to actually acquire/build the item because the more copies there are, the less value it contains.
- This could cause a single metropolis to become a permanent fixture in the world by the population. This could be seen as a negative thing as it would reduce the ability for the world to fully grow in newer areas because one of the 5 metropolises would never move.
- 90-days is way too long. It could diminish a dungeon's worth by completely removing a raid boss's big ticket item from dropping for 90-days.
I'm interested in seeing what the community thinks about this approach.