Starym

7.3.5 Dev Notes: New Way of Getting Legendaries

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28742-legendary-drop-rate-clarifications
 

Today's PTR build brings one of the most asked for features in all of Legion, a way to directly and 100% get a legendary item for your spec! It'll only cost you 175 achievement_dungeon_ulduar80_25man.jpg Wakening Essences and the legendary acquired in this way will not affect your chances of getting further legendaries.

Blizzard LogoBuild 25807 (source)

Hi all!

Today's PTR update includes a new method for acquiring Legendary items: the Purified Titan Essence. This item can be purchased from Arcanomancer Vridiel in Dalaran in exchange for 175 Wakening Essences.

When used, the Purified Titan Essence will immediately grant a Legion Legendary item appropriate for your specialization. Note that this item is bind on pickup, and that the Legendary item granted by the Purified Titan Essence does not affect your chance to earn a Legendary through other methods.

Additionally, the Awoken Titan EssenceAwoken Titan Essence used to upgrade Legendary items to item level 1000 is now sold by Arcanomancer Vridiel as a vendor item, rather than as a quest reward, for the same total cost (50 Wakening Essences). The quest will no longer be offered, but can be turned in if your character already has it active.

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So from what I can tell, you used to be able to pick up the quest to get essences even if you upgraded all your legendaries. Most people didn't because why would they? You can no longer pick the quest up to farm essences ahead of time. However, if you have not finished upgrading your all your legendaries and still have the quest, I don't see why you couldn't farm ahead. I have 62/50 on my hunter and it is still allowing me to get more essences. Maybe they will cap it, but it doesn't look they have yet. 

Edited by SynergyX

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Honestly by this point in the expansion I was hoping we'd just have BoA tokens that drop for legendaries that let people select which character needs it the most and what item they think they need the most, or maybe being able to vendor or disenchant old or unwanted legendaries somehow for those essences as a compromise. 

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"Legendaries" in this expansion are like greens in vanilla. You get a new one and just sort of stare at it like "This might be better than the other 12 I have...

 

When you just farm for legendaries, you may as well turn all the gear orange.

 

When everything is legendary, nothing is.

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39 minutes ago, Tarvesh said:

When everything is legendary, nothing is.

The original implementation of Legendaries (And to a certain extent, some Epics) involved special effects - procs, actives or passives - without the requirement of a set bonus. While everything else is just a stat increase or extra passive stats (Remember when greens never had more than one "green text" line?).

 

These Legendaries in Legion are similar, in that they also add a certain bonus that you can't get anywhere else, with a few exceptions such as trinkets.

 

 

So even if you are allowed to have an uncapped amount of legendaries and there's 100 legendaries for you to choose from for your spec, it will not be the same as "other-quality" gear. Legendaries generally alter playstyles or rotations in a way that epic items or lower never would (With the usual trinket exception)

Edited by Yridaa
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Nice improvement but what about the "legendary" BoE items I have 4 that i can't use,as they are for classes i don't have characters for.? Perhaps this same vendor could exchange these for a similar item that a character of mine could use . I don't want to make any more characters as i have 6 110 ivl characters as it is.

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Except that some legendaries are considered BiS for whatever reason per class or spec, or for general use, so inevitably other legendaries become relegated to fill up bank space or just something to pad ilvls until you get something better. It was a nice enough concept - it's basically taken from Diablo after all where it works - but executed very badly here with so many iterations and *dead* oranges that were never really all that useful to start with (eg; Hellbrine belt for SV hunter instead of, say, the bracers that cut down the cd on Aspects) that we actually end up with less chance of getting something useful on alts, regardless of playstyle - of which in WoW normally boils down to inefficient or bad, then pvp and pve and its subsets. Since oranges have nothing to do with pvp except for gimmicky world pvp and quests and padding ilevels, they become a pve thing, which means min maxing, and many, many legendary items have proven themselves to be woefully inadequate in terms of utility, usefulness in the majority of pve situations (primarily raiding) and overall design. 

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6 hours ago, Yridaa said:

The original implementation of Legendaries (And to a certain extent, some Epics) involved special effects - procs, actives or passives - without the requirement of a set bonus. While everything else is just a stat increase or extra passive stats (Remember when greens never had more than one "green text" line?).

 

These Legendaries in Legion are similar, in that they also add a certain bonus that you can't get anywhere else, with a few exceptions such as trinkets.

 

 

So even if you are allowed to have an uncapped amount of legendaries and there's 100 legendaries for you to choose from for your spec, it will not be the same as "other-quality" gear. Legendaries generally alter playstyles or rotations in a way that epic items or lower never would (With the usual trinket exception)

Which only proves my point. When it becomes the norm (even if the norm alters your play style), it's pointless to have different loot types. Just have pro/non-proc items and be done with it. Nothing is legendary when it just takes a few turn-ins to grab another one, and another, and another...

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45 minutes ago, Tarvesh said:

Which only proves my point. When it becomes the norm (even if the norm alters your play style), it's pointless to have different loot types. Just have pro/non-proc items and be done with it. Nothing is legendary when it just takes a few turn-ins to grab another one, and another, and another...

And that's why it's limited to 2/3 legendaries. They're both different loot types because this way you can implement a limit, they have special effects and are much stronger than "lower loot types".

 

I mean, what do you suggest? call them Commons and then say "Unique equipped (2) Legion Commons with procs"?

 

 

I feel it's the same discussion back when BC launched. People were complaining greens were better than Epics, but BC Rares were obviously better than BC Uncommons. I just don't see what you consider fundamentally flawed:

 

An Uncommon item that is ilvl 70 has less stats than a Rare item that is ilvl 70.

A Rare item that is ilvl 70 has less stats than an Epic item that is ilvl 70.

An Epic item that is ilvl 70 has less stats than a Legendary item that is ilvl 70.

 

 

Just because you can just buy it with currency now doesn't suddenly change this fact. If Murlocs would suddenly reward you with 10 legendaries of ilvl 70 and deathwing would give you a Common item of ilvl 70, then how can you possibly say "well its pointless to have different loot types"? The legendaries are still a ton better than the commons, just because the attainability is suddenly absolutely ridiculous doesn't change this core principle. Whether you want the murlocs to drop them or not is an entirely different debate.

 

 

Yes, it is ridiculous that something that's supposed to be prestigious can just be bought off a vendor. No, an item with 99999 stats should not have the same rarity type as an item with 77777 stats when obtained from the same content level.

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It stops legendaries from being legendary. The same way back in WotLK you could just buy epics with tokens. It's epic OR legendary if you can buy it. There's no prestige to it. It's literally just another piece of gear. Calling it legendary now just translates to "has an ability that basic stat items don't". That's it. That's the only difference between a legendary and a white piece of normal gear. Combat effects.

 

We now have two types of gear:
1: Items - These have stats to make your character better.

2: Combat Items - These have stats AND abilities that can use to change your play style.

 

No normal, rare, epic, or legendary gear. Just Items and Combat Items. The old 'tier sets' fall into both categories because all they do is give you stats until you get enough of them.  If Blizzard is determined to just jump the shark every expansion with their gear they may as well get rid of the first category in BoA and be done with it.

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11 hours ago, Plergoth said:

Honestly by this point in the expansion I was hoping we'd just have BoA tokens that drop for legendaries that let people select which character needs it the most and what item they think they need the most, or maybe being able to vendor or disenchant old or unwanted legendaries somehow for those essences as a compromise. 

This is something they have never done by my knowledge, I think it is highly unlikely to happen that way. Blizzard has always taken the standpoint that legendaries are something unlocked by each individual character. I think it's better that way to be honest.

Also note that I hate the entire legion legendary system I just dont think they should ever do a BoA legendary thing.

Quote

it is ridiculous that something that's supposed to be prestigious can just be bought off a vendor

 

I would also have to add that from a lore perspective it actually makes some sense that we are able to get legendary items from vendors. By now we are all legendary heroes that have defeated so many bosses and looted so much good stuff that some of it is bound to end up in dalaran right.

again, I hate the entire legion legendary system but this was something that caught my eye ^^

Edited by Shine

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52 minutes ago, Shine said:

I would also have to add that from a lore perspective it actually makes some sense that we are able to get legendary items from vendors. By now we are all legendary heroes that have defeated so many bosses and looted so much good stuff that some of it is bound to end up in dalaran right.

From a lore perspective, mages are walking nukes and they can detonate more than once at that. That mana bomb that landed on Theramore? That, but much more potent.

 

But who needs nukes and legendaries dropping from the skies when you can just go back in time and kill whomever you want to before they're born? Who cares about the "true timeline", when you can just visit a different one and stay there.

 

Or hell, go to another timeline, take the moonwell/sunwell/nightwell's power for yourself and go back to the true timeline with that. Legendaries? who cares when you can cause maelstroms with the snap of your finger, or sneeze a rift into the nether itself?

 

 

No, when we start considering things from a lore perspective, I don't think trying to reason logic with it will work when we're talking about Legendaries.

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4 hours ago, Yridaa said:

From a lore perspective, mages are walking nukes and they can detonate more than once at that. That mana bomb that landed on Theramore? That, but much more potent.

 

But who needs nukes and legendaries dropping from the skies when you can just go back in time and kill whomever you want to before they're born? Who cares about the "true timeline", when you can just visit a different one and stay there.

 

Or hell, go to another timeline, take the moonwell/sunwell/nightwell's power for yourself and go back to the true timeline with that. Legendaries? who cares when you can cause maelstroms with the snap of your finger, or sneeze a rift into the nether itself?

 

 

No, when we start considering things from a lore perspective, I don't think trying to reason logic with it will work when we're talking about Legendaries.

You are, 100% misunderstanding lore perspective.

The manabomb in Theramore was using the focusing Iris from the eye of eternity to make it nuke level. Standard mages can't just do that.


Our random champions/characters can't just.. walk into another timeline. It's not just "Here's a door, oh look I'm in the past" At best we have GAMEPLAY mechanics for that, but not the lore. Just as well, going into the past and changes things would still mess up the present in lore. that's why Bronze dragons don't just go fix things before they happen. They, the only reliable source of time travel, work to prevent  meddling in the time lines to keep things as they're meant to be

Same goes for stealing power from the moonwell/sunwell/nightwell. Not to mention trying to steal the powers from them directly in a large enough quantity to "snap your fingers and cause a maelstrom" would more than likely, make you explode because that is SO much of the raw power of a titan.

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Don't you understand that I was reasoning that we're all legendary heroes and legendaries dropping from the sky into Dalaran - as Shine mentioned - isn't from a lore perspective at all? I was using his "it happens in-game so it must also be lore" perspective to see how skewed this would actually be if true.

 

I mean, just go back to the books. The adventurers aren't (or barely?) even mentioned when Onyxia died and her head dragged to Stormwind. Just because you get epic loot in game and it took many of the best adventurers to do it doesn't mean it aligns with lore.

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      Marvink: M+ has basically always been ruled by how much AoE burst you can get, you can always pull more if you have the damage. There’s always been some sort of mix of classes and trinkets that just rule the scene and not much has been done to limit the effectiveness of them outside of raids, one gets changes and another one takes its place.
      Shakib: The class balance has been decent throughout the xpac, the main balance that I would like to see is defensive changes. The defensive toolkit a class has is usually the main reason they are brought into a high m+ dungeon. Blizzard has surprised me several times this expansion when it comes to dungeons. Never did I think there would be this many changes done to balance dungeons out, it’s not a perfect balance but at least we know that they care about dungeons a lot more than before. They even hotfixed some of the bugs or “exploits” that were happening pretty quickly recently. Especially having a dungeon tournament hosted by blizzard themselves so my hopes are very high for BfA and future expansions.
       
          
      Let’s start from the most obvious: rank the dungeons in order of difficulty on the highest M+ numbers.
      Mittbitt : (Most difficult) Seat of the Triumvirate - Some of the trash is always brutal regardless of affixes, and the the last two bosses can make or break your key.
      Maw of Souls - The trash is not too controllable and does significant damage to all players, and the second boss can get fairly chaotic. Also the timer is not generous at all.
      Neltharion’s Lair- Ularogg Cragshaper, and Dargrul eat up a significant amount of time overall for the key by getting an undesired transition or add. Also the trash in the dungeon is very strong, specifically the scorpions at the end.
      Darkheart Thicket- Dresaron and Shade of Xavius can be quite scary, more so Xavius requires a great deal of durability.
      Halls of Valor -Hyrja can be a big block in whether or not you can complete the key, and some of the trash can be quite difficult if not dealt with correctly.
      Black Rook Hold - The bosses can be challenging, however the trash gets hard to deal with quickly.
      Upper Karazhan - Each boss has their own element making them difficult, however Shade and Mana Devourer can get messy and require extra coordination to kill.
      Lower Karazhan - Overall I don’t feel that this dungeon is exceptionally difficult, however the Mounted Strike can chunk anyone in melee range of Attumen the Huntsman, and unless you have a comp to cheese Garrotes, Moroes can get sketchy quickly.
      Eye of Azshara - The only two scary bosses in here are Lady Hatecoil, and Wrath of Azshara. Although not too difficult the winds pushing players around is obnoxious and can get very dangerous very quickly.
      Vault of the Wardens - The trash and the mini bosses are quite dangerous, other than that avoiding extra phases on Glazer are one of the essential parts to getting more time available in the key.
      The Arcway - Getting left side at the beginning of they key makes the timer much more relaxed and makes it the easiest key, unfortunately we did not get left side on our timed 27. What makes this key particularly difficult is Ivanyr, Nal’tira, and the large amount of time that Advisor Vandros takes up.
      (Least difficult) Court of Stars - Overall the trash is not too difficult, and mainly only the second boss is frightening as the damage caps early on the last boss, and the first boss is straightforward.
      Shakib: Lower-arcway-vault-court-upper-eye of azshara-blackrook hold-cathedral-darkheart-neltharion-halls of valor-maw-seat.
       
      If you could change a few dungeons which would they be and how would you change them?
      Darkee: Something needs to be done about that entire archer area in Blackrook. Getting through it with me only dying twice is considered a success. I would make it so you can’t out-range shoot but drastically lower the damage it deals.
      Marvink: I’d remove the very far back Warden spawn in Seat, and add a profession to the Starlight Rose Brew in Court of Stars. I’d also make Hyrja only able to cast the ability she’s currently linked to, not if she just has stacks.
      Mittbitt : I would reduce the amount of role play in some dungeons, such as the Court of Stars boat ride and talking, Neltharion’s Lair waterfalls and maybe even the shuffling of the rocks on Ularogg Cragshaper.
      Shakib: Court of stars: The rng on the buffs is interesting and cute at low lvl keys but becomes frustrating when you need a perfect buff combination (on top of having people change professions just to maybe have it up during your 1 run) to finish a key in time. I think in m+ it should either be a set combination of buffs or just disable all of them just like we saw in the MDI.
      Seat: similar to CoS, the warden locations should be set spawns.
      Arcway: Having a 50/50 on the door that’s open at the start is another point that can greatly impact the dungeon time (maybe less if warlocks wouldn’t be able to control the OP chaosbringer pet on the left side of the dungeon). Maybe a decent fix would be a toggle left/right as you start the keystone depending on the side you think your comp can clear faster on.
       
      Which is your favorite and least favorite dungeon to run?
      Darkee: My favorite is Upper with Court being a close second. Least favorite is easily Blackrook.
      Marvink: My favorite dungeon by far is Court of Stars. I despise Halls of Valor (I’m look at you Hyrja).
      Mittbitt : My favorite dungeon to run is currently Vault of the Wardens. I enjoy the layout of the dungeon and how it allows me to optimize my cooldowns. My least favorite dungeon to run is Upper Karazhan, I do not enjoy the bosses, nor the tuning for the dot on Mana Devourer.
      Shakib: Favorite dungeon is hands down Lower Kharazan. There’s nothing I love more than pulling big and lower is a goldmine of huge trash packs. Turns out dh’s are also quite strong at doing exactly what I love :). (Seat is really close behind.) My least favorite dungeon has to be Neltharion’s lair. Even though it is a pretty straight forward dungeon there’s something about the environment and the mob type that just gets to me.
       
      What are the easiest affixes and do they vary from dungeon to dungeon?
      Shakib: I would say that the Sanguine, Volcanic, Fortified set of affixes is the easiest for 12 out of the 13 available dungeons. The one that stands out as not a “harder” dungeon but just much slower. A LOT of time gets wasted during the scavenger hallway. I would say that the easiest set of affixes for Blackrook Hold is Teeming, Quaking, Fortified, the pulls are usually really big pulls so adding a couple mobs here and there doesn’t slow you down as much as people may think in there, at least not as much as Sanguine.
       
      Are there some affix combos you just will not get out of bed in the morning for?
      Darkee: Teeming Explosive is a bad joke. Explosive in general is just not fun. It doesn’t help that monks deal 50% less damage to them during our main cd, and our main cd is up at the start of every big pull. I just don’t play unless I have to during Explosive.
      Jdotb: Obviously some of the affix combinations are particularly disgusting, but we’ll run keys most every day regardless. We’re fiends. At the very least, affixes like Bolstering and Tyrannical make you appreciate the Volcanics and Fortifieds.
      Marvink: Bolstering, Explosive, Tyrannical. Not my cup of tea for that amount of trash management, and marathon boss fights are never fun.
      Mittbitt : I will always get out of bed for some mythic plus regardless of the affix combos, however the affix combo that least excites me is Bolstering, Grievous, Tyrannical.
       
      What do you think of the current affixes as they are now? Which should be changed or even removed completely and are there any you’d like to see added in BfA?
      Jdotb: Tyrannical is the big offender at the moment. You don’t have to dive very deep into the analytics to see that all the highest keys are on Fortified weeks. The 40% hp on Tyrannical is the problem - it just makes the bosses take waaaaay too long. The damage bump is fine where it’s at, but the hp buff needs to be cut to at most 25%, maybe even 20%. Bosses are already the hardest parts of high keys because of scaling; making them do more damage AND live almost half again as long is insurmountable.
      Bolstering is probably a bit too punishing. If you screw up, you can’t really undo it without wiping. If the Bolstering buff had a duration (maybe 10-15s) or a cap (maybe 10 stacks) it would be a lot more palatable.
      Explosive starts to feel a little overwhelming on high keys because the orb health scales with the key level so instead of just requiring a global cooldown, the orbs now need people to focus them for several casts.
      Volcanic is a joke now that probably needs to be reworked. It isn’t threatening and half the time it doesn’t even require you to move.
      Quaking for the most part is ok but can be devastating on boss fights where you absolutely need your Prydaz, Xavaric's Magnum Opus shield up to live through certain mechanics. There isn’t a way to play around that currently. If Quaking always did damage to your hp pool directly instead of eating shields, I think it would improve the affix a lot.
      Mittbitt : I feel that Tyrannical needs some tuning, possibly by dropping the hp that bosses receive and beefing up trash more. However, Tyrannical boss hp and abilities get out of control much sooner, and honestly are the least enjoyable mythic plus weeks where we typically farm 20-24 keys.
       
      What’s your favorite, least favorite and funniest “trick” you’ve used in the past to get that tier done in time?
      Jdotb: My favorite trick would have to be keeping the cats in the front of DHT from jumping. That made the instance so much less frustrating.
      Least favorite trick is delaying on the second platform of Viz’aduum. He always targets me with the disintegrate so I have to spend a minute or two running back and forth between two spots.
      Funniest trick was probably taunting Ularogg to keep him from going underground (has since been fixed) - if you were successful, he would instantly punch you really hard and probably kill you on higher keys, so the taunt “winner” would usually be the dead guy.
       
      That's it for the first part of this interview, we had to cut it up into two for, well, obvious reasons! Huge thanks to the Mythic + crew for the insightful answers and you check back in a few days when we finish this up with their thoughts on addons, raiding and its impact on M+,  the Mythic Dungeon Invitational, their suggestions for the future of M+ and much more!
    • By Stan

      Call of the Scarab micro-holiday is back with new temporary faction mounts. The event is active through January 23, 2018 and the mounts last for 7 days.
      2018 Updates
      Players who have completed Antorus, the Burning Throne raid need to talk to Rhonormu near the gong to enter the correct event phase of Silithus. The Scarab Lord Black Qiraji Resonating Crystal mount received a brand new model this year. You can find more information here. Two new mounts can be purchased for 1 Abyssal Crest during the event. Ruby Qiraji Resonating Crystal can be purchased from Warlord Gorchuk. Sapphire Qiraji Resonating Crystal can be purchased from Field Marshal Snowfall. The mounts are not permanent and last for 7 days. Blizzard (Source)
      *1/21- The Call of the Scarab Micro-Holiday is now live. Players who have completed Antorus , the Burning Throne and who are in a different phase can speak to Rhonormu near the gong to enter the correct event phase.
      On January 23, 2006, a bloody war was triggered by a simple sound: the banging of a gong. No rallying fanfare, no bloodthirsty yell; just an eerie silence. Those long, uneasy seconds of dread. The calm before the storm.
      Standing shoulder-to-shoulder before the Scarab Wall, no one could have predicted what would happen—an epic ten-hour battle that claimed the lives of thousands of Azeroth’s bravest—or fully comprehended the effect it would have.
      ACTION FIRST, FACTION SECOND
      That’s not to say the battle at the gates of Ahn’Qiraj came as a surprise. When the menace of C’Thun turned into an urgent threat, leaders across the world pored over plans and forged unlikely connections as pressure mounted. Both factions knew war was coming and personal glory was a hubris no-one could risk. Any notion that one army could defeat General Rajaxx and his colossal battalion was soon abandoned as fantasy.
      It was a unique time: scattered armies with varying allegiances were thrown together and faction pride was put aside. Let’s be clear: the battle at Ahn’Qiraj was won purely on the principle “united we stand, divided we fall.”
      WARMONGERING VS. GOLD HUNGERING
      This uneasy alliance was not without its critics. Some showed their disapproval by shunning the war effort altogether, but others expressed opposition through acts of aggression. Rogue elements on both sides, unwilling to stomach this perceived betrayal of their faction, did not sit idle. Just as neutral auction houses became a tool for factions to share resources, they also became virtual battlegrounds. Crucial resources were picked up for next-to-nothing and sold on for personal gain. As with all wars, those who profit aren’t always the brave.
      The sheer scale of that war effort is almost unimaginable when we live in a time of extended storage and fast mail. But back then, backpacks and cloth stacks were smaller. Getting precious resources gathered, sorted, and sent took many hours. And it took several weeks to source bandages, food, and equipment—resources that were in high demand and would soon dwindle.
      THE IMPORTANCE OF REMEMBRANCE
      There are parallels with current events that are impossible to ignore: once more, we Azerothians stand united against the Burning Legion as they wreak havoc across the Broken Isles. We attempt to put aside a complex, bitter history in order to defeat a common enemy. We eye each other suspiciously, even as we fight side by side.
      We would do well, in these dark times, to remember the courage and spirit of those who were there at the Gates of Ahn’Qiraj. We must have long memories if we’re to make quick work of the demon forces we now face.
      From January 21–23 we ask that you join us as we remember the fallen and celebrate the victory. All of Azeroth are invited to a special holiday, ‘Call of the Scarab,’ where we will gather to perform acts of remembrance and share our factions’ pride.