I’ve been pretty critical of the difficulty spike in Legend since the beta launched - and fully recognize the difficulty increase is due to combination of bugs, overturned beast-men, changes to the AI director/events, and changes to the core combat system.
I also think the flood of new players into the game meant there were a lot of people wading into the water’s of legend who were really, really under prepared for legend period. There were also likely many returning players who were either a bit rusty or not up to speed enough with the changes.
The above means that the QP environment had people that were under-leveled or had weak builds (without the skill to compensate), or you had well-geared players that were simply trying to force play in the old-style and not working well as a team - principally by not paying any attention to positioning and team cohesion. I can trace the majority of wipes over the past few weeks to not working more closely together as a team.
So among all of the various factors, I think the biggest factor affecting the failure rate of legend games were other players in QP not being “ready” for it in one way another.
Over the past two-weeks, I’ve been running periodic legend games with just bots (all well-geared and equipped per the cata-bot guides) and I’ve had great success. I know the bots have a good/effective load out and they stick close to me, which is a large improvement right there.
Also - over the past week or so QP’ing into legend, I’ve also felt like the player quality has noticeably increased.
Maybe the hordes of newer players and/or most salty veterans have stopped playing? Or maybe enough of them (and/or the rest of us) have figured out good builds and realized that teamwork matters more. I’ve noticed an uptick in the use of voice chat again (finally) now that the sound issues are improved - which is very helpful for keeping a team coordinated.
The incremental bug fixing is likely helping to smooth out the gameplay as well, although many bugs still exist (with the most egregious being mobs spawning literately 5 feet in front of your face. I had a mauler spawn right before my eyes last night). At least the backstab sounds are working more reliably again.
Beastmen are still overtuned feeling compared to the other factions. However, they are slightly less of a problem now as people seem to be utilizing high stagger weapons more consistently, which makes dealing with the beastmen easier. The biggest challenge is having to deal with ranged enemy specials (gunners, warp throwers, gas, stormers, etc) during beastmen fights. Having someone really focused on sniping specials and calling when to change position as a team is really helpful. Saving ults to take out a special or rush a banner is really important, and people seem to be figuring this out more as well.
All in all - despite my legend success rates still being quite a bit lower than in 1.6, so long as the trend of player improvement/quality continues I think the difficulty increasing will be mitigated and overcome. It is still definitely harder than it was (and I fully admit that dodge meta was brain-dead easy once you got it figured out), but I do genuinely like the greater emphasis placed on teamwork and coordination. It’s nice to hear people chatting on voice again and trying to coordinate. With more fine-tuning of balance and bug-fixing, I think it will turn out okay.
For those that are finding more success on legend, here’s my advice: be a leader.
Many people are newer and less experienced. Help them out. Get on voice and give them pointers during/after missions. We were all operating in 1.6 with a shared set of norms of how legend runs would go, and that’s not the case anymore, for better or worse. We can either stay salty about it or be a part of improving the experience (and win rate) for everyone.
On a side note, I’ve received my 4th red blunderbuss and no other red ranged weapons on Kruber. Somethings never change.