Would removing legendaries be a benefit for the World of Warcraft?

Coming hand in hand with these legendary items are the issues of imbalance that they cause. In PvE, terminology has started to crop up that puts legendary and non-legendary DPS into two separate categories of competitiveness. Concepts exist such as "enhancement shaman are currently one of the top non-legendary DPS specs..." -- a category that encompasses only 10 of the 22 DPS classes in the game. In PvP, concerns about burst damage have arisen, which was a big factor in the nerf to DTR that came in 4.3.
The issues with legendaries
Legendaries cause a balance problem, and that's a problem that's been exacerbated by two things in Cataclysm: a horrifically wide spread of specs that can use them, with 12 specs or five classes in total having access to legendary weapons right now, and incredible ease of access to legendaries (for the heroic raider).
When legendaries were first introduced into World of Warcraft with the beloved Sulfuras, Hand of Ragnaros, they truly were a thing of legend. Forty-man raids were anything but accessible to the casual player, and this legendary required both a ridiculous amount of luck and dedication to weekly runs to achieve. This model persisted through Sulfuras to Thunderfury, Blessed Blade of the Windseeker and Atiesh, Greatstaff of the Guardian.

The Cataclysm legendary model has two points. First, legendary quest chains are guaranteed to start for every player who can wield the legendary. Casters get the quest after defeating their first Molten Lord in Firelands. For rogues, it's guaranteed when they Pick Pocket a decoder ring off Hagara. Second, legendary progress is limited only by time, raid lockouts, and whether or not your guild chooses you as a recipient. While the number of drops of Seething Cinders (or their rogue equivalent) may vary boss to boss, if you show up and raid weekly and your guild wants to feed you legendary items, you will get your legendary after a few months of dedication.

Why legendaries exist
The value of a legendary is a weird thing to judge. First off, what they were more than anything was a status symbol. They were a symbol that you were one of the most badass players on the server, someone who was dedicated to raiding and whose guild thought was awesome enough to get what was likely to be their only legendary item ever. Second, they provide a sense of immersion and lore. With Sulfuras or Ateish, you got these incredible items wielded by powerful lore figures. With Dragonwrath and Fangs of the Father, you get amazing, lore-focused quest lines that make you feel like you're actually making an incredibly powerful item. They also provided a tangible benefit to the recipient, from Warglaive's haste proc or Thunderfury's incredible attack speed debuff.
The first two aspects do absolutely nothing to imbalance the game. The third is what ends up being the issue; these tangible benefits of having a legendary are where legendaries cause balance issues. From Val'anyr's ridiculously awesome shield proc to the 270 strength and burst damage on Shadowmourne, these items have procs that make them considerably more valuable than same ilevel items. With the game's being balanced (for all intents and purposes) around classes having access to items with the same weapon DPS per ilevel, legendaries provide a blatant and intended imbalance.

Should they still exist in WoW's current form?
With legendaries not truly being legendary anymore, and because their existence tends to mess with class balance a considerable degree, I ask this: Is there a justification for legendaries to exist in their current form any longer? I say this as an enhancement shaman, a spec that has never had the same sort of access to legendaries that other classes have and knowing full well that if legendaries become a thing of the past, I will never have one in my WoW career. That's fine with me, as I feel the benefits of a legendary-free game outweigh the negatives of playing for five-plus years and never getting one.
I'm not saying to entirely remove legendaries from the game. As a concept, I think the lore-filled quests for legendary items are a vital part of any epic fantasy storyline and something that Blizzard could actually benefit from having more of. I just think the actual nature of legendaries as an exclusive item that gives you a discernible benefit over other players is at its foundation too chaotic and imbalanced an idea to fit into the current design of Blizzard class balance.
In my opinion, the best solution would be legendary transmog items, unique models that are as difficult or more difficult to get than current legendaries, making them visually appealing and workable as a status symbol. Additionally, they'd be able to solve for lore junkies the five-year-old question of why legendaries don't level along with characters and expansions, making new weapon upgrades that drop in raids remain appealing while providing a way to always use "Broxrigar's Axe" (or other future legendary weapons).
Filed under: Analysis / Opinion, Raiding, The Burning Crusade, Wrath of the Lich King, Cataclysm






Reader Comments (Page 1 of 5)
Imnick Jan 27th 2012 4:12PM
It may sound really stupid but I do feel kind of jealous that I am unable to transmog my shiny staff and miss out on an entire raid instance of weapons
Having legendaries as a purely aesthetic reward would be fine by me
GuyverIV Jan 27th 2012 4:13PM
I had basically the exact thought you did at the end, except kind of the other way, that legendary items could be upgraded to match the stats of your best weapon, of the same class, at the cost of "consuming" that weapon. That way, you don't get a free upgrade, but the legendary would continue to exist and be functional without being overpowered.
Maybe the legendary would get some minor, mostly cosmetic proc, like thunderfury would still cast chain lightning, but it would do only a 10-15 points of damage, or Val'anyr pops a shining aura that absorbs 1-2 pts of damage for the next 10 strikes. Hardly game breaking, but at least the "appearance" of their legendary capabilities.
*shrug* I'm sure someone more clever than me has better ideas. :-)
Aranyszin Jan 27th 2012 4:38PM
There is a remarkably simple way to fix the legendaries as overpowered for PvP problem - set up the proc (or whatever it is that makes the legendary "OP") to be reduced in potency/proc rate/whatever it is in direct proportion to the amount of resilience you have on your gear. The higher your resilience, the less powerful the legendary becomes.
walkerspace Jan 27th 2012 4:21PM
I'll give you my Dragonwrath, Tarecgosa's Rest when you take it from my cold, dead hands.
madfigs Jan 27th 2012 5:07PM
You heard it here folks, 9 out of 10 Forsaken prefer Dragonwrath, Tarecgosa's Restâ„¢! Ask for it by name wherever Eternal Embers are sold!
Amaxe Jan 27th 2012 5:42PM
"I'll give you my Dragonwrath, Tarecgosa's Rest when you take it from my cold, dead hands."
Really? Cool. OK all you forsaken, hand them over.
eel5pe Jan 27th 2012 8:39PM
he said dead, not undead.
Amaxe Jan 28th 2012 1:23AM
Close enough
Hal Jan 27th 2012 4:22PM
I have a hard time sympathizing with the "balance" issue. This is largely because that seems like a concern from "top end" players racing for world firsts, arena titles, and full heroic raid gear sets. I'm not in that bracket, and I'm not really sure what percentage of the player base that bracket composes.
As a player whose guild was torn apart by legendary drama, however, I will say that removing legendaries would give players one less reason to burn bridges. Granted, legendaries definitely require a team effort, so it's somewhat counter-intuitive to think that removing an item that requires group effort would be better for said groups. Still, there's enough difficulty in holding a guild together these days that providing yet another reason for people to fight feels unnecessary.
And as a protection paladin, I feel your pain as a spec that has never had a legendary. I still think I'd rather have legendary stories instead of legendary items.
Narayana Jan 27th 2012 4:36PM
It's not, though. This is the sort of problem that cascades downwards.
If Blizzard has to assume that the top-end players have X legendaries, they have to balance content around that assumption. In so doing, they end up placing the content out of the reach of guilds that don't have X legendaries. In fact, the balance issues are a problem for the normal guilds more so than the cutting edge ones.
Kunzler Jan 27th 2012 5:22PM
Like you I don't compete in the top tiers (realm firsts, rank 1 gladiators, etc), but I'd like to have a fair chance if I ever wanna compete. I play arenas and rated BGs and even at lower brackets (I'm playing around 2k mmr) I feel the pain of the Dragonwrath procs and it definitely can turn the tide of a match.
Must I be forced to grind a legendary to compete on PVP? I thought blizzard stance was not to force any player to do what he does not want to. I don't wanna grind raids for months to get a legendary or being face-rolled by someone with one.
Imagine RMP (Rogue Mage Priest) trios with two legendaries. Doesn't sound fair to the other teams who just wanna PVP.
Caz Jan 27th 2012 5:51PM
Hal, I agree totally with your first paragraph. For me, balance issues are meaningless - I don't care if class X or spec Y is more or less powerful than my discipline priest. An item that is, well, legendary, *should* be better than other items.
In the same vein, I thought all the post-release QQ about DKs was totally unwaranted. They were supposed to be a hero class - the very name implies they would be more powerful.
What another class or spec can do or get has no influence on my game choices. I do (and would) play the class and spec I like, regardless of balance issues, and no raid or guild or BG leader is going to tell me otherwise.
Obviously, I'm in the minority when it comes to how I feel about class balance, but I do see a growing number of players who seem less content with the "we're all the same" philosophy that has permeated the game the past few years.
SamLowry Jan 28th 2012 1:43AM
Make legendaries and their component parts accessible in the LFR, and all the guild drama disappears. It becomes a selfish, solo effort, therefore making everyone happy.
GhostWhoWalks Jan 28th 2012 1:43AM
That's just it though, the balance problem isn't purely for raiding, it's a big issue in BGs. If a caster with Tarecgosa or a rogue with even the first tier of their legendaries has you in their sights, you'll need a minor miracle to survive. Even with lots of resilience, if they get lucky with procs, they can burn you down in seconds.
noel mcleod Jan 31st 2012 12:18PM
Hmmm. make it so that those who are top-tier raiders (but not necessarily good PvPers ...) get an advantage in BGs so they can come in, roflstomp and strut over players who are probably better than them but will NEVER have access to that level of gear.
Yep, Blizzard, you really do want me to find another way to spend my time.
When someone shows up with the current season gladiator weapons, they are ALMOST certainly better than me anyway. And their faction will probably win, other things being equal. Just like I am *probably* better than the people turning up in a mix of vicious and ruthless. And when the opposing faction shows up in less than full ruthless, i have fun - until they start focusing 3 or 4 people on me. And my faction usually wins in those cases. But having the PVE WEAPONS be an advantage in BGs is stupid.
Fweet Jan 27th 2012 4:24PM
Turning legendaries into artifacts could become a great way to make Archaeology more attractive - or excruciatingly more grindsome.
Aaron Jan 27th 2012 6:54PM
As long as they're transmog models, I'm on board with you. If Archaeology has any chance of improving a player's DPS, it'll become mandatory.
Talsenar Jan 27th 2012 4:26PM
I'm not sure about removing them from PVE but it's always struck me as odd that they can be used in competitive PVP where their significant power really do just cause problems (and the horrible concept that the best PVP weapons require heavy amounts of PVE).
So I'd definitely make them unusable in rateds and arenas (or at least disable their procs).
LizaMachete Jan 27th 2012 4:39PM
I like the idea of Transmog legendaries. I also hope someday our old legendaries/difficult to acquire items (Benediction/Rhok'Delar) will become account-bound for transmog purposes; I hate that my current hunter can't weld Rhok anymore because it's on my old hunter (long story short, account hacked & decided to just reroll the hunter as a Goblin rather than get a race change for the old). But then, I'm a sucker for good-looking gear ;^_^
Aranyszin Jan 27th 2012 4:30PM
Legendaries have no place in the "everyone gets to raid" model that WoW has become. Legendaries should be.. well, legendary. A handful of people - at most - per server should ever aquire them, and when they do, they really should be the last weapon they ever need to obtain.
The problem with legendaries is the root problem with WoW at present - Working hard toward a long-term goal was abandoned when Greg "welfare epics for all" Street took the helm. WoW in its current (deteriorating) form is all about instant gratification.
If they remain in the game at all, legendaries should be reserved for those players who actually are willing to put in the time and commitment to work toward them for a significant period of time, and they should most certainly NOT be available to "casual" raiders.
Of course, neither should raiding, but that is just me.