Fabled are a blessing and a curse. I was lucky to have a friendly player kill the fabled in plane of water and got the amazing SK 2-hander to use in the future. On the flip side, everywhere I am exping, I run into fabled that are red and not possible targets. No one is going to SolB or Grieg's to kill the fabled, so they sit there - one more griffon in EC. If you are careful you can work around them. If you aren't they are a problem.
What I find odd is the disconnect between the players working a zone and the level of a fabled. Am I supposd t be able to pull together a group to kill a mob 10 levels higher than me these days in a zone where I am usually alone or with one other person? It's as if the fabled are there for higher levels to farm for their alts while the rest of us have to deal with the avoidance issues.
I'm not complaining, by any stretch. I appreciate the fact that the world does change. I can and do work around the changes. But I do have trouble figuring out how the fabled were/are supposed to work into the way the game is played nowadays.
Fabled weren't designed for 'nowadays'. They were designed for the time they were introduced. For example, when old world and Kunark was fabled, it was for level 65 characters, tops. They were supposed to inject new encounters (especially in a raid format) with a nostalgic bent, for the players at that time. As with most things, they didn't age gracefully and now, many of them are simply nuisances.
They need to RE-fable starting with original world next year. So much fabled stuff is just junk now... it should be the best for that old level range.
1. All group zone named refabled to be hard for the intended level of the zone with rewards that are better than defiant-era for that level. So you kill a level 9 (instead of 6) Mootu and get a Fabled Cloth Cap that is better than the level 10 defiant.
2. For original you would redo fabled in Kedge, Nagafen's Lair and Permafrost to be the extremely hard group and raid targets. Vox and Naggy are goofy due to the lockout, but it's a way to make the shroud feature almost useful... make their raids level 51 and silly hard... with req level 50 rec level 95 gear on them.
Year after, RE-fable Kunark.
While I would definitely agree with this occurring, I can say unequivocally, it'll never happen. This dev team isn't large enough to maintain the current game, much less redo encounters like these. Also remember the reason fabled don't extend beyond PoP: scripts. The only way to make new fabled challenging is to create new scripts for them. Otherwise, they're all simple tank & spank and that's not challenging at all (especially with mercs). I don't mean to sound down on these men and women because I believe they're making the best of a bad situation, but this dev team isn't the same team that created some of the best scripts we've seen. Heck, they're so handcuffed, they can't even create decent short term items anymore (though any item is better than the garbage Merloc used to come up with. Hopefully, he's fulltime on FreeRealms, which is more conducive to his, ah, abilities). With all of the zones in EQ, why do we always get the same handful of zones copied over and over and over again? Wouldn't the anniversary (and free to play) have been a great opportunity to really inject nostalgia into the hot zone lineup? The Kunark Express would've been awesome for pre-50 (LOIO -> Frontier Mountains -> the Overthere -> Dreadlands -> Karnors). Heck, the TSS zones with the Hero's Journey could've been the main path with the Express comprising an alternative path (which many returning players would've been very familiar with). These notions don't occur to the current team because they're overworked, understaffed, and (until free to play) underfunded. So they're trying to do 3 things at once and none of the three things comes out 'well' (though it does come out, much like, well, I won't go there).
The impact of fabled on the zones they reside can be major. I just killed fabled Gorenaire with my Paladin and the fight took 25 minutes (and that, after I brought in a druid and a wizard to speed things up). That mob is 17 levels lower than my Paladin but has something like one and a half million hp so except for my desire to try it, there was no point in me even bothering with her. The lowest she got me was 71%. She dropped 2 RBBs, the fabled RBB, some (now vendor purchasable) spells, and white scales and the torn burnt book (that I gave to a 61 Bard who was in KC going for the werewolf skull, along with the fabled haste belt). That's an open zone mob with raid level HP and crap for loot (at least for people capable of killing her).
I'd like to see fabled improved and expanded on (fabled Tacvi & Txevu would be a hoot. Fabled Overlord Mata Muram would be ridiculously fun). But I don't see this team being capable of pulling that off (and that's assuming Thom Terrazas even lets anyone look into updating them).