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legendary relic cost....could do with a slight reduction?


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The cost of the legendary relic, to craft, is now up to 2300g+ and rising....

This seems pretty absurd, for an item that was given away for free recently.

I'm not saying it should not have a cost, its a legendary after all, but I cant be the only one thinking the material requirements for it are pretty absurd, and the cost pretty high.

As it was given away for making 1 legendary rune, I'd say a cost more in line with the cost of crafting a legendary rune would be more appropriate, rather than what is getting farcically close to being the cost of an entire set of runes.....

 

(for context, the price of lucent motes has gone up 10x since the legendary relic was released, and you need 187,500 of them!, I suspect Anet calculated the total cost on the basis of the old prices, not realising the inflation, which would have meant a relic cost about the same as a legendary rune cost at that time to make)

Edited by Cameirus.8407
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Cost does seem high but this might be because it based acquiring on more long winded or costly methods.

Looking in gw2 efficiency the things that cost the most are the piles of lucent crystal and relics. Can't do much about crystal unless you have some runes or sigil you can salvage. The relics are easy, you get a box of 3 when you turn level 80 on each character, and you get quite a few from achievements in soto onwards.

Next on the list is the mystic coins and ectos, coins and some of the ectos are purely to craft clovers and  the calculations here are based on the average likelihood of obtain 25 clovers when taking chances with the mystic forge. There's an easier and safer (and most likely less costly) way of getting mystic clovers via mystic forge vendor, strike vendor, fractal vendor, wvw vendor, pvp vendor and Wizard's vault (some will require currency from certain game modes).

Tier 6 mats for gifts can be acquired from the laurel merchants, or you can chance some mats in Eye of the north vendor with Volatile magic + gold, even do eternal ice shard farm to get more Volatie magic.

 

This will hopefully reduce the cost to something more reasonable.

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I don't understand why ANet didn't just make it require Rift Essences, especially given that it was introduced in SotO where Convergences/Rifts were kind of "the thing" (as a component of Obsidian Armour). Lucent Motes already had enough value due to Legendary Sigils & Runes.

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I'm generally in favor of things becoming easier over time so newer players have a chance to catch up quicker and we can all play together on even footing, but the leggy relic has only been out for a few months, and lucent motes had been trading at vendor value for years prior to its release. Changing the requirements now would be premature, at the least . . .

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48 minutes ago, Geoff Fey.1035 said:

I don't understand why ANet didn't just make it require Rift Essences, especially given that it was introduced in SotO where Convergences/Rifts were kind of "the thing" (as a component of Obsidian Armour). Lucent Motes already had enough value due to Legendary Sigils & Runes.

The value of Lucent Motes was around  vendor value for years. Also the relic is seen as a core legy, so materials like essences where main source are hidden behind expacs wouldn't make so much sense.

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Yeah Lucent Motes were near worthless before Legendary Relic. I sold several stacks right before SOTO landed, and promptly regretted it. Charms and Symbols were FAR more limiting than the Motes requiring absurd amounts of salvaging to "gather your own" resources for crafting the legendary runes and sigils.

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6 hours ago, Gop.8713 said:

I'm generally in favor of things becoming easier over time so newer players have a chance to catch up quicker and we can all play together on even footing, but the leggy relic has only been out for a few months, and lucent motes had been trading at vendor value for years prior to its release. Changing the requirements now would be premature, at the least . . .

I'm not saying it should get easier, I'm saying Anet clearly pitched it at a level that did not take into account the MASSIVE inflation of lucent motes. Its not only inflated to an absurd degree (one relic with limited use and no visual character alteration, not even a draw effect is getting close to AN ENTIRE SET OF OBSIDIAN ARMOUR crafting cost....), and its still rising.

Leggy runes and sigils are increasing in price as well, not as much, but they are going up.

And there is no reason that lucent motes will drop, in fact, as supply is eaten up they will continue to rise, so I'm not sure how you think its premature...its been about a year.....

Frankly, at current prices, no one sane is getting a leggy relic, its gone past "well its expensive but its one time so ok", to "lol you have got to be kidding thats ludicrous".

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It's quite possible that anet not only took into account the increase in lucent mote value, but that it was a goal to give a worthless item value. It has barely been six months since release, and while the price did climb after the JW release, probs form ppls crafting JW relics, it has already started to taper off again . . .

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The change has given the Runecrafter's Salvagomatic more value that's for sure.

I think making it take Lucent Motes was a sensible plan, they were otherwise fairly worthless and it did need to be core only ingredients. I would also be happy with them reducing the cost slightly though by reducing the number of Lucent required or introducing other ways for Lucent to drop.

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14 hours ago, Geoff Fey.1035 said:

I don't understand why ANet didn't just make it require Rift Essences, especially given that it was introduced in SotO where Convergences/Rifts were kind of "the thing" (as a component of Obsidian Armour). Lucent Motes already had enough value due to Legendary Sigils & Runes.

I suppose it's because then it wouldn't be accessible to all players. You don't get the ability to open Rifts unless you get SotO or JW, maybe you can get enough essence from Rifts other people open but you'd be very dependent on others for that.

The number of Lucent Motes seems ridiculous to me, the Relic should cost about the same as two Runes, in my opinion. Instead it requires 187,000 Lucent Motes for a Relic vs 5,000 for a Rune. 37 times as much as a Rune. Enough to make 5 or so full sets of Runes. That's such an imbalance.

My guess is that they really want it as a long term sink for Motes.

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Instead of gifting it to some lucky people, they should've made it an achievement like the legendary amulet. 
Either craft 1 or all 7 legendary runes to get the relic. That would've been fair to all players.

However, they won't change it now.

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You mean the "lucky" ppls who had the six-piece bonus stripped from their existing legendaries and moved to a newly invented equipment slot, then had that bonus partially restored when they were granted a compensatory leggy relic that still needs new relics to be unlocked before you can use them . . ?

You're one of those ppls who is bitter bc you didn't get nine free glyphs for preordering JW aren't you . . ?

Edited by Gop.8713
relic, glyph, glyph, relic, w/e . . .
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On 9/18/2024 at 5:23 PM, Cameirus.8407 said:

The cost of the legendary relic, to craft, is now up to 2300g+ and rising....

This seems pretty absurd, for an item that was given away for free recently.

I'm not saying it should not have a cost, its a legendary after all, but I cant be the only one thinking the material requirements for it are pretty absurd, and the cost pretty high.

As it was given away for making 1 legendary rune, I'd say a cost more in line with the cost of crafting a legendary rune would be more appropriate, rather than what is getting farcically close to being the cost of an entire set of runes.....

 

(for context, the price of lucent motes has gone up 10x since the legendary relic was released, and you need 187,500 of them!, I suspect Anet calculated the total cost on the basis of the old prices, not realising the inflation, which would have meant a relic cost about the same as a legendary rune cost at that time to make)

If ANet never fixed gen1 precursor achievements to be less outrageously expensive, you can be sure they'll not change legendary relic cost.

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On 9/20/2024 at 6:56 AM, Gop.8713 said:

You mean the "lucky" ppls who had the six-piece bonus stripped from their existing legendaries and moved to a newly invented equipment slot, then had that bonus partially restored when they were granted a compensatory leggy relic that still needs new relics to be unlocked before you can use them . . ?

The change didn't effect just people with legendary runes. Everyone was effected, especially people who were carrying around multiple sets of armor, because they didn't play enough to have legendaries yet. And if they ever reach a point to actually have legendary runes, they'll be the unlucky people who have to craft a legendary relic which might be even at 3k gold at that point. So YES, everyone who has been able to make a rune in time has been very lucky and everyone else is unlucky.

Also, if Anet is changing something in the game effecting everyone but only compensates some people, that's straight unfair.

I also think it's a good thing that legendary relics have to unlock unlock upcoming relics. They should do the same for stat combinations.

 

On 9/20/2024 at 6:56 AM, Gop.8713 said:

You're one of those ppls who is bitter bc you didn't get nine free glyphs for preordering JW aren't you . . ?

I actually have preordered JW and I didn't know it had 9 free glyphs included.
I also don't really know why this has anything to do with the discussion.

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There's a thread about glyphs on the forums atm where ppls are more concerned with what other ppls got than their own situation . . .

It's basically the same thing, if you're going to spend your playtime more concerned with what ppls who were in different circumstances than you received rather than your own enjoyment, you're your own problem. And both cases arose out of anet extending past what was promised to make sure players didn't feel like they were getting screwed over, and players responding by complaining that they want more. So it's relevant to the discussion in that they're basically perfect parallels . . ?

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1 hour ago, Xenophy.2716 said:

The change didn't effect just people with legendary runes. Everyone was effected, especially people who were carrying around multiple sets of armor, because they didn't play enough to have legendaries yet. And if they ever reach a point to actually have legendary runes, they'll be the unlucky people who have to craft a legendary relic which might be even at 3k gold at that point. So YES, everyone who has been able to make a rune in time has been very lucky and everyone else is unlucky.

Also, if Anet is changing something in the game effecting everyone but only compensates some people, that's straight unfair.

But they did compensate everyone. Players with legendary runes got legendary relic, because the bonus effect was ripped from the legendary runes themselves. Players without legendary runes also got compensated since any lvl 80 character received relic boxes on soto release.

The most "unfair" -but still skewed towards players' benefit- thing here is that anet decided more people can be "compensated" (although in this case I'd rather say: can abuse the implemented compensation) by giving players a deadline to craft a single legendary rune in order to receive a legendary relic. And yet you're still complaining about no compensation.

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2 hours ago, Xenophy.2716 said:

YES, everyone who has been able to make a rune in time has been very lucky and everyone else is unlucky.

Also, if Anet is changing something in the game effecting everyone but only compensates some people, that's straight unfair

There was no luck involved.

Everyone was offered the same compensation. Some people accepted the offer while others declined. Unfair would be giving those who chose not to do what and when was asked the same benefit acquired by those who did not decline.

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Just now, Ashen.2907 said:

There was no luck involved.

Everyone was offered the same compensation. Some people accepted the offer while others declined. Unfair would be giving those who chose not to do what and when was asked the same benefit acquired by those who did not decline.

They could have made the legendary relic an achievement reward for collecting 6 legendary runes though.
Those who already had 6 or 7 legendary runes would not have had any loss, and it would have been "future proof" so nobody could think they got cheated by not getting the runes earlier.

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13 minutes ago, Kulvar.1239 said:

They could have made the legendary relic an achievement reward for collecting 6 legendary runes though.
Those who already had 6 or 7 legendary runes would not have had any loss, and it would have been "future proof" so nobody could think they got cheated by not getting the runes earlier.

Sure they could have. Doesn't really change my point(s) though.

People will find a way to feel cheated no matter what ANet (or any other game company) does. If materials to craft legendary runes go up in price then someone collecting six of them, as you mention, would cry foul that they are paying more than those who completed the hypothetical achievement earlier. If material values go down then those who made the runes earlier might complain that they paid more....and so on.

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And it's not like the free legendary relic occurred without prior advertising. Anet made it extremely clear that even one legendary rune would be sufficient to be given the legendary relic. I'm not sure how far in advance it was announced ahead of SotO, but it was long enough that a bunch of people made one rune just to get the free legendary. Was I, with 6 runes, a bit miffed that you only needed one? Yes, for a couple of minutes and then I got over it. I need to be able to change runes because of changes to meta builds in group content, and I have almost 60 characters.

What I AM miffed about is that the options for the relics don't include some of those that were the 6th effect of runes.

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