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1-23-2012 @ 3:16PM
I realize that this probably says a lot more about me than I'd like, but guild-bound Legendaries would be a deal breaker for me, and I felt the same way when the idea of loot from a guild raid being guild-bound was being tossed around when Cataclysm was still in development. At the very real risk of sounding selfish, what I get in game is MINE. I don't want to lose all my (semi)amazing gear just because the GL got hacked and g-kicked everyone, or my current raiding guild goes casual, or whatever. If you think choosing one or two people to get a Legendary brings drama now, just imagine what it would be like if people had to worry about toeing the line with leadership or not just lose access to guild perks/bank/whatever, but also lost the gear they needed to play them game.
1-23-2012 @ 3:29PM
Blizzard would have to crack down on guild shenanigans - and maybe allow you to keep the item one you're exalted with the guild and have X amount of time in - so that you can keep it. Sure, the counter argument is that the entire guild worked to make it happen but that doesn't change the fact that without major changes, only one person can use any individual item at once - and currently the guild has to _choose_ who to let do it.
1-23-2012 @ 3:41PM
I can see your point. Probably something where you have to be exalted with the guild to take one out and it's yours to keep. No gold.The building of it should be guild related. This helps out so you don't have 4 people trying to build one. Or you have an idiot of a raid leader who can't mention this before hand and has to BS once it's pointed out there are multiple people working on it.
1-23-2012 @ 4:02PM
Considering Guild Leaders are the de facto owners of a guild as far as Customer Support is concerned, the idea of legendaries being guild-bound is especially frightening."WTS lvl 25 guild, all bank tabs, many achievements, 4 legendaries."
1-23-2012 @ 4:58PM
While I don't like the idea of a guild being able to strip a legendary from a person, I also think that if it's going to take 9 other people to help you build a legendary, they should get something out of it. It's frequently a task the whole guild gets involved in, just so one or two people can get these amazing items. Except if those people quit the game or leave the guild, the guild is out all that time and energy with nothing to show for it. So perhaps there should be a guild incentive in addition to the legendary, either a guild bound copy in addition to the player earned one, or perhaps a new class of item between epic and legendary open to guildies who helped to build the item in question. At least this way there are benefits for the people having to do their millionth run of a raid just to get that last item needed for the legendary.
1-23-2012 @ 5:02PM
Making Legendaries guild-bound is no better than having them as player-specific. You're just shifting the loot drama from the early stages to the completion.Honestly, there's only two solutions that have a promise of succeeding:1) Make them individual, so that each person is working on their own without conflict. Flaw: everyone will have one.2) Get rid of them. Flaw: nobody will have one.Honestly, each time a Legendary comes out, I either feel sad that I can't have one, anxious that I might not get it, or (rarely) happy that I'm the lucky one. Hint: that last emotion is rare.On the other hand, Legendaries would work much better if they weren't loot/gear, but trophies of guild successes, particularly paired with Guild Halls. How awesome would it be to have a (real) Fang of the Father hanging on the wall, with a readable plaque displaying the names of the people who brought him down? Every important lore figure could have a trophy for defeating them, and as the guild mounts up their successes, the Hall shows more and more trophies.It seems far better than a weapon that everyone contributes to, one person uses, and eventually gathers dust in some dude's bank.
1-23-2012 @ 5:27PM
The counter argument here, though, is that legendary aren't YOURS. Unless you are finishing the quest on your own, you can't really say you deserve it all to yourself. I know it's hard to get away from that playground mentality ... TOYS ARE MINE ... but I think the guild-shared legendary is an interesting one.I would rather they implement something like that or get rid of legendaries all together.
1-23-2012 @ 5:40PM
Although i agree with what you said (finally managed to get Thunderfury last month), there's one problem:Doesn't all gear belong to Blizzard in the first place, and not ours, due to the agreement we clicked on "accept"? I think there was something there that our characters aren't "ours", they're from Blizzard.
1-23-2012 @ 5:45PM
Building on what Rodmin says, what about people who complete their Legendary after it's obsolete, like a Thunderfury or Sulfuras today? If you're assembling your Legendary solo or with PUGs, why would or should your guild have any claim on it?
1-23-2012 @ 6:27PM
Odd thought, but what if Legendaries had no power? What if their ONLY purpose was for transmog?
1-24-2012 @ 12:31AM
There's just a dynamic to it too: if legendaries are guild-bound, then what about people who become ostracized in their guild? Or situations, not because they're being a douchebag, where their guild is no longer the right fit? Maybe the guild's too casual or hardcore? Then the person who put in the time to do the legendary has to stay in a guild he no longer really enjoys because if he leaves for a better guild, he loses the reward for his effort?
1-24-2012 @ 2:22AM
But doesn't the opposite happen as well? Legendary is mine!!! Whoo, thank you guys for helping me, letting me shuffle around in fights to charge it and such!Oh ps, bye bye, I'm going to another guild, adios!Both guild and personal legendaries are a flawed concept, which one is more flawed.
1-24-2012 @ 9:27AM
While I think there does need to be incentive provided for legendaries to stay within the guild that built them, I think that incentive needs to come from the community, not the mechanics. It sucks if a group works hard to prop up an individual, but if that individual hops, perhaps there were warning signs overlooked. More so what I fear is, much like how people might hesitate to abandon a guild that doesn't suit them or worse--makes their fun-time harm-time--due to losing rep/levels, having such a powerful item guild bound would worsen that.A guild is supposed to be a group of people who enjoy doing things in game together, and ideally enjoy each other's company. If that is not true, they should not feel forced to stay together. Yeah, in real life you might have to tolerate that one jerk in the office, or that one aunt that thinks her kids are better than you and feels the need to let you know, this is a game. We need no further mechanic disincentives for leaving for more healthy pastures.However, I do think it'd be very interesting if Blizzard implemented something to ease a transition like that. Say a guild started off well but two groups have differing opinions on how they wish to pursue their game time. Why should one group get the guild both worked on while the other starts fresh? Creating a new guild with say, half the levels, would ease it quite a bit. And to keep from that being abused, perhaps it could only happen if x amount of members founding the new guild had been in the main guild for a certain period of time.
1-24-2012 @ 3:13PM
How about this: one player is selected as being the owner of the legendary. But the legendary is also bound to the guild that helped create it. So if the player leaves the guild the item stays with him, but becomes unusable. And if the player wants to switch guilds, both the guild he is leaving and the guild he is joining have to agree to the transfer. Then the legendary becomes bound to the new guild.
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