What would you like to see in Season 2?
in New Legacy
I know alot of people are looking for some crafting changes, there is zero "legacy" having a crafter other than you can do repairs, craft a few things like bombs/elixir, I know they are searching for some love after grinding for hours upon end to get the shard increased loot rewards.
Personally here is a small list of things I would like to see:
- Crafters get some love, even if this is in the form of BoD or quest rewards, something to make them relevant all season. Example - pet summon ball, crafts summoning powders, craft vanq/invul weps/armor with high level materials, special hues for crafts, home storage increase (like the vet reward on prodo but smaller)
-increased number of materials crafters can hold. Example - 1k blank scrolls to 9999 blank scrolls
- Fixes to blackthorn castle encounter specifically the Riftborn Monstrosity where the adds have a chance to knock you or your pet out of the encounter with the knockback, as well as spawn the void clones and smaller adds outside the encounter. Otherwise fun fight!
- Clean up/donation points / rewards, always has been popular, I know there are antiques in Vesper but what about like the old ones that brought back fun rewards like: item bless deed, potted plant deed, whispering roses <player name>, special hues/dyes.
- More markable locations
I know some of these changes are far fetched but you never know unless you bring it up and ask.
Comments
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.