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WoW Legion: Informationen zu den legendären World Drops

WoW Legion: Informationen zu den legendären World Drops
WoW Legion: Informationen zu den legendären World Drops
User Rating: 5 (2 votes)

Mit der kommenden Erweiterung „Legion“ werden die Entwickler unter anderem eine Vielzahl von legendären World Drops in World of Warcraft implementieren, die Spieler mit sehr viel Glück dann theoretisch von jedem Gegner auf den verheerten Inseln erhalten können. Da diese geplanten Legendaries dann allerdings alle sehr mächtige und einzigartige Effekte besitzen werden, machen sich aktuell viele Spieler in den Battle.Net Foren ihre Sorgen darüber, wie sich diese Gegenstände dann entweder einzeln oder in Kombination mit anderen World Drops dieser Art auf das Balancing der spielbaren Klassen, dem Herausforderungsmodus und Raids auswirken werden.

Passend dazu haben sich nun in der vergangenen Nacht Blueposter Kalgan und Game Designer Watcher in den Foren zu Wort gemeldet und dort dann jeweils versucht zu erklären, was die Entwickler aktuell mit diesen legendären World Drops geplant haben und wie sie diese besonderen Items dann im nächsten Addon balancen möchten. Dabei erwähnte Kalgan in seiner Nachricht dann, dass Spieler am Anfang von „Legion“ dann vermutlich nur eines dieser Legendaries gleichzeitig tragen dürfen und erst im Laufe der Erweiterung die Fähigkeit zum Anlegen von mehreren Ausrüstungsteilen dieser Art freischalten werden.

Zusätzlich dazu planen die Entwickler dem Beitrag von Watcher zufolge dann eine Art „Unterdrückungsaura“ für den Mythic Mode von World of Warcraft, die die speziellen Effekte der legendären Gegenstände dann zumindest in den ersten Wochen nach der Veröffentlichung eines neuen Raids unterdrücken wird. Diese Sperre sollte dann allerdings nur die jeweiligen Fähigkeiten dieser legendären World Drops beeinflussen und keinen Einfluss darauf haben, was für primäre Werte oder sekundäre Attribute die Spieler durch das jeweilige Item erhalten.

 

At the start of the expansion, only one legendary at a time can be equipped so that while extraordinarily lucky people will have more choices about which to use when, they won’t be significantly more powerful than somebody that isn’t quite as lucky. As the expansion progresses, the number of legendaries that can be equipped at once will go up, although still limited to a relatively small number of slots.

 

They can come from anywhere, with more difficult content having a higher likelihood of dropping them (for equivalent time spent).

 

As you note, there is a massive amount of tuning yet to be done here. A legendary that makes you unkillable, or that doubles your damage, is not a legendary that will be going live in that form. We’re testing a lot of different ideas. Some need numbers adjustments; others may prove impossible to tune or unfun. Alpha is alpha.But if we’re in a space where items being powerful and transformative is unacceptable, then that feels like a problem. Marginal passive stat increases, like replacing your bracers that have 93 Haste with bracers that have 105 Haste, are certainly easy to balance and safe. They’re also pretty dull. And rewards should be anything but. Currently, completing set bonuses or getting powerful trinkets are some of the more rewarding moments, and those offer powerful effects comparable to many of the planned Legion legendaries. In a way, things like the Archimonde trinkets in Patch 6.2 were a preview of how some of these effects might interact and transform gameplay. We wish more items felt like those, and fewer felt like getting that bracer upgrade.

Way back in the early days of WoW, getting a Hand of Edward the Odd out of a strongbox was like winning the lottery, and every enemy you killed had the potential to be that lucky ticket. Over the years, loot delivery mechanics and their impact have become more and more streamlined, often at the expense of excitement. Legendary items offer a bit of that classic feel.

That said, in addition to the overall unique-equipped limit, our current thinking is that there will be a suppression aura in effect on Mythic raids for the first X weeks after a given raid zone opens, disabling legendary items‘ special effects (they will still function normally as high-ilvl regular items). This will serve to limit any perceived unfairness in the progression „race,“ while also serving as a self-nerfing mechanism that can kick in once that race is done.

 

 

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