I am a bot . Here ' s a transcript of the linked blue post for those of you at work ### 4 Legendary soft cap Why Blizz ? ### Watcher Game Director Happy Thanksgiving , everyone . Let ' s talk a bit about legendaries . From the beginning of Legion , we ' ve deliberately been pretty tightlipped about how obtaining them works , because the best thing you can do to get them really does just boil down to play the game and do the maxlevel activities you enjoy most . It was meant to be a background universal reward that would occasionally offer a surge of power to complement the transparent and omnipresent Artifact and normal itemization systems . Obviously , as we sit here reading posts speculating whether it ' s better to delete unwanted legendaries to improve your chances of getting more , there ' s a lesson for us to learn from how that approach has played out . PS Don ' t delete your legendaries . The system looks at what you ' ve gotten , not what you have . We ' ve also been pretty conservative in our design , with the intent of loosening the reins as time went on . With a system of this scale that spans all maxlevel activities , we couldn ' t be certain that we ' d tuned it correctly based on data from thousands of people playing our beta for a few hours a week it ' d inevitably be different in the live game with millions of people playing in far more focused ways . And we knew that if we erred on the side of legendaries being too common , we could easily end up in a situation where some people whether lucky people , or those who played the most were flooded with them . If that happened , it ' d have been a mess a chunk of the playerbase would ' ve had bags full of legendary items and no more to look forward to for months to come , and if we ' d tried to fix it after the fact , then everyone who hadn ' t taken advantage of the generous period would have felt forever behind . So we started out stingy , since if we erred in that direction it would be far more fixable . We ' ve since increased legendary drop rates in general , in patch 7 . 1 . We also put some measures in place to reduce the gap between the very luckiest player and the unluckiest player . Luck is inevitably a factor in games like this , but with millions of people playing the game , if we allowed pure randomness to go unchecked , there would inevitably be some players who played hours every week and literally never saw a single legendary item . Thus , the socalled bad luck protection that improves your chances a bit each time you could have gotten a legendary but failed to do so . As its name suggests , the bad luck protection system exists to protect the unluckiest players from the cruel fate of the dice . Those who were on the other end of the spectrum in terms of good fortune , we figured , didn ' t need a system to help put them even farther ahead of the rest of the world . And we drew that line at 4 legendaries , initially , planning to raise it as time went on . Once you ' d gotten 4 , you could absolutely get more , but the invisible hand of bad luck protection would no longer help you . Almost by definition , if you had 4 legendaries in , say , early October , you were superlucky . You didn ' t need help getting more . What we genuinely did not anticipate was just how much some of the very most dedicated players would play , mainly in pursuit of Artifact Power . By midNovember , we started to hear questions about whether there was some sort of 4 legendary limit , and we realized that there existed a group of players that had done so much content that they actually had an expected legendary count of around 4 . They hadn ' t needed to be unusually lucky to get there . Note that this is a very small group . They ' re overrepresented in these discussions , because this issue concerns them , but we ' re talking about hundreds of people out of millions . So we removed that soft cap just over a week ago . Bad luck protection now applies indefinitely . Most of the players in this category have probably been focusing on Mythic Trial of Valor for the past week , and since wiping repeatedly to raid bosses during progress sadly can ' t award legendaries , they haven ' t had a chance to see the effects of the change just yet . Ifwhen some players get to a point when they have every legendary available for their spec , then so be it . They certainly will have earned it , and there will be more coming in future patches . The UniqueEquipped limit keeps the power gap between the haves and havenots reasonable , and we ' ll continue to adjust the effectiveness of the outlier legendaries coming up in patch 7 . 1 . 5 with the goal of keeping them exciting but not gamebreaking .