Legendary Staff availability
It's actually easier to get started on the path to acquire this
legendary; the journey itself is more difficult though. Regardless,
players who have cleared the prior tier of raid content are the only
ones eligible to begin the quest line -- any player who's part of a
group which is capable of accomplishing that probably has a good shot at
getting a staff for themselves.
Legendary Staff - Guild Pet Reward
We're doing something wholly unprecedented in the history of World of
Warcraft, by making the acquisition of this Legendary result in a pet
for the whole group responsible. Never before has an entire guild been
able to acquire any kind of item for helping a member acquire an item or
We thought that was pretty cool.
Legendary weapons in 5-man instances?
At least for the foreseeable future, we’re shying away from the model
where individuals or five man groups can acquire legendary items,
because that could have several possible effects which don't mesh well
with our idea of what these items should represent. The items might
become common enough that orange becomes the new purple, or so random
that the acquisition doesn’t feel particularly good, or we’d have to
include a lot of artificial controls on how many of those items end up
on a given realm despite a thin veneer of accessibility. Any way you
slice it, we think that this would diminish the appeal of these items,
and that’s not the way we want to go for now.
We do want the path to getting them to be more than a scavenger hunt
though, and we’re continually trying to make the experience of acquiring
a legendary weapon more… legendary. We learn as we go. For example,
we’re unlikely to ever again do the Molten Core / Black Temple style
legendary drops where sometimes you get lucky and more often, you don’t.
We think that was really excessively random, and perhaps more
importantly, it lost the entire sense of ceremony involved in forging
your weapon. To return to the point of discussion that spawned this
thread, Dragonwrath is almost the polar opposite of that. Sure, there is
a “gated” portion of the quest line, which involves killing Firelands
raid bosses, because we want this weapon to be something that a group
has to work for and so that nobody is completing their legendary on the
first week. But there is also a ton of other content as well: many new
quests, legendary-specific raid boss fights, and a great personal
challenge which evokes the spirit of those old classic World of Warcraft
epic quests. The staff is really awesome in itself, and is rewarding
for the whole group which completes it. I think that’s pretty cool, and I
hope that those who get the opportunity to pursue the staff feel the
Legendary items are only for people lucky enough to have a raid!
I'm not sure that you can call being a dedicated raider a matter of luck.
When someone plays a video game, they’re usually faced with a lot of
choices. World of Warcraft has a ton of choices, and being part of a
guild and choosing to raid is one of the more important choices one
makes. World of Warcraft has also had a pretty clear structure of
progression for a long time. There’s leveling content; all the quests,
dungeons, and events which one can experience as they increase in power
toward maximum level. Then, at the level cap, there are some new tiers
of content. Top end daily quests, five man dungeons and heroics,
battlegrounds, PvP zones and the like. This is all extremely accessible,
and (we hope) all players who reach maximum level in World of Warcraft
will experience all of it. Then, for the players who choose to pursue
the necessary preparations and relationships, there are arenas, rated
battlegrounds and raids. Those are the most demanding World of Warcraft
experiences available, and we hope that most players will make the
choice to take their skills there and see at least some of that content,
since there are some very rich experiences to be had.
Raids in particular are intentionally challenging environments, and they
are meant to stand up as obstacles to overcome, to reward players who
are willing to develop the relationships and coordination with other
World of Warcraft players to meet and beat the toughest challenges the
game has to offer. They represent achievements to aspire to and we put a
lot of time into that content and try to make it rewarding because we
want you to want to see it.
Legendary weapons are legendary in part because of lore, and in part
because of the grand adventure it is to achieve them. They are intended
to represent a goal for an entire guild and raid group, and acquiring
such a weapon reflects on the raid and guild as a whole. This helps us
keep these items rare, which makes them more exciting and prestigious,
which, in turn, allows us to make them more powerful.