Not sure where you are detecting sarcasm

Legendary quest rewards do not currently contain any green gear. I am asking questions to understand better
Seriously what ? , Legendary quest CHEST gives mostly green and white items no one is talking about direct green item rewards from those quest , the chest that you get are full of green and white , and literal trash items , broken swords and stuff like that that can only be sold for 1-300 coin.
Several players I chat with in-game are now so disappointed with the usual poor loot from legendary quests that they now rarely bother with leg quests at all and instead focus on the quick elite & alliance quests.
The recent data review of quests actually completed, elsewhere in these forums, indicates precisely this.
To be blunt and direct to the point, there is nothing better to loose the interest of PvE players than by having us play long & difficult leg quests just to be given garbage items as reward. Players that are 100% dedicated to the game will switch away from leg quests & those that don't have that level of dedication will just stop playing.
Lastly, as per KATA above, I think that there is an issue (bug) with the large bandit treasure camps.
Frequently I see all of these in a quest just yielding 1 chest instead of the expected amount of between 1 & 3.
I mostly agree with him , if we are going to sell the green and white items anyway getting coin bags/money/ep would feel less burdensome and less frustrating.
And I agree as well with the new leg quest being too long and too difficult, the rewards they give are not proportional to the effort/time invested in completing them.
Perhaps the team is overestimating the rewards and the feeling of satisfaction that the new legs give , for example we have the case of the new Egyptian quest and their challenges.
Why do we start at Age 1 ? seriously why ? When most of the original Leg quest makes you start at a reasonable Age 3 with an increased difficulty , they give the player the additional tools to deal with such difficulty from the beginning it makes them more about fun than itemization. The new Legs feel like going against an over buffed player , having to rush from age 1 to 3 starting with low resources mostly is not fun and makes the quest feel to much like PVP + the new quest makes the player over reliant on items and specific stats like bonus damage against Cavalry arrows that are mostly useless in any other situation just to have a chance to complete those set of quest + their challenges.
It would have sense to have such increased difficulty if the rewards were increased proportionally but they aren't and that makes them feel kind of a waste of time and that's a shame cause the maps are amazing , beautiful but the starting age and resources + the challenges ( seriously only spear man and villagers against elite Elephants that have an AOE damage + destroy not one , not two , but 7 fortress with a lineal path on both sides ? makes them feel more of a bother than reasonable quest even in coop , and the map was clearly designed with coop in mind if a player doesn't have the coward adviser is doomed to a lengthy and painfully boring/frustrating experience . . . and nope IMHO having to relay on the consumible "Siege of the empire" to "cheat" the quest and challenge in a reasonable time is not good at all ).
It almost feels like the PVE of those new leg quest were designed with a PVP mindset, they are frustrating with not good enough rewards and that makes replay them not worthy.
Raise the bar for loot, and expectation goes up with it.
I get you guys think hard leg quests should somewhat guarantee at least rare gear, preferrably epic with a better shot at legendary than anything else, but I can bet if it's as streamlined as epic/legendary only, pve player turnover will go upwards rather than down.
This game needs more gold sinks so you can buy upgrades without some rediculous 6/7 figure price, not to make it so that you'll only ever find upgrades.
I know I know , but the economy is already destroyed from the very beginning since Celeste started where AOEC left and we can track the loot pool being full of trash as one of the culprits if not as the main culprit for that.
Having rewards in the thousands of gold for legs + the offer/demand of leg and epics over inflated the prices of items by a ridicule margin !
But unfortunately there is no easy and satisfying way to counter inflation , it can be done of course by cleaning the loot pools or increasing the number of chest so there is more epic/legs to satisfy the demand to such extend that the prices go down + reducing the number of coins each quest gives by 2 zeroes and the players gold by 2 zeroes if they have over 100,000 gold + reducing the money players get from selling items to stores by 50 + reducing the price of the leg items the regional stores sell using the Cyprus leg store as a reference to counter item overpricing from players in the marketplace ( the alliance wars were introduced after inflation was running rampant in the game that's why they have such high prices and for that reason they should not be used as a template for leg items sold in stores ). If they do ALL of that they can hard counter inflation and make the economy of the game be player friendly , less frustrating
But they also have to take into consideration players feelings , how would players that invested a lot of time in the game feel after their earning where reduced to counter inflation ? If they love the game I'm sure they will find no problem in that but if they feel uneasy or unrewarded enough it could make them leave the game.
There is a lot of things that Devs have to take into consideration when doing this kind of changes and that's what makes it difficult.
Thanks for reading.