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Starym

A Lot of Legendary Changes Coming to PTR

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The most divisive/maligned system in Legion is getting more overhauls, as Blizzard prepare to add yet more changes to the way legendaries work over on the PTR in preparation for 7.2.

The most divisive/maligned system in Legion is getting more overhauls, as Blizzard prepare to add yet more changes to the way legendaries work over on the PTR. Adjustments include adding a thirs secondary stat on some, more throughput effects on others and more general improvements and numbers tweaking to the underperforming ones.

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In an upcoming PTR patch, you will see adjustments to a number of legendary items. These changes can be categorized into:

  • Added throughput effects to legendaries with non-throughput bonuses, or only occasional throughput benefits.
    Example: Promise of Elune, the Moon Goddess (Balance Druid boots that grant a utility healing effect via casting Lunar Strike/Solar Wrath), will now also increase the damage of Lunar Strike and Solar Wrath by 8%.
     
  • Added extra secondary stats to non-throughput legendaries where that makes more sense than to add throughput to the legendary effect itself.
    Example: Belo'vir's Final Stand (Mage chest that causes Blink to grant an absorb shield) now have an extra 3rd secondary stat. We don’t want to turn Blink into a rotational DPS button, so instead of adding an effect like “Blink also increases your damage dealt by X% for Y sec”, we’re adding an extra ~650 secondary stats to the item.
     
  • Improvements to legendaries whose design isn’t working well in gameplay.
    This has been and will continue to be an ongoing effort, and we’ll be making such changes as time goes on, including after Patch 7.2.
     
  • Numbers tuning to bring the throughput benefits of other legendaries more in line with each other.
    This has been and will also continue to be an ongoing effort.


Legendaries have different use cases and we want their power level to be tuned with that in mind. Universal throughput legendaries - legendaries that increase output in most situations - should be good but not always the best in every situation. Situational throughput legendaries – legendaries that perform very well in the right situation - should be better than universal throughput legendaries in those situations, but then aren’t ideal in other situations. Non-throughput legendaries will soon include a small amount of consistent output through either an adjustment to their legendary effect or an extra 3rd secondary stat, and continue to provide their utility benefits.

By narrowing the power gap between throughput legendaries and non-throughput legendaries, we’re hopeful that 1) the first two legendaries a character acquires will have some reliable throughput increase and 2) once you acquire more of them, you’ll feel more freedom to swap them around based on the situation.

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Hmm as long as Legendary Items have greater iLVL than Warforged Epic, there wont be any possibilities that changing legendaries will be efficient. In current state you loose not only Legendary effect but about 40 ilvl in general and knowing that not every legendary has BiS stat changing legendaries is too problematic.
I do not say about loot distribution in raids, and to have spare pants or chest means trouble.

Edited by Dantalian
typos

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His logic about throughput legendarys is doesn't make sense. The only time I have ever seen a legendary not used over a purple item is when it didn't have a secondary stat that is highly beneficial to a class, like fire mages, which they fixed. The only reason to nerf the good legendarys is so that there won't be a BiS legendary, so people will stop complaining; which they won't. Blizzard has made legendarys basically weak orange trinkets that are not in a trinket slot. However, there are still epic items  that exist now that are vastly more powerful than any legendary item for certain specs. For example the Draught of Souls for fury warriors is insanely powerful, there is no legendary that comes even close. Eye of Command for Havoc Demon Hunters is still better than Kil'jaden's Burning Wish. Blizzard needs to stop nerfing the throughput legendaries and remove the all the utility legendarys. DPSers don't want utility items, we want throughput items; Tanks want items that increase their survivablity; healers want items that increase their healing. Why is that so hard for blizzard to understand? We don't want utility items when it means it will reduce our effectiveness in our primary roll. I hate this legendary system, I wish they would remove it from the game. They have nerfed legendarys to such a level at this point that they're not legendary anymore. I tried playing without them and the difference in my damage output was small, and I have two of my BiS. Why can't legendarys be legendary anymore? Why do they have to be so common and so mediocre?

Edited by Voltaren

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