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
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Reader Comments (Page 5 of 5)
Shrikesnest Jan 28th 2012 3:19AM
Legendaries are really a holdover from the idea that people somehow need to get special rewards for being obsessively dedicated to the game, and that there need to be super-rare items that only a handful of people will ever see or use. The real reward of a Legendary item isn't the awesome proc or the unique art. It's the envy they evoke in other players.
As such, let's make them one thousand times harder to get. Require people to run a 200-man raid that takes 72 hours of continuous play to complete. If you log out or go AFK for more than five minutes, BAM, character instantly deleted and the raid resets. Get the fuck out, casual. It should take six months of running this raid twice per week for ONE member of the 200-man team to get their legendary. Afterward, the raid is permanently shut down on that server, never to reopen. Only one Legendary per server, and only one person gets one. Everyone else who contributed to the raid doesn't get anything, because fuck them. They should have worked harder.
When you acquire the legendary, it broadcasts it to the whole server every hour on the hour for the next year. It adds a feat of strength to everyone else's characters on the entire server, taunting them with the fact that they didn't get it. The character that has it equipped has badass wings, floats six feet off the ground and is followed by an entourage of topless succubus sluts that constantly brag about the wielder's sexual prowess to everyone within earshot, and spectral trumpets that blare deafening triumphal fanfares every time the player does basically anything, especially /silly or /dance. The weapon's proc will do eleven million damage and make the wielder completely invulnerable for ten minutes.
So. Implement this idea, and then a few weeks later after all of the douchebags who care about this crap have starved to death the rest of us can get on with enjoying our online escapist fantasy. Also, whichever of the developers still thinks this game is Everquest gets dragged into the street, beaten and has their ears filled with piss at some point during all of this.
dmberreth Jan 28th 2012 4:50AM
Satire aside - you made a good point. There is nothing legendary about relying on a full raid to get all the kills you need for you to get your items. It can be made as a difficult quest with rare drops that you might need help on taking out a boss or two ( see the old Paladin and Warlock mount quests ) but devoting weeks to farming for crystals or orbs or whatever new flavor of time sink they came up with it just punishment.
dmberreth Jan 28th 2012 4:41AM
Remove? No. I think this is the perfect time to get us going back to Class quests that people say they miss. From here on out, why not have one Legendary per class, per expansion? My biggest grip about the current legendaries is they only real "legendary" thing you will remember about them is the legendary amount of farming. What is the point of clearing Dragon Soul some fifty (exaggeration, yes) times to get the item that I am technically supposed to get after killing the last boss of Dragon Soul?
If they want to include raids as a part of the deal, fine - but not having me go back to repeat the same raid to get 280 of a farmable item. Make it a ground spawn that is only available within a time frame after some boss dies.. or when other ingredients are brought in. With LFR becoming standard faire, you can easily have an LFR, regular, and Heroic version of this weapon, if you want.
And it doesn't have to start as legendary. There does need to be SOME effort involved in getting it - but it can stay within relative power of other items of the tier. Perhaps slightly better to show you had the luck (yes, random drops would probably be involved - see: Battered Hilt) and skill to get this item.
The Legendary itself might not real full power until the final patch. It would be Rare to start and perhaps Epic within the next patch or two with more questing and upgrades, and then Legendary after finishing the last steps - so that yes, you could actually use the Legendary ON the final encounters of the expansion, instead of farming he/she/it for weeks to get the stuff you "supposed" to get to kill them.
Bit of a rant - I just think there is great potential to stop the QQ about "Why don't WE get a legendary?" and redeem the loss of class quests from the game.
skinny Jan 28th 2012 5:04AM
ahh, its kind of funny not playing WoW in about 6 months cuz iv chose to do something constructive with my life and i come back to this great website and things have not changed i cant wait for the day blizz finally pulls the plug on this game and all these "hard core" raiders alike who spent 7+ years of there life grinding out video game pixels to wake up after they lose there toons etc. and realize that they lost that time in there lives for what a video game that gives out small dose for excitement that they can go into work "if they have a job" and say I KILLED the boss of this xpac first yay me!! get a life people and grow up this world isn't about sitting on ur a$$ all day doing pointless stuff when one day very soon u will just up and leave anyway after spending X amount of time and X amount of money on a game that gives u nothing back in the real world.....like really i dare ANYBODY here to put on a application or resume "iv gotten the first boss kill on my server" or "i was the first person to get this badass weapon before anybody else" and see what happens
boil.san Jan 28th 2012 5:57AM
I do not agree with the 'guild choosing to feed legendary items to a player' part of it all…
I am a rogue in a guild where I do not have priority for legendary items from the raid, so I go out on my own twice a week and PuG up at least a 5/8 on DS10…
113/333 {Shadowy Gem] & counting…
One individual said he would never raid with me because I did not want any more Rogues in my PuG; first, it is MY PuG, i will assemble it as I want & second, I do not really think a 10man NEEDS more than one Rogue…!
chiyohakuryuu Jan 28th 2012 8:57AM
Leave legendaries in the game, but when you equip them, you can't unequip them and they scale to your level. It's a weapon of nearly unimaginable power, and yet Blizz makes all of them obsolete with every expansion. Why go through the trouble to get one if you can't use it and show it off?
Sarabande Jan 28th 2012 10:39AM
I like the idea that it would be cosmetic-for-transmog-only item. BUT I wonder if the group aspect would still be supported? While guilds do enjoy having the status of a legendary in their possession, I wonder how many would go out of their way (for example, running content when it's one tier too old) to create one, if it didn't add any raid advantages. And yet, to keep the legendary truly LEGENDARY, is there a way to make it soloable (or doable in smaller groups) to keep it challenging enough so that it doesn't become a common item? Other than that, I think it would be fantastic.
eel5pe Jan 28th 2012 10:41AM
@Mynock I guess it's a relative measurement.
Most guild achievements, unless you have a team of fantastic grinders or are a huge guild, take something on the order of multiple months to years. It took us until mid-July to hit 25, and we still don't have the achievements for pool fishin' and critter-killin'. We may never finish Stay Classy.
By contrast, killing a boss usually takes a night of raiding or three. This changes of course for particularly "roadblock" bosses or final bosses, but usually the challenge doesn't last much more than a few weeks.
At least for my group, legendaries provide something in-between those two lengths of challenge.
Scotepi Jan 28th 2012 12:30PM
I like the idea of the Warglaive of Azzinoth and BC era legendarys where they are just low chance drops. But as someone who has the OH Warglaive, i wish there was a quest or increased drop chance to get the MH so I can have the full set. Not that I can even show it off with transmog!!!!!!!!!!!!
In vanilla the drop rates were to low, if you have 1 part of it and get started on the quest chain the other part should be like a 10% drop rate or a way to skip it like the current quest lines. Say you do get the drop but are 95% of the way through the quest, you can vendor the quest items for insane gold so its not a total loss.
Going back to a more locked down, 2-3 class/specs that can use it is good idea.
John Jan 28th 2012 2:30PM
Here's my opinion on the issue...
I honestly think Legendaries have ended their time on Azeroth, to some extent. At this point, Blizzard is now more focused on giving everyone a legendary, instead of simply plucking out famed weapons of heroes and villains past and making them into legendary weapons. It's essentially down to people whining about "Hey! I didn't get a legendary this expansion, wtf Blizz?" and Blizz saying "Well what class(es) haven't gotten a legendary in a while?"
So with this model in mind... either things need to change or the Legendaries need to end. If anything, they could still be kept around to hopefully promote a lesser played class (i.e. Fangs of the Father to Rogues).
My suggestion: Do things like the Quel'Delar quest chain. As a reward, you get to select the weapon type of your choice. With MoP and the rest of the expansions being focused around the future instead of returning things to the past, the idea of finding or reforging old weapons from heroes/villains won't really apply. Instead, this is a new world, a new future, where we make our own legends. It would make sense that we get to create our own legendaries after an intense quest chain of raiding. In this way, everyone will get a fair shot at a legendary when they release them in an expansion, and they won't need to really make more than 1 legendary quest chain per expansion.
nikolaicurtis Jan 28th 2012 4:11PM
My issue with legendary weapons is they end up being temporary weapons. Why not make the path to obtaining them very difficult so that only the most dedicated player has a shot at it? For all the trouble that players go through the weapon should scale with their level and as new content is released. It makes more sense than having a fantastic caster staff and then seeing it become useless in an expansion or a patch. Can you imagine the legendary bow fro Sunwell being useful in today's current tier. That's an idea that would most likely spark renewed interest in players.
I agree w/ Fweet that the path to obtaining one should be directly tied to archaeology. It would make a profession that is a complete bore have purpose and meaning. Right now it's a time sink for when you're (a.) bored, (b.) waiting for a dungeon queue, (c.) just using it to help level a character. It would also provide a fantastic outlet for the creating and explaining of the lore of the game.
Awesome Jan 29th 2012 2:42PM
I think legendaries should go back to their original level of difficulty to obtain. Should reintroduce those epic quests, and hard to get shards or whatever. Keep it at heroic 25 man (seeing as there is no 40 man raiding). Also, these quest lines should involve mini-bosses or elite mobs that drop really good loot for every class besides the one getting the legendary. Could work.
But also, I don't agree with legendary transmogging. That would just decrease the "legendary" status because EVERYONE would transmog their stuff to legendary equipment, thus defeating the purpose of a status symbol that required effort to obtain.
Or they could just bring class quests back.
animesuperman Jan 29th 2012 3:27PM
Not to nitpick but Atiesh was actually the first foray into the Cata model. The 40 shards with a random drop rate to form the frame + drop from C'thun is actually closer to the Val'anyr model.
waggsy Jan 31st 2012 10:49AM
The "everyone should have access to all content" effect will only get worse as the late 90's/2k children/adults continue to cycle into the game. Like the AH and real world supply and demand, real world mentalities bleed into the game we play. You can thank the state of mind of ignorant parents that every child is special, nobody is a loser, and God forbid you hand out 1st,2nd,3rd place awards... nah, lets give everybody a Participation Ribbon (Epics anyone?) in school for any farce of a Contest. That is why you have the majority of people that play the game now expect to be able to "participate" in all game content available.
BTW, I am not an "elitest" that clears all HM content so don't try to poo-poo my logic with that wet noodle of an auto-response. I am in a casual guild and we usually get about half of heroic content down when it is relevant from xpac to xpac. I enjoy the challenges involved with the time I'm willing to commit to the game and I understand that I will not clear all content with my level of commitment and guess what, I'm okay with that. I guess I can thank my father for instilling in me the knowledge that everyone is not created equal and some people have to work harder then others to achieve similar goals.
waggsy Jan 31st 2012 10:58AM
This is why WoW loses subscriptions hand over fist. There are no more extremely hard challenge to strive for, no more grinding to achieve something. Nothing to keep players interested in the content. Raiders give maximum effort to get as far as possible in a new raid only to have it nerfed to the ground and that mount/gear you and your team spent so much time/effort getting? Yea.. the usual baddies are sitting in Stormwind with them now.