Eric wrote: re: Arnold, I understand that has been the precedent with previous legendaries, but I'm challenging whether that's something that needs to be stick in stone going forward.
I'm also trying to work backwards from the current legendary recipes. Given the recipe for the rogue legendary, how much would someone need to play True Dungeon every year to get a shot at making one? How much would that person need to spend (buying PYPs, buying trade goods). Finally, looking at that number, is that a number that feels like it sufficiently rewards players just for playing? Or do these feel hopelessly out of reach?
We don't necessarily have to end up agreeing (it's fine if we don't!), but my feeling is that many new players (who don't really participate in this process, btw) would look at what legendaries have cost, historically, and conclude that they'll never be able to make one. And I think that we'd have way more engaged, token-buying players by smoothing out the cost curve.
"It's Jeff's world. We just play in it" - some forum member
You're certainly welcome to contemplate the costs associated with crafting Legendary tokens. It's fun to talk about tokens and what it takes to make them.
I think the details are already in the moniker - Legendary. In D&D, a legendary weapon/artifact is something you might spend the entire quest chasing down. Chances are you don't just happen upon it at level 10. Rather, it's something you spend years and years striving for. So to address your first line of inquiry - I do think legendary tokens should require extraordinary effort to achieve. Should players who play each module once be able to craft one of these top-powered items? I don't think that's how they were designed.
Economics clearly play a big part in this game. If you don't have disposable income to put token orders together, you're unlikely to ever make a legendary token. It would take a nice windfall at the treasure box, like a 25k bar to put you in punter's distance. But here's a rough breakdown of the starting point:
1 Relic - ~$300
1 25k bar - ~$500
1 Wish ring - ~$230
2 PYPs- ~$200
+ tons of trade goods
The numbers above don't probably weren't set up to reward players just for playing. Relic tokens reward players who get the token itch and take the plunge. Then, those Relics become timeless and give you the breathing room you need to save up for a varying period of time. As I mentioned previously,
Enhanced and
Exalted tokens occupy the space of rewarding players for just playing.
So TL;DR, i think we have a Round-Hole-Square-Peg situation going here. You'd like Legendaries to occupy a space that (imho) they are not meant to.
"IMHO we like to solve problems here on the forums that are only perceived problems due to a myopic view." -Bob C