First a note about myself: I've been an avid fan of this game since i got it in 2013, and have enjoyed all of the content from open world to spvp for years, but it's only recently I've decided to venture into the forums. I haven't really had a larger issue with the game I've been passionate enough to make a post detailing any ideas for solutions i've had, so here's my first. If there's a similar discussion thread about it I might have missed, let me know please. Let's get into it!
So I've seen a great deal of discussion around the purpose of legendary gear, particularly since the introduction of legendary armor a few years ago and the recent introduction of legendary runes. Given the intimidating level of effort and cost that goes into crafting these, it's a very personal feeling of accomplishment to finally get all of those items together in mystic forge and pop out that shiniest of gear.
So an idea I've had for awhile about the weapons I've also expanded to include the armor and runes, and would like to share it since I feel that it would be warranted given the difficulty that goes into acquiring the most elite of gear.
-All Legendary-tier items should be uniquely powerful compared to ascended and exotic-tier items, but not game-breaking.
-All Legendary-tier items should have an attribute rating of 10% higher than ascended gear beneath it.
-All Legendary Weapons should have an individual ability unique to it, which must be self-specific and pve-specific as to avoid unbalancing groups.
For armor, there are two things that need to be looked at, which are stat increases and armor rating.
If we look at the comparison between each tier of gear going down all the way to common, the difference in stat levels at 80 is actually really haphazard, ranging anywhere from a 4% increase to a whopping 25% with stat and defense ratings. So for armor rating where it matters (pve/wvw), having an 8% increase in defense rating would be ideal, given that there is a mere 4% increase in the next tier below with exotic to ascended-tier armor, referencing the defense rating table: https://wiki.guildwars2.com/wiki/Armor#Defense_rating
For runes, since there are no ascended-tier runes to mind the gap between exotic and legendary tier, the simplest and most logical option would be to add (7) slot attribute that can be slotted into back items. Even though they don't get a defensive rating, they technically count as part of the armor ensemble as they are a visible part of it. This bonus would simply be the #2 attribute of the rune at the same amount as the next lowest #1 attribute.
Now for weapons, we're going to get into a whole new area of abilities since each of them are acquired in such dramtically different and wide-reaching kinds of achievements and mats to acquire them. As stated above, each legendary weapon should have an inherent ability entirely unique to such a weapon, both involving the lore behind it and type of weapon it actually is. These should be relevant ONLY to the player, so as to not make any one particular legendary weapon useful to something giving buffs to allies or enhancing group gameplay in such a way as to make it essential for the well-to-do commander.
So with that said, I have put considerable thought over the years into what those abilities should look like. I have no idea to the coding difficulty of implementing this, but I at least attempted to make it reasonable.
Note: ALL of these abilities are PVE-only, and transmutation charges in no way change the effects.
For your consideration, all of the legendary weapon unique abilities:
20% chance to summon a friendly water Djinn as a follower to aid you in battle for 60s on critical hit.
(Zomorros is a water Djinn, and it's his staff)
Deal a chain-lightning attack to up to 3 enemies upon critically striking a foe every every 2s.
(same as https://wiki.guildwars2.com/wiki/Lightning_Strike_(Sigil), but graphic chain-strikes up to 2 more targets)
20% chance for any enemy you kill to drop a random holiday/celebration consumable food item.
(It's a polychromatic unicorn bow firing polychromatic unicorns. It at least has to be consistent.)
-The Flameseeker Prophecies
Gain Aegis after delivering a critical strike (with the shield) every 1s. Aegis base cd is 20s.
(armor formula of 8% increase in defensive rating applies here)
Gain a 50% increase to gold gains from killing hostile npcs
(Underwater NPC farming isn't very common, but this is a nice touch for the shiniest underwater weapon IMO)
Deal 3 seconds of Chill upon critically striking an enemy every 2s
(chill effect scales with expertise. Useful for bar-breaking and reapers.)
Summons a friendly spirit wolf follower to aid you in battle for 60s on critical hit every 1s.
(the point of offhand legendaries having a 1s internal CD for their ability is that it is tied to the weapon skill's cd since they don't have a normal attack. Howl is also unique with being able to summon a small pack of ghost wolves over the duration of combat depending the cooldown of your warhorn skill)
-20% chance to inflict Burning for 5s every second.
(Burning scales with expertise. Since daggers have the highest attack speed on average of any weapon, the burning rate on this seems reasonable enough)
20% chance to summon a friendly chromatic ooze follower to aid you in battle for 60s.
(Do you think you'd be rid of the ooze that easily?)
20% chance to heal yourself upon critically striking an enemy every 2s.
(Heal amount is 370 with 0.15x modifier, same as superior sigil of water)
Deal 3 seconds of torment upon critically striking an enemy every 2s.
(Combat scaling for underwater legendaries tends to be a little higher due to underwater combat restrictions)
Deal 3 seconds of bleeding upon critically striking an enemy every 2s.
(Same reasoning as previously stated)
20% chance to deal 10s of vulnerability on a critical hit
(No matter how bad a day you're having, poor weather can always make it worse. Same with vulnerability).
Gain Vigor after delivering a critical strike (with the focus) every 1s. Vigor base cd is 10s.
(I feel like dancing. Do you feel like dancing?)
20% chance to inflict Blind for 5s every critical hit.
(Prolonged exposure to Disco may cause blindness and possible fever conditions)
20% chance to gain Fury for 5s every critical hit.
(I mean, it DOES have a very nice scope)
20% chance to inflict Confusion for 5s every critical hit.
(You build Chaos gun from performing a lot of pranks, so it's fitting it deals confusion)
Every time you inflict burning, inflict another stack of burning for 1s.
(Compliments Incinerator, and burn-heavy condi builds get that extra oomph)
Deal 10% more damage during daylight.
(does what it says on the tin)
Deal 10% more damage during the night.
You deal 10% more damage.
(I don't know what else you would have expected)
20% chance to gain 2s of Alacrity on a critical hit.
(With all the time making it, you should be able to make up for it during fights)
-The Binding of Ipos:
Every time you inflict torment, inflict another stack of torment for 1s.
(Demonic lore tome is evil, but not evil enough to be used by revenants)
-Chuka and Champawat:
20% chance to deal 5s of bleeding on critical hit.
(Shortbows tend to be almost exclusively condi-focused weapons, so this fits pretty snugly)
-Claw of the Khan-ur:
20% chance to summon a friendly Charr legionnaire follower to aid you in battle for 60s on critical hit.
(As gen 2 legendary can only be made once and are account-bound, it is impossible to make a 2nd claw for yourself to use on the offhand to stack the bonus)
20% chance to deal 5s of cripple on critical hit.
(I wouldn't want to step on it or the trail it leaves)
20% chance to gain a random boon for 5s on critical hit.
(Considering its properties, random boon variability made the most sense to me, since inflicting random conditions would introduce some weird stacking issues in combat)
-Flames of War:
Kills empower Flames of War. At 25 stacks, any critical hit done with the torch does 200x damage.
(This is a bit iffy with the multiplier, but the basic idea is that after accruing stacks, you can instantly drop any elite or lower level hostile npc of your choosing)
-The HMS Divinity:
10% chance to knock down your enemy on a critical hit
(It's literally a hand-cannon)
Kills empower HOPE. At 25 stacks, your next critical attack turns you invulnerable for 4 seconds.
(Being able to time attacks at max stacks introduces a lot of options for boss content, especially in raids. The time you're invulnerable is definitely up for debate, though as it is very, very powerful.)
20% chance to inflict 5 seconds of poison on a critical hit.
(As with other condi-crit legendaries, the staff has a wide application range, but sees pretty even usage between power and condition abilities. Poison dealing fits especially well on every class for it, since the classes that use staffs and are condi-focused have skills that also deal poison (necro, mesmer,), while classes that feature power-focused abilities aren't necessarily going to using that particular weapon for dealing primarily condi damage (druid, dardevil, guardian, elementalist).
20% chance to inflict 5 seconds of blind on a critical hit.
(assists well with all longbow abilities)
Kills empower Sharur. At 25 stacks, inflict AoE fear for 5s up to 20 targets.
(for real tho; Orr is scary)
-The Shining Blade:
20% chance on critical hit for you to deal a follow-up strike.
(seems a bit underwhelming, but that bonus is for every strike, and so there's a hefty dps increase potential given available sword abilities)
Gain regeneration after a critical strike (with the shield) ever 1s. Regeneration cd is 10s.
(good little bit of healing for tank and support classes)
Each critical hit deals 3s of immobilize with 1s cd, up to 20 targets.
(Being on the business end of this doom tuba is terrifying enough as it is)
20% chance on kill to summon a friendly snake spirit to aid you in battle for 30s.
(same snake spirit currently summoned by the scepter when you use it)
Please discuss, and let me know what you think of the legendary weapon abilities, especially how they'd balance out in open world.