totally wrote on Nov 3
rd, 2015 at 4:27am:
What would be cool is if the new legendary difficulty is basically the same as the old epics; level 38 -41 versions of current level 30 - 32 quests with a similar style of grindable super-upgradeable loot. The difficulty would be basically impossible without extreme teamwork until you can grind out the legendary items (scroll, seal, shard type system (but not as shite)). That would give some sort of an end game again. If they then added in four or five more end game raids with, again, some sort of slow upgrade even once you have essentially completed the item (like +1 PRR/MRR +1 RP/MP), or cool levelling gear that would round out the picture.
Of course what we will get is what rubbinns describes above.
I know it depends on how you play, but I'm not sure I would like to see that system in DDO anymore.
I believe the playerbase is already quite fractured, and in a holistic context, pretty intolerant of others.
And the proposed system would drive a significant wedge between the top few % and the rest.
With declining numbers, a lot of raid groups are already private groups, so this would be exacerbated even further - especially in unforgiving content where "learning" is not accepted.
With this type of system, a non-hardcore player would have nearly zero chance of getting into those groups.
Conversely though, I acknowledge that the best players need something to do. This is why I don't mind Reaper difficulty - same content, just insane challenge.
I do want to see a higher level of challenge for those players who want it, but I don't want it to be exclusive. Some would argue that ordinary players shouldn't care, but I imagine a decent portion of the limited development going forward would need to be on this new legendary content because the hardcore players become bored quickly and demand more content.