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I would like to request an rollback on the legendary essence/dust since its only impacting nordinvasion in a negative way imo, and i feel more people feel this way its ruining more then anything else and also quite unnescary, especially the market is getting impacted ina negative way, like cheap crap being worth shitton just because it has for some reason many legendary essence like steel stinger for example, imo the legendary dust should just be converted to 2 phoenix feathers and the legendary dust could be converted to small lump of lead for example.
If people agree with me, i would kindly ask you to comment in this thread
thanks in advance :3
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I don't fully agree with you. But I think there should have been a period of at least two weeks where both sets of upgrade recipes existed. This would have allowed people to complete their upgrade projects from the previous system before the new system completely replaced it.
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I agree with Malong’s point regarding the need for a transition period. Sudden changes to core systems especially those involving legendary crafting can disrupt long-standing upgrade plans and catch players off guard.
A two-week grace period before fully committing to the new materials would have helped ease the community into the changes, allowing players to adjust their strategies and use up existing resources accordingly. Abrupt shifts like this tend to frustrate both veterans and newer players alike.
I’m not against new systems being introduced, but more thoughtful implementation would definitely help maintain player trust.
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I think that the legendary essence system is unfair for new players. Old players are beneficial of it because they can easily distil some low worth (previously) legendaries like dragon axe into essences. Moreover, some upgrading recipes are now extremally expensive comparing to the older ones(for example defender helmet where you could distill few cheap legendaries and it even wont be enough for the upgrade).
I understand that this system was probably intended to deal with inflation of legendary items, but as i said: players that have dealt with upgrading items before the essences are beneficial. for example: i just discovered that my blessed goodwood lance (upgrading cost around 7m gold before) could now be distilled into 10 essences!
Sorry for my poor english.
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I definitely agree with this. Leques is right about the way it impacted the market in a negative way. It was incredibly hard to sell a steel stinger for even 500k, and there was a reason why it used to be so cheap: people did not like to play with it/the weapon itself wasn't good enough, which applies to almost all of the items. Volcs are expensive, because they're good, Rebellion is expensive too, not because it's especially powerful, but because it distills into 4 essences (which are worth at least 2,5mil right now). So, the things that used to be expensive still are, because they're useful or rare, but the things that used to be cheap (even cheaper than the house crafted equivalent) now are expensive too, just because they distill into at least one essence. From a dev's perspective, I can see how it's a problem having too many legendaries around, as well as them being cheaper than the house crafted stuff, while they're more powerful. I also understand that the system about which item distills into how many essences makes sense, in a way, but it's not even close to supply and demand of the respective item (steel stinger). The main problem (aside from the absurd amount of essences some items distill into) is probably the fact that you need up to 9! essences to upgrade an item, as well as an upgrade kit, compared to two upgrade kits before. So naturally, the demand for essences is extremely high, which makes them more expensive and in turn makes a steel stinger worth 10mil, because why would I sell one for 5mil (already absurdly high) to a newer player, when I could just distill it into 4 essences?
Imagine you're a new player and, as usual, you decide to become a warden. You search around the forum and the wiki a little while and ask a few players ingame and soon figure out that your main goal is to obtain a Tempest. You ask someone about it and he tells you that you need about 15mil to buy a Tempest, and about 35mil to upgrade it. So to obtain the best possible weapon, you need 50mil gold, completely unhinged. Before it was maybe half of that. You gain about 300k gold per 3h of hypers hell, including assist; that makes about 300 hours of events for that one single item. Now, one could argue that you'd loot stuff while you're playing, but what if it's something like a dragon axe? What if you don't manage to loot a bow from Wolf Clan Warriors? What if you don't loot at all? And even if you loot the exact item you want, you still need *another* 2 loots (best case), which you have to distill to be able to afford the 9 essences for the upgrade, and don't even get me started on armour. That's a lot of words now, but I think my point is clear: as a new player, you're fucked.
I don't see why such an update was necessary in the first place, NI as a whole, including the removed classes, was fine as it was. Rich people are still rich, and poor people are even poorer now.
We always wanted an update for NI, but I'm afraid this is not it.
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If the essence logic is removed, yellow legendary items like the dragon halberd are useless in the long run. Very few people will use them in Ragnarok. It makes sense to convert rarely used items into essences and use them for upgrades. Also, with the recent lack of players and the drop in loot rates, people are suffering from this. Also, I think upgrades should always be available, so dividing it up by calendar seems unnecessary to me. However, as Leques said, converting legendary essences into material items like Orichalcum, Relic Fragment, Phoenix Feather, etc. is something I agree with. As some of my friends have said, I think the situation would improve if the legendary essence value of some items were reconsidered.
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If something like this happens, the game's trade system will be destroyed. If the essence logic is removed, the value of normal red legendaries will increase at least 3-4 times and players will not be motivated to play the game.
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4 hours ago
(This post was last modified: 4 hours ago by Leques.)
i agree with most of the opinions being stated here, also to mention to you reapsot the point of yellow legendaries were to level up characters i guess or being low tier low cost for new players
(Today, 01:32 AM)Malong Wrote: I don't fully agree with you. But I think there should have been a period of at least two weeks where both sets of upgrade recipes existed. This would have allowed people to complete their upgrade projects from the previous system before the new system completely replaced it.
well, you dont see the problem for new players where, items are 5x base cost + legendary upgrade is like 2x/3x the cost it was, how does this motivate you to play, if you dont loot and have to play even more then you used too
Edit: i noticed you said i dont fully agree so i dont know wich part you dont agree too.
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3 hours ago
(This post was last modified: 3 hours ago by Malong.)
(4 hours ago)Leques Wrote: i agree with most of the opinions being stated here, also to mention to you reapsot the point of yellow legendaries were to level up characters i guess or being low tier low cost for new players
(Today, 01:32 AM)Malong Wrote: I don't fully agree with you. But I think there should have been a period of at least two weeks where both sets of upgrade recipes existed. This would have allowed people to complete their upgrade projects from the previous system before the new system completely replaced it.
well, you dont see the problem for new players where, items are 5x base cost + legendary upgrade is like 2x/3x the cost it was, how does this motivate you to play, if you dont loot and have to play even more then you used too
Edit: i noticed you said i dont fully agree so i dont know wich part you dont agree too.
I don't fully agree witth you that I think it's a bad thing that "cheap crap" becomes a "shitton [sic]." I think it's good to give a reason for people to be happy to loot Steel Stingers and such. A few weeks before Legendary Essences existed, someone groaned for looting Steel Stinger from Odin. People shouldn't have that kind of reaction when they loot something from Odin.
Anyway: no, I don't see the problem for new players. This mod was always built on delayed gratification. It took people years and combining shops to get to where they are now. People used to spend months to craft a Tome or Barrel, even after getting donations and/or pooling shop and house resources to get it done. And the number of people that had Master Surgeon Kits and Wall Barricades was in the single digits until maybe 2014 or 2015. Not to mention the multiple (four?) years we had 50% bonus experience and gold turned on for a seasonal event that just never turned off.
And the issue isn't directly related to Legendary Essences anyway. Before legendary upgrades, gold was only used for training hero classes and house crafted items, and best-in-slot items sold for tens of millions of gold (NKA bought an Imperial for 30 million). We're back towards the game state where gold isn't as useful anymore, probably exacerbated by the fact that Orichalcum, Relic Fragments, and Phoenix Feathers drop a lot more often from bosses. This isn't new.
In the end, I think this system is better than a saturated market where someone loots something best-in-slot, but then flips it for a few million gold.
(Today, 05:13 AM)Venom Wrote: I agree with Malong’s point regarding the need for a transition period. Sudden changes to core systems especially those involving legendary crafting can disrupt long-standing upgrade plans and catch players off guard.
A two-week grace period before fully committing to the new materials would have helped ease the community into the changes, allowing players to adjust their strategies and use up existing resources accordingly. Abrupt shifts like this tend to frustrate both veterans and newer players alike.
I’m not against new systems being introduced, but more thoughtful implementation would definitely help maintain player trust.
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