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Stan

Legendary Leveling Improvements in Patch 9.2.5

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Leveling up base items for Legendaries will become a lot easier in Patch 9.2.5! The XP required to reach higher base item ranks has been drastically reduced to allow more players to engage in the system late in the expansion.

As you can see below, one craft gives 25 XP and you need 75 XP in total to advance and be able to craft Rank 2 of the base item.

This is a huge improvement over the current requirements, where you must craft 15 base items to advance to the next rank.

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In Patch 9.2.5 it only takes 3 crafts per rank to reach the next rank.

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Long overdue, and never should've had a "rank up" feature to begin with. You already have an optional reagent slot, to increase the items rank. Use that instead imho.

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Look everyone! Now you'll only have to pour 20% as much lemon juice into the wound!

I mean, yes, this change ensures that latecomers and alt users will have access to the best legendaries as the expac winds down, and that's a good thing. It doesn't change the fact that it's been a horrible system that had a multi-million gold barrier for entry for crafters, prohibitive prices for most others, and serves to make "legendary" items more common than commons.

I realize that they are not going to fundamentally change the system before the expansion ends, and the most impactful time period for participating in the system is over, but this is a classic example of a bad system simply being adjusted to be a little less bad as it becomes increasingly painful with which to engage. 

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im not a fan of this. the average gamer who maxed out 1 or maybe 2 professions to craft and sell legendaries will lose here. people who have 7 billion twinks (or alts whatever you like to use as a word for a non main character) who got every profession will win here. its allrdy hard to be the cheapest one with the competition you allrdy got, most likely if you wanna sell legendaries in 9.2.5 you will cancel and reopen your legendary auctions (like other non legendary stuff) every 20 sec or less. the average player doesnt do this aswell.

a new player or a returning player most likely doesnt have the money to skill that at all and the least people gonna farm the mats themselfs, especially with so many content they have to play to catch up. also material in most cases is more expensive then the allrdy crafted legendary.

that said i just got the insight on my realm which is a pretty big one (2nd largest in my country). could be different on low pop realms with overall less people who can craft, less people selling which probably means pretty high prices (actually highest price for a legendary on my realm is 51k)

Edited by ResoWho
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As Calysia stated,I really doubt many care at this point in the expansion.

The legendary item - profession take , was a decent idea on paper to be honest,and had potential at first,but I don't think they took into account the economy of some realms ( don't bash here,I know it would have been impossible for the devs I know that very well) . I don't understand how on my realm I tried to level my jewelcrafting only to see that the ring/necklace materials are worth 1.5x more sold separatly than the whole item crafted(meaning for me to level my rank I would actually waste heaps of hours farming and gold gain....)

But hey , I end up farming mats,giving up hope of leveling my profession and just buying it from some other bloke for cheap....yay I guess?

 

Edited by Korvin
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