What would you like to see in Season 2?
I'm not sure I'll be returning for Season 2. A big part of the appeal of playing Legacy for me was the nostalgia—it brought back memories of the old days in 1997. While the team has done a decent job in some areas, the overall gameplay has become repetitive and, frankly, a bit dull. The cycle of running to bosses and even Blackthorn's Castle feels like a constant “lather, rinse, repeat.”
The main reason I likely won’t be back, though, is the implementation of Magery. It’s incredibly frustrating how clunky it feels. There's a noticeable delay between casting your next spell, and if you try to cast again too quickly, you're punished with even more delay. Combine that with the existing cast times, and the end result is that mages are at a serious disadvantage—completely ineffective in PvP against any warrior class. It just doesn’t feel balanced.
I try to stay positive when I post, and I genuinely respect that this is a first attempt from a small, dedicated development team. But at times, I wonder if any of them have truly played a pure mage in Ultima Online.
Maybe my expectations were off, or maybe I just took the original game for granted. I had hoped for something closer to the classic UO experience—more PvP, more unpredictability, more blues, greys, and reds roaming the world. If players aren’t into that type of gameplay, the standard shards are always available. But Legacy felt like it should embrace that old-school spirit, and I expected a better balance across templates—mages, warriors, tamers, and others alike. After all, UO has had over 27 years to learn from and refine these mechanics.
And one last thing—why leave out the item durability properties like the “Indestructible" Supremely Accurate Katana of Vanquishing? If the goal was to avoid having those attributes appear by default, they could have been integrated into the crafting system instead. A setup like that would add depth and purpose to crafting, making those skills feel more rewarding and meaningful.
I hope they do consider some of what I have posted, because I would like to be back for Season 2, but likely not if it stays like it currently is.
Unfortunately, that kind of unpredictable gameplay (more PvP-centric, etc. ) is not as popular and hasn't really been since Trammel was added - witness the populations of Siege Perilous and Mugen (and I believe Siege launched before Tram was added to the production shards).Dragor said:Maybe my expectations were off, or maybe I just took the original game for granted. I had hoped for something closer to the classic UO experience—more PvP, more unpredictability, more blues, greys, and reds roaming the world. If players aren’t into that type of gameplay, the standard shards are always available. But Legacy felt like it should embrace that old-school spirit,
- Mention what Circle of Transparency is - if I hadn't been with my kid when he was in the library cellar, he would have struggled finding the hidden door for the relic.
- Mention War/Peace and toggling it
- Mention Ctrl-Shift