First of all, technically speaking we do have on legendary recruit in the way of phione, it is one the more lackluster legendaries for certain, but it applies all the same. (more specifically i suppose it would be considered a mythical, but that’s generally lumped in with the other pool so more or less the same)
That said if we were to introduce more legendaries into the game as recruits, which is something I am adamantly for, loch lenile standards of difficulty/rarity wouldn’t precisely be the goal post I’d ideally want us to aim for in regards to rarity. I do however like the sentiment of keeping the slate system involved, gives it a more cemented value even for those who want more than just a summon, and helps with making something of a progression line for the whole ordeal which is similarly something I believe legendaries should have to recruit. Another progressor I’d like to see involved is our mission ranking also, both to give the mission system further value and incentive to use, alongside helping with the long standing concern many players have with means of keeping their obtainment difficult/rare.
But honestly all technical discussions aside, before we even really need to have a debate about how an obtainment system for further legendaries should be done in the game, we first have to air out the discussion about if we should have these recruits to begin with. If we can’t get past that question, the little details of how are meaningless. So bigger question right now is should we have them recruitable in the first place, or well, more of them? I’ve already made clear my stance which is a resounding yes, I have been and will always fully be for more recruitables in this game, pokemon is at the heart of it about collecting things, and that’s not something I feel we should skimp on. I also am by no means a fan of the slate system, which is just the poor mans rental system, and feels vastly less satisfying than actually recruiting something.
But in that same vein, there are people who have reservations on the topic, and that needs fair exploration as well. Leostel listed some points regularly brought up in the conversation of why we should or shouldn’t have legendaries which is a great starting point and to which I’ll comment on first.
-Players want to be able to train legendaries: I think this sentiment goes beyond just wanting to train a legendary, from conversations I’ve had with people on this particular aspect it isn’t tied to just getting exp for them, but wanting to feel that pokemon is theirs, and having the full ownership experience with said pokemon. People want to train their legendaries because they want to feel more like the legendary is their own and not this borrowed someone else’s thing.
-Players want to be able to customize their legendaries: This is more cut and dry, nobody is a fan of randomized movesets as they are unreliable and can ruin the value of a pokemon. It also lessens creative choice for the user. This one is neither for or against legendaries as a broader recruit, and rather a conflict directly in relation to the slate system.
-Players want legendaries to remain “special” and not be simple to obtain: There is a range to this comment, from people who wants legendaries to be exclusive to npcs, to just high requirement recruits as a sign of mastery. Some people want them to be rare because they think it is thematically important, others simply want more objects that exemplify mastery/excellence of a player. Both are fair points, both promote a more nuanced discussion about what this game is meant to be about, both in regards to story/lore and gameplay/progression. I do feel people should note both can work in tandem however, and there is no iron clad rule that legends have to be one of a kind or otherwise break story.
-The slates are meant to serve as a money sink: Honestly this isn’t a feedback I’ve seen in regards to this the discussion of recruitable legends, it is broadly known the slate system is meant to act as a money sink, but that that’s a more nuanced economic conversation, and the sink could remain regardless of the direction we go. Otherwise we can just find other means for gold sinks as well.
Staff would prefer players not appear as legendary pokemon in town: This is a more vague sentiment, as staff never offer clarity on why, and seem to even vary on opinions about it. It also really just fits into whether legendaries should be rare or not in the above listing.
(If people have further sentiments on those topics that i’ve missed do please chime in so we can have the best range of understanding on why people feel x or y ways on the topic)
Now again back to my stance on the matter, I do fully agree with recruitable legendaries being a thing and I get no satisfaction out of the current slate system. I am one of the people who prefers ownership to renting, and I would rather be able to fully acquire something as my own (even if it takes a more sizable effort to do so) than just to on and off having something as a rental. I also am not of the mind that treating legendaries as this singular one of a kind per species notion is a clever or fun writing tool, frankly I think it’s lazy and harms the feeling of the world, so in that regards I also support the notion just to lead to more potentially interesting world design/lore if that was ever to be further expanded upon.
But yeah that’s my sentiments, if people disagree or have more to offer do speak up, this is a pretty large topic and we really need to sort out the biggest questions before moving onto the pin point design choices.
Edit: I would especially love to hear from staff on this matter in particular, as they tend to have the people with the strongest opposition to the idea of more obtainable legendaries.