Adding effects to legendary weapons that once relied on stat pumps to be relevant would be cool. Though effects on weapons are sometimes a buggy mess. I can think of two off the top of my head that don’t work right now for no apparent reason. Effects are a cool way to further customize your build whether in PVP or PVE, so more of that is a good thing so long as they work.

I’m reminded of a dev talk video from 2.6 (I think) where Dennis talked about possibly adding old animations to further distinguish weapons in a given category. The example he gave was adding old spear animations to pikes or spears and making them agility based. This could be a great way to invigorate some of the legendary gear that didn’t survive the attribute changes.

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It isn’t a question of semantics. Unique parts and crafting ingredients are different on a fundamental level.

Unique parts would be like, Pommel of X Sword + Handle of X Sword + Hilt of X Sword + Blade of X Sword = X Sword. Not Y Sword. Not Z Sword. Unique parts.

Crafting ingredients would be, 10 ancient dragon heartstrings, 5 piles of giant king bone dust, 3 vials of black blood, and the crystal heart of the avalanche which could be used to craft Reach of the Red Mother or the Bloodstone Sword. Just normal crafting at a higher tier.

Apparently they were lacking in money enough that adding microtransactions was considered a good idea, and apparently lacked the time to properly test those before accepting people’s money for them.

I don’t think expecting them to have the time and money to add a sidequest for all (or even a notable percentage) of the legendary items is realistic.

Because “legendary” should mean something. If it is so easy to get that everyone has it, it really isn’t legendary, it is just ordinary.

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It takes a brand-new character 12-15 minutes to get what we call a Legendary Weapon. You’re being incredibly generous with your assessment. Your point still stands.

But that is something to consider. These items likely need a nerf. They invalidate Steel, Ancient, Hardened Steel, and Star Metal weapons as they can be obtained much faster than getting the levels needed (at 1x rates) to unlock the knowledge to craft the aforementioned items.

Legendary Weapons from skeleton keys need their damage values decrased by 50-60% across the board.

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Not so, you are making the exact same point that I have already expressed in my very first post:

Legendary items are currently way too easy to acquire and, for the majority of them, they are far too weak. It has been a long time since the state of legendary items was acceptable.

No, they need to be buffed and then have the level 60 requirement to open the chests put back.

Honestly, I would approve of all legendary items requiring the user to be level 60 to use them. It would be a little gamey, so not really ideal, but better than it currently is.

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There is a VR game on meta that lets us craft swords and do all kinds of blacksmith bench tasks. It gives that more primitive feel where gestures and holdings matter. Sure it is slow, but…

…the skill is real.

I imagined this game going in that direction.

I can only totally agree with you.
Legendary weapons are useless and that makes me a lil bit cry over it.

I use only since this happened the mace of siptah cuz its the most powerful mace.

I used for a long time the legendary 2h-swords but they are useless after the release of siptah and the nerfs.

:cry:

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Why?
Why not replace them with Ancient Weapon equivalents?

In all honesty what role do Legendary Weapons serve? Even restricted at 60. They’re not only too easy to get, but also pretty easy to replace with other weapons.

Their function is a pre-60 leg up that’s too easy. And have no function post 60 and don’t need one because they are so easy to get.

If they were ancient weapons they would be easy to get still, but not so easy to utterly invalidate other weapon types.

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Well, if the current chests had their drops changed to ancient weapons and the current legendary weapons were buffed to actually be useful and moved somewhere else, then that’d be fine too, I guess. But where would they be moved to?

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I won’t say no to new content with a complexity in its difficulty (aka not health sponges) in line with their buffed nature.

This one must respectfully disagree. Legendaries don’t invalidate steel, hardened steel, ancient, and star metal tiers.

The marginal difference between quality of those tiers (and possibly the absence of one’s preferred weapon type from a given tier) invalidate a couple of them. For the most part, they are a waste of skill points.
Figure in how easy it is to just put a thrall on the wheel to get a star metal or hardened steel weapon and suddenly Steel and Ancient are basically trap choices.

Hardened Steel is kept viable by it’s utility to be upgraded to Black Ice weapons (for some weapon types) or delved (Siptah only).

Star Metal is likewise viable as the highest tier option for several weapon types (exiled lands).

Steel and Ancient weapons are a waste, even at x1 xp rate, steel will be crept out of relevance too soon to waste the points on and ancient isn’t even an option for many weapon types. Even then, they are mediocre gear that is meant to be grown out of.

Legendaries, being entirely RNG dependent, cannot reliably provide one with the weapon type they want. Which is why what comes out should make the effort worthwhile.
Choice is what will keep craftables in concept viable.
Furthermore, being able to repair legendaries is RNG dependent, either in finding the kits, or finding the named blacksmith that can make the kits.

While this one strongly agrees that some world bosses are a joke for experienced players, that’s a function of a game that has had these bosses for half a decade, and that their elimination has become trivial due to familiarity and their only threat to a seasoned exile is due to lag. That’s a problem with the world bosses.
Oh, and in at least a few cases an absurd over estimation of the combat effectiveness of knives. But that’s a different topic.

More ancient weapons should be found in ancient ruins. Honestly, if it weren’t already in the game, this one would suggest excising the ability to craft ancient weapons and leave them as the treasure tier weapon. Alternatively, have their crafting be learned from a book or obelisk. But that ship has sadly sailed.

Also, this one suggests that thralls come off the wheel naked and unarmed. The bonus weapon seems a bit much.

So, while acknowledging the concern that certain craftable weapons tiers are skippable junk, this one does not believe making already under performing gear that is a hassle to acquire even junkier is the solution.

One will absolutely grow out of steel, ancient, and Hardened Steel gear. Only Hardened Steel has an end game utility other than a trip to the dismantling bench. One shouldn’t grow out of Legendaries.

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Theories about obtaining Legendary Items in the future are okay. There are many alternatives, but the random factor in the Legendary Chests is probably the simplest and easiest at the same time.

Funcom has done it before with the Pride of the Aesir scroll. Collect items and exchange them with Thorgan.
In such a way, you can also include future Legendary items or just currently really those weapons and armor that stand out noticeably from others.

My only concern here is that Funcom revises the Legendary weapons and armor. Since 3.0 and the revision of the attributes, many pre 3.0 Legendary weapons have simply become useless. The Axe of the Lion, Aja’s Bane - these weapons as an example gave a bonus to strength.
The same goes for items like the Pike of the Black Dragon, which increases your stamina. Also no effect. Any bonuses granted by such weapons and armor are now … disabled.

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I dedided to not comment in threads where there are some debate, only in threads about game update, bug reports and some offtopic/mod relatoed ones, but this one bugs me too, and this conversation is fairly civil so far.

My suggestion would be this: throw the whole legendary key/chest mechanic into the trash bin, and instead give the legendary bosses an actual loot pool which conains A SINGLE ITEM: a legendary weapon. But to get rid off (mostly) of RNG, different type of bosses should drop different types of weapons.
So for example spider types (demonic, and regular spiders) would drop only maces. Rhinos (and reptilian monstrosity - @Funcom_Community why is that enemy still a 1-skull boss??) should drop 2 handed swords, and so on. Of course with buffed stats: slightly better in every aspect than high grade gear, or waaay better with only one or two aspects. Or on par with high grades, but with special effects.

And add green/red/frost dragons a chance to drop a random legendary, because now it is unnecessary to kill them. Waste of weapon durability. You are better off killing salamanders and dragon hatchlings for the materials they give.

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That is quite alright. There is nothing wrong with polite disagreement between friends.

Coming from someone who has now called for the RNG to be dialed back numerous times, I would argue that it is not the RNG itself and as a whole which is the problem, but rather the size of the item pools it draws from. For example, when we consider the potential to obtain certain Legendary weapons such as Misha’s Bite,
Scorpion Ward, or even the Legendary weapon drop rate from the Shades of the GiantKings found in the Warmakers Sanctuary, generally no greater than 1 in 7 odds, this strikes me as reasonable. It is only when it graduates to (*approximations) some 1 in 40 or so odds such as in the World Boss chests and the Library of Esoteric Artifacts, or god forbid, 1 in…heaven knows how many looted from the end of Vaults that it becomes intollerable.

Legendary weapons should be better; they have unique ‘perks’ and buffs, greater durability, and require farming to obtain them. Jutaposed to say star metal weapons, whereby once we have a certain thrall type, we need only dump a bunch of bars and shaped wood into the bench and hit ‘play’ to mass produce them. It is a question of the risk/effort/reward ratio. Killing a World Boss is an easy task for us veterans, yes we all know this. But it is still more time, resource and effort investment than the aforemention mass production routine. Greater effort should yield greater rewards. I believe Tephra, who basically mirrors my own views on this subject, has already summised it for me:

But in the spirit of a solutions focus, let me offer to put in mine to accompany your own.

I must also disagree with that concept as the end result is either a new crafting station, or just more recipes in an existing one. And if any craftable weapons should be the top dogs from my personal point of view, it should be those crafted at T3 Shrines. But here was my idea for the record.

Perhaps we could consider grouping World Boss chests by biome, then divinding the total pool of Legendary weapons up and distributing them evenly among each biome grouping. Not only would this reduce our odds to 1 in 5 or 6*, or thereabouts (more than acceptable to me personally), but it would also encourage us to make return trips to each of the biomes. I do hope that this make sense, as I was very tired at the time of writing this, and was finding it difficult to elaborate and be descriptive, and I feel I have not been especially concise here. If not please just ask me to provide additional details ok.

This is one final point which I would also make, as I firmly believe it is relevant here. From a lore standpoint, many of these weapons have mystical origins, or even inexplicable ones. While others bear curses, were crafted by gods or have been forged or carried by some of the greatest heros of the past. The in game lore of Conan Exiles tells us that these weapons are exceptional, and I agree they should be truly exceptional, and surpass craftable weapons.

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That is basically all that the vast majority of them do already, which is a tremendous shame. As it more or less relegates these beautiful, intricate items to wall ornaments.

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I really love your idea. For quite some time, my partner and I thought “harder” biomes had better legendaries, until we started a new server with a couple other friends and got the exact same thing in Noob River as we had up north.

It was disappointing to then realize that not only were all legendaries around the same quality, but they were worse than any of the higher tier weapons we could craft which means we basically just ignore world bosses for the most part, unless we just want to say “oh yeah, we’ve killed that one”. Looking at what legendary weapons were (before we started playing) with the awesome descriptions that don’t match the actual item and what they are now is kind of sad, honestly.

It would be fantastic to have legendary weapons be better than craftable ones (but a small enough difference that no one other than a min-maxer feels absolutely compelled to farm them). Splitting them across biomes addresses some of the RNG aspect as well. I just want to be excited when I find them and not toss them in a chest somewhere as a “I collected it and now it can collect dust” kind of deal.

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Legendary weapons had a point to be stronger when you could only obtain them after lvl 60 that was really difficult and painful to do.
Nothing is the same now, so except a few tweaks, because they are not useless as they are now, would be good. Give them something special, cool or handy, yes, but nothing else!
All this conversation can end on a simple truth this game has!
What’s more difficult to obtain?
100 legendaries?
1 good blacksmith?
We all know the answer here!

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I really like your suggestion about the bosses and drops.

But one thing I’d like to add is that only the really bad bosses like Rock Nose King etc should drop the best weapons and items.
As these are really challenging when playing solo (online/offline).

The other bosses, to be honest, are like a walk in the park on a spring day.
Therefore, they should then get more life points and more aggressive behavior.

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Rockslide is so hard because his attacks have a messed up hitbox which is far too large. This makes it virtually impossible to dodge and he can hit you when you are nowhere near to him.

If they adjusted his attack hitbox to a more reasonable size, he probably wouldn’t be quite so difficult.

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Yeah, Rockslides should have extra loot, if we take a look, and compare it to the legendary creatures now.
But, as you suggest (and I agree) they should be more challenging, so if they are harder, the Rockslide would be roughly equal then.
While I agree, I don’t think rising their HP is the solution. Making them more aggressive is. Years ago I suggested, they should have unblockable (not undodgeable!) attacks. Like fire breath of the dragons. You can block it with a wooden shield? Come on… Or take some special attacks that has a pretty big wind up time - dragons’ tail spin, they backup a bit, and do it, but that backup takes several seconds, you can just walk away from it… Get rid of those windup times, and add those before new, guaranteed FATAL moves. Cheesy to get oneshot by a world boss? Yes, but hey, you had multiple seconds to react!
And their taunts should be meaningful. Either some sort of debuff to the player, or having minions that got buffed for a period of time.
Take the Corrupted wolf for example. It is quick, and can not really be staggered. Now imagine this behaviour, but as a legendary creature. Add the kind of fixed RNG and the properly buffed legendaries, and now you have a challenge that worth the risk!

Edit: @Tephra I usually just shoot them with arrows and with an archer follower. Disabling the irritate perk (if you have) on the thrall, and the Rockslide just can not decide where to attack. If you and your slave are on the opposite sides of Rocky.

Yeah right! Totally changed the way weapons all work and didn’t even bother to adjust them. They wanted so many shiney things infront of you that you fail to notice the rest of the game is now a hollowed out polished tu*d.