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5-08-2009 @ 6:19PM
My unsolicited thoughts on Legendaries in general and their scaling1) I get annoyed if I look at the same piece for gear for 6 months, I can't even imagine what it would be like to be carting around the same item for three years.2) The difficulty in attaining them is vastly out of whack. Take Thunderfury/Sulfuron vs. Twin Blades of Azzinoth. One had to be made, the other you just had to get two drops. What about Aitesh? You can't even get that anymore. Even the new caster mace is easier to get (in theory) than the Aitesh was.3) Making them scale would defeat the purpose of expanding the content. If I can farm MC to get something on par with an Ulduar AND beyond drop, doesn't that diminish future content?4) The idea doesn't take into account radical changes in the games future. How many paladin's had Thunderfury when BC came out? How many even imagined that being a Paladin Tank would even be a viable option? On top of that you've got the introduction of Horde Paladins who couldn't even save the bindings when it was fresh content or the advent of Death Knights (sorry, no two handed Tanking items and no Twin Blades for you)5) All of that said, I think that putting legendary items into final tier (for an expansion round) dungeons is bad design. You've already beaten the content. Essentially you're picking up a leveling weapon for the next expansion. Thunderfury and Sulfuron helped you in Naxx and AQ. The Twin Blades helped you in Sunwell. The mace is certainly going to be a boon in Icecrown. Star's Fury just made it (marginally) easier to level in Northrend and got you a few gold for all the Bows/Guns you passed up on the way to 80.
5-09-2009 @ 2:50AM
answer to your #3: Just have the legendary scale on completing harder stuff. No XP scales. Just Boss stuff. (or number of times a particular boss done, etc.) Perhaps slightly better than running X Boss Y times to get Z item, for which you only have a 0.zz% chance of receiving. My YY cents worth.
5-09-2009 @ 2:53PM
Crag, your idea is problematic for two reasons:1) That might be good if they had set it up that way in the beginning, but they didn't We're almost 5 years in now, it also does nothing to plug the gigantic Aeitsh gap (meaning the item is completely unobtainable now).2) it goes against Blizzards expansion philosophy which is to effectively reset the game when an expansion comes along. The addition of Alliance shamans/Horde Paladins, Viable Prot/Ret, Viable Enhancement DPS, Death Knights, future hero classes and the general encouragement to level new toons and try new things...as well as making our gear go outdated shows us that Blizzard at least wants people to have to work to be on top while giving new and different players the chance to shake up the scene when an expansion comes out. Legendaries that scale defeats this. It would give a huge advantage to those who had Orange items in vanilla wow and encourage the farming of obselte and easier content in order to obtain those items.
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