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Legendary Weapons

By [Ankama]DOFUS-Touch - ANKAMA - April 25, 2018, 14:00:00
AnkaTracker
The idea is to associate, little by little, each area of the game with a "legendary" weapon. These weapons would be dropped directly by monsters in the area at an extremely low rate.

When it comes to stats, they will be slightly better than traditional weapons, with fixed rolls, but in exchange they cannot be smithmaged.

They will not be able to be traded, and can only be dropped or equipped once all the dungeon achievements and area monsters have been completed.

Carrying one of these weapons could unlock an aura based on its element, and a possible title linked to the weapon and area.

There would be four versions of each weapon (one per element: earth/fire/air/water) and an achievement would be unlocked for each of these versions. Players could only own one copy of each version; the weapons would be linked to the account or character, and duplicates could not be obtained.

The other alternative to limit intense farming would be to drop only a single version of the weapon and let the player choose the element, once and for all. The player's decision would therefore have considerable impact.

What do you think of this idea? Which alternative do you prefer? Feel free to respond and let us know what you think!
First Ankama intervention
Score : 353
Hello, everyone, and thank you for your feedback!

Overall, you seem to really like the concept of legendary weapons. smile And that's great, as it's an idea we really love in-house.

To answer your concerns, these weapons wouldn't be any better – or only a tiny bit better – than classic weapons. We want them to be cosmetic above all, and not items that upset the meta by disadvantaging players who aren't able to get them.

The idea that these weapons couldn't be traded is a choice that we feel is important: We do not want these weapons to be farmed left, right and center and become the subject of trade. These legendary weapons would have to be earned! In addition, remember that these would be cosmetic items above all and therefore superfluous. Along the same line, we're thinking of a level restriction before legendary weapon drops are possible: A level 50 wouldn't be able to be muled into a 200 area for a weapon drop. It would be necessary to reach level 180 before unlocking the possibility of a drop, for example – a 20-level gap with the weapon's level.

These are also the reasons why we're leaning toward linking them to characters rather than accounts. Why? Once again based on the idea of merit; it would notably prevent a player from farming their legendary weapon with their Enutrof and then using it with their Iop.

Thus, equipment restrictions (defeat the area's monsters and boss) don't seem insurmountable because you'll have to confront the monsters in question in the hopes the weapon drops.

Prospecting would indeed affect the drop, but only minimally, like with Dofus.Ultimately, we want to offer all types of weapons: bow, swords, shovels, scythes, etc.

For those of you who suggest obtaining them through new recipes, that's moving away from the rare drop concept. And on other subjects, plans are already in place to add new recipes no matter what! Also, don't forget that DOFUS Touch is based on bonus packs, and there's got to be something for everyone. :p

When it comes to weapon elements, we're examining different options and we'll get back to you on that subject in a few days. These options include:

  • Each area would be linked to an element and a specific weapon (for example, you could get a Water sword in Missiz Freezz's area). Each legendary weapon would have its own bonuses per element.
  •  A "basic" version would be dropped and you could have an NPC modify its element in exchange for resources and/or kamas.

The first option seems the most interesting and diverse to us, but it would take more time. The second option could satisfy everyone rapidly, but would lose a bit on the legendary and roleplaying fronts. More soon! Go ahead and share your reactions and questions.
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Reactions 27
Score : 5
I like the idea but if you have completed an area with all dungeon achivements and monsters you mostly go to the next area. So it would only be useful for frigost 3 because at the moment there is nothing better then that. 
Otherwise if you want better weapons you could just move to the next area and get the weapons there which would probably be stronger right? 
And about choosing the Element. I dont think thats the best idea. It would limit yourself to only ever use one element with that weapon and you dont like that element anymore you would be stuck with that weapon you could never change. So 4 different element weapons would be better. Maybe even some duo elements or more. Who knows.
And for the drop rate i wouldnt make it that high. You can only get them when you completed an area which means you wouldnt want to move to the next one. So as a little bonus for completing that area completly you should be able to drop these weapons with a decent drop rate. That drop rate could get lower the higher the area lvl is. Like frigost 3 weapons should be the hardest to drop because well its engame so there is nothing after that like i said. 
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Score : 94
The idea is good, but making the weapons with one element isn't the same. At the start it would be ok to try how it goes, 4 weapons 4 elements it's a start and if it helps do more than just 4. For example 4 weapons for lvl 100, another 4 for 150 and then 4 to 200 or something (It's just an opinion) and of course if it goes well why don't you put more legendary weapons with more than 1 element.
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Score : 60
I think it should work like this:

-Each different zone has their own legendary weapon, linked to the level of the zone(A level 50 zone should drop a level 50 weapon). That weapon should represent something about the zone that is dropped in.

-The droprate should be low or only enabled after doing X mission, and the farming shoulnd't be exploitable, everyone should get the same chance of getting it (By this I mean, not having to wait for X mobs to respawn, just have every mob do it or maybe always having a mob that does it).

And definitely, there should be  different swords for area and level. Being able to have only of each for character and maybe being able to trade them to a NPC for a different one (If you drop the water one and want the fire one, you may be able to trade it on the NPC). Also you should be able to trade it between characters.
 
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Score : 2
I don't really know why but I don't like this idea.
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Score : 19
I love this idea but I think the weapon should be trade by players, it's a mmorpg.
Buy or drop ... Your choice. ph34r
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Score : 103
So basically like wakfu..? In wakfu they have legendary weapons that gives auras.. 

 
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Score : 733
I like it. Make them ethereal so those shaving/liquid metal potions will have a purpose.
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Score : 161
Mb if weapon is legendary, it should it should cast more dmg? Why use legendary? Cuz of fixed dmg, stats, choosing of element? It looks like to be ordinary more than we got now
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Score : 69
I like the idea, but I think there is a problem with the item to use because we say that I get a fire and I need an air then I would go to the next area to try to drop a fire? , I think that they should be able to forge the weapon and thus be able to change its element, thus motivating the crafts of forging and the dropping of runes

And what if instead of making many legendary weapons make one that goes up as they go completing the dungeons and monsters in each area would save a lot of work and at the end of finishing the entire area you go where an NPC that you raise the gun
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Score : 5
A weapon you get at the beginning of the game and that could potentially be one of the strongest weapons in the game by upgrading it would be kind of fun. 
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Score : 5
Yes tô weapons !!!
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Score : 220
Make it for lvls 150+, beacuse at lower levels people wont enjoy it or they will lvl fast trying to drop one so when they get it they can just use a traditional but better weapon
 
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Score : 353
Hello, everyone, and thank you for your feedback!

Overall, you seem to really like the concept of legendary weapons. smile And that's great, as it's an idea we really love in-house.

To answer your concerns, these weapons wouldn't be any better – or only a tiny bit better – than classic weapons. We want them to be cosmetic above all, and not items that upset the meta by disadvantaging players who aren't able to get them.

The idea that these weapons couldn't be traded is a choice that we feel is important: We do not want these weapons to be farmed left, right and center and become the subject of trade. These legendary weapons would have to be earned! In addition, remember that these would be cosmetic items above all and therefore superfluous. Along the same line, we're thinking of a level restriction before legendary weapon drops are possible: A level 50 wouldn't be able to be muled into a 200 area for a weapon drop. It would be necessary to reach level 180 before unlocking the possibility of a drop, for example – a 20-level gap with the weapon's level.

These are also the reasons why we're leaning toward linking them to characters rather than accounts. Why? Once again based on the idea of merit; it would notably prevent a player from farming their legendary weapon with their Enutrof and then using it with their Iop.

Thus, equipment restrictions (defeat the area's monsters and boss) don't seem insurmountable because you'll have to confront the monsters in question in the hopes the weapon drops.

Prospecting would indeed affect the drop, but only minimally, like with Dofus.Ultimately, we want to offer all types of weapons: bow, swords, shovels, scythes, etc.

For those of you who suggest obtaining them through new recipes, that's moving away from the rare drop concept. And on other subjects, plans are already in place to add new recipes no matter what! Also, don't forget that DOFUS Touch is based on bonus packs, and there's got to be something for everyone. :p

When it comes to weapon elements, we're examining different options and we'll get back to you on that subject in a few days. These options include:

  • Each area would be linked to an element and a specific weapon (for example, you could get a Water sword in Missiz Freezz's area). Each legendary weapon would have its own bonuses per element.
  •  A "basic" version would be dropped and you could have an NPC modify its element in exchange for resources and/or kamas.

The first option seems the most interesting and diverse to us, but it would take more time. The second option could satisfy everyone rapidly, but would lose a bit on the legendary and roleplaying fronts. More soon! Go ahead and share your reactions and questions.
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Score : 69
I think the problem of making weapons more legendary and more cosmetic than usable is that you can not attract the interest of many players, that at the beginning of the game if someone wants to use it to improve and not just to look nice, they would be killing from the beginning the desire to spend hours and hours looking for a precious legendary weapon
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Score : 187
Opinaria que no deberia ser tan bajo la tasa de dropear del arma puesto a que como no son intercambiables solo dropearias una de cada elemento, si fuese con logros diria que fuese un poco mas dificil para algunos, no todos podran conseguirlo y ni comprarlas debido a que serian ligadas, otra forma seria que uno dropeara un recurso unico ligado al personaje que serviria para fabricar el arma y asi elegir uno el arma que quiere pero como muchos desearan cambiar de elemento en un futuro seria entonces nose como romper el arma en la trituradora y que devuelva el recurso o le toque a uno volver a dropear el recurso con la condicion de que no exista en el inventario.
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Score : 3
How about treating the weapon like some of the pets? If you want to permanently increase its stats, you must use it in battle to deliver the fatal blow to certain mobs/bosses in that area. That way, you would still be able to pick which element(s) you would have and provide a greater level of difficulty for seasoned players. You could also incorporate an additional timed buff (like active for the next 5 - 10 fights) if it delivered the fatal blow to that area's boss.
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Score : -4
So, instead of making the weapon itself drop. why not allow us to craft it.. If this is going to be the new Best in slot weapon as it's called legendary. Why don't we have mats that are a super rare drop not as low as a dofus but pretty darn close. Dofus are a legendary item in my book but those are tradable so having a weapon that isn't tradable seems silly to me but atleast add in a specific set of mats for each area that are hard to get so we can sell those. Im sure it's a silly idea, but in my opinion being able to trade these items would be good. You could even cut the idea of dropping mats and crafting it and just Dropping the weapon  at a super low rate like a dofus or lower, and can only drop 1 per fight so it's even more rarer and make it only tradable to people who have only completed all the achivments.
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Score : 90
if it seems good to me but what they say that they should make legendary weapons every certain level is better for levels 50+ ...

if it seems good, but what they say that legendary weapons should do every certain level is better for levels 50 +, 100 +, 150 + and 200 that do not depend on drop to get it that is very lucky or that are removed by mission that give Befecios as the bleeding sword as it benefits the carrot spell that give special bots as damage increase or cure or that of vitality or that of 300 to the characteristics or that give reach or that give resistance or something else or that are special weapons each class that benefit spells class or others that ahy and that there is npc that can be changed characteristics or improve it to a maximum that in exchange for kamas or resources is my opinion sorry not to finish what I wrote above I gave you click I am not public to do espam
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Score : 3
No olviden "Legendaria" Esa palabra no encaja con "Ordinario". Deberia ser para acceso 200. La ultima arma en conseguir.
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Score : 36
I really like the idea but here is what I think:
1~ the legendary weapons should be slightly better than the normal one or they could be something like an enchantment for already existing ones in way to not brake the balance but to be desirable so you can motivate people to look for them.
2~In case that they already have their stats so bet it but you should make possible to change the element of weapon at will
3~To make it more fair for everyone and every class put a restriction on the pp when farmed or make the drop chance unmodified 
0 0
Score : 284
Yo creo que las armas deberían ser objetos ligados a una cuenta, para evitar que se farmeen, y si hacen un arma de cada elemento podrían tener una aún más extra rara multielemental que eso tendría mucho humor. Muchas gracias
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