Benefits of the Tracery System
Better System: The idea behind this post is to list all the positives of replacing the old system. Much of it is discussed in the previous post, but I wanted to write an easy-to-read bulleted list. Please be aware that since the system expands into both of the older systems, there will be some overlap on regards to what the imbuement process solved.
The Things You No Longer Need
- No Deconstruction: The legendary item you have you keep forever. No need to worry about when to break it down, what to do with the added items you obtain, or obtaining new legacies to replace the one you have.
- No Ages: No need to start forming a legendary item with the legacies you want and then "start over" when you obtain a better one. No need to obtain legendary crafting supplies to craft them at every level. No distinguishing people for having a Third or Second Age despite the fact that the differences between them all are negligible.
- No Crystals of Remembrance: No need to hunt down a super rare item just so you can add another legacy to your legendary item for every level range.
- No Scroll of Delving: No more hunting down a scroll that allows you to have ten more additional levels
- No Scroll of Renewel: No more trying to "reset" where all your points contribute as the process is now streamlined.
- No More Levels: Although you still "advance" your legendary item, you no longer have to worry about what level you can slot a legendary item.
- No More Legendary Slotting: You don't need to worry about buying more slots so you can have more than six. At this point I'd recommend no more than four, but the option to hold as many as you want is there.
- No More Holding Legendary Items in Inventory: Amusingly, the producer thought this was a bug when the question was posed about storing our old legendary items in our vault. Any of the new legendary items that are carried with you are no longer locked inside your bags.
- No More Legendary Item Drops: Since there is no need to be replacing your legendary items, there is no need to find a replacement in the world. No longer will we get dozens of legendary items pouring into our bags from all classes when clearly we no longer need them.
- No More Reaching Legacy Potential: This becomes a huge issue when someone first imbues their weapon, but no longer do you have to pour unnecessary legendary experience just to use the "unlocked potential" of your legacies. This also means that you no longer need to apply a bunch of ixp every time you use an imbued legacy replacement scroll either.
- No More Star-Lit Crystals: No more worrying about whether you are doing enough damage or hunting down rare crystals just so you can continue with quests in the landscape. You pay a small fee when you enter into a new level range.
- No Randomized Stats: Although trivial, many have previously made a big deal of trying to maximize the potential bonuses of what was added to the legendary items. These were removed.
- No Checking if a Legacy is a Major or Minor: Some items required you to double check their status to make sure if you could override certain ones you currently had on. That no longer matters.
- No Checking Which Item to Equip a Legacy: Were you sad when all the cool legacies were only available to your weapon? Did you wish you could slot some of them over onto your item? Now you can.
- No More Ratings: Every skill is now set as a percentage (or a counter). No longer will you be under the scrutiny of some legacies having a mysterious rating system that may or may not benefit your skill.
- No More Transforming Legacies: It is very hard for one person to determine what sort of legacies they lose and which ones transform when going through the imbuement process. No longer do you need to worry that your applied traceries are going to suddenly change into something else. No need to "preview" your legacies for such a transition at the Relic-master.
- No More Relics: No longer do you need to find, use, craft, meld, refine, combine, barter, or raid to get items to slot those four holes on your legendary items.
- Weapon Swapping: There are various cases where people found it more beneficial to swap their legendary item with another one (whether imbued or non-imbued) to utilize more than the standard seven allowed legacies. This process was allowed for the time being, but highly non-intentional. Not only did it fool with the balance of the classes, but also developed a rift for those who were not fortunate enough to have more than their two legendary items. This was removed.
- Champion Weapon Swap: Because of forcing the nature of how the legendary item system should work, the original playstyle of swapping champion weapons were adjusted to a point where it was no longer needed. There is no longer a need to build up a third legendary weapon.
- Guardian Shield Rank: Instead of holding to an old broken system, they have increased the overall damage and adjusted the legendary item so that it increases incoming healing rating - something that has been suggested as an alternative for years.
- Hunter Melee Weapon: Despite the fact that it was completely unnecessary to add Star-Lit crystals to increase the amount of damage a hunter can do within melee range, it is a welcome change to see them automatically adjust the damage on the legendary weapon when the need arises.
- Legendary Item Grows: Remember when they said that the legendary items were going to be something that would grow with you as you leveled? They mean it this time. You will start off with your standard "weapon title slot" and a couple of additional tracery slots. Then as you progress through the levels, you will be able to reforge your weapon to increase your damage and gain more slots for more traceries. Then you can apply Enhancement Runes to build them up.
- Added Stats: For a new player, they may decide on having a certain tracery that helps boost a particular skill. There is now an additional stat that informs the player what would be beneficial to focus on when looking at gear. This yet has another purpose. Because the tier of the tracery determines the percentage of the skill, the enhancement runes then determine how high the stat is increased. All runes will stay on the legendary item and thereby apply to any newly applied stats.
- All Traceries Shown: For the vast majority of us, we would normally pounce onto the wiki to look over every possible legacy and see what sort of things were available to us. Now, we have all the traceries in a neat list. We can see every level and every tier from Rivendell. No longer do we need to go into our browser to check.
- Easy Replacements: Within the various discussions I read, this perhaps is one that is often overlooked. The original system made it very complicated in the sense we had to level up a legendary item, reforge it a few times, and then deconstruct it in the hopes we get the legacy we want. The imbuement process made it a bit messy as well since you needed to use a semi-rare Imbued Legacy Replacement Scroll. The new system allows you to override the new tracery very easily. If you really want to go through the trouble, there are a few opporunities to use a Tracery Reclamation Scrolls to remove all traceries from a legendary item. Pending: This was the result in a miscommunication with one of the coders. They had planned and still plan to add "single" tracery scrolls that will only take out one tracery.
- Pending Reward Track: Did you ever wonder why they removed pretty much everything but left the heritage runes in? Now instead of supplying your items with a level bar that needs to be filled, what if you were given a bunch of items every time you collected a certain amount of legendary experience? That's what this system is intended to do. No more wasted legendary experience because there will always be prizes to collect to help contribute to building better legendary items (and maybe some fun items in the process).
- Legendary Item Rewards: Things were really tight when it came to obtaining Scrolls of Empowerment to boost your legacies while traveling across all of Middle-Earth. The thing is that instead of obtaining a set number of scrolls per range, you are consistently building up the tracery slot with a large number of Enhancement Runes and trying to obtain the right kind of tracery to slot. This might sound like a major problem, but for some reason I don't feel it is. There is a bunch of subtle things happening in the background, like the ability to disenchant traceries for ancient scripts and obtaining tokens from legendary experience or instances for specific tiers. There seems to be more areas that Enhancement Runes drop compared to the original Scrolls of Empowerment, like from instances and perhaps skirmishes in a future update. We shall have to wait and see how it all unfolds.
- Heraldries: Old legendary weapons had the option for you to apply a weapon title that modified its damage type to be more effecient towards certain kinds of enemies. The stats were added within the top portion window of your weapon and there was only the option to override any that was currently used. This has now been adjusted to be a "tracery" that can be bartered, removed, disenchanted, replaced, and improved upon like any other part of your legendary item. Pending: Currently every weapon is set to Beleriand damage and we are still unsure what benefit there is for having one set on a legendary item.
- Words of Power: Some of the old legacies increased the overall effectiveness of your abilities. These now have their own category and no longer need to be shared with your precious "legacy" slots. Instead of limiting these to one class, all abilities from all classes can be utilized with a few fun added options like extending the range of your abilities or increasing the number of targets hit by your skills.
- Words of Mastery: You no longer have to decide what type of legacy you have or what type of legendary item you need to equip it on. All of them can be utilizied across both items. Just please don't be a moron and try to "double-up" on certain ones just because it doesn't matter where you place them. That wasn't available in the old system and it certainly isn't one they will start now.
- Words of Craft: Although the ability to add runes, settings, gems, and crafted relics has been molded into all the various sub-categories, these slots intended purpose is to provide additional bonuses to legendary items as you come to the maximum limit of the twelve words of mastery slots. Because the legendary system goes through 95 levels (once Gundabad comes out), these help continue building up your overall power. Pending: It has been suggested that there are a lot of different possibilities once we earn the chance of crafting traceries and combining different sets for fun bonuses.
- Reforge Level Ranges: One little issue to the new system is that it isn't very clear when you can reforge your legendary items. The initial level of obtaining your legendary item was supposed to be 51 since the beginning quest is set to level 50, but they have recently changed that back so that you can get your item 5 levels ahead of time at level 45 like how everyone prefers it. However, the next reforge level isn't modified. So every 5 levels you are able to reforge starting at level 56. This process will annoy those who are obsessive compulsive since this continues on every 1 & 6 and adds reforges at level 100, 105, and 120. This continues all the way to 136 (when Gundabad comes out). One might argue that you should only reforge when you need to, but what type of raider would ever neglect the chance to get ahead.
- Tracery Level Ranges: There is also another big detriment to the new system. Traceries have an expiration date. The good news is they at least give you a little bit of wiggle room to obtain better traceries before they stop working completely. The level ranges are: 45-95, 86-105, 101-115, 106-120, 116-130, 121-140, 131-150.
- Tracery Slot Levels: There are also tracery item levels that are available within each of the ranges listed above, but that's not what I wanted to highlight as the problem here. With the ability for each slot to hold the Enhancement Runes, it means you have to watch where you slot things when you want to replace the traceries in case there is a particular stat you want higher than another.
- Bridles: Barely anyone likes war-steeds, but everyone uses them from time-to-time. The war-steed trait tree helps alleviate some of the rugged nature of the beast, but the bridles help with those tight corners. With the new system, bridles are completely disabled to the point where you cannot identify and equip them anymore (unless you already had one equipped before the patch). They said that they will work on them later, but stating "sometime before Riders of Rohan reaches the legendary servers" is not a promising start.
- Fishing Quests: Although removing the ability to weapon swap might have solved their technical issue and the buff to champions made them happy, there is one thing that they failed to answer. There are a few quests that require you to use a fishing pole and then quickly switch over to your weapon when something comes up. As of right now, this is impossible. Not knowing the technical know-how, this could be an easy fix or a very difficult one. It will definitely be one they will have to address either way.
- Pending Presentation: There are a lot of problems when you are given only the skeleton of a new legendary system. This goes beyond not knowing what items will convert later or making sure the errors are correctly spelled out to the user. The entire LI UI is currently using the Essence System to gain access to the tracery slots. And instead of being given a prompt when using items, you must drag the Enhancement Runes over to the interface window. I know things will be better eventually, but the amalgamate of issues is taxing. Hopefully they can reconstitue the ability to rename your legendary items outside the reforge window (in case you forget to add it in or misspell something).
by Resolina on 2021-10-29 12:45:01