We have another Shadowlands first coming up, as the new highest Mythic+ level has been reached, this time by a Chinese group! Almost 2 minutes ahead of the timer, Halls of Atonement came crumbling down to the somewhat unorthodox composition featuring a Disc Priest, as spotted by Raider.IO!
The clear comes almost two weeks after we saw +22 go down, and you can check out those clears (with videos) here. You can also check out a quick analysis of the +23 composition over at Raider.IO, as their resident M+ expert Dratnos goes into the details.
Legacy content, raids in particular, has been a little problematic since the Shadowlands squish arrived, and with so many players still heading to old raids to get their missing transmog, mounts and pets, we have a great concept for a legacy talent tree!
Nattax1 put together an old-school Vanilla style tree for Legacy raids (although it could easily be expanded to Legacy content in general) with some really good ideas! The best thing about it is that it doesn't goo too far into the big buffs or benefits territory, sticking to some key problems/issues very specific to Legacy farming, and each talent offers a great solution.
While Transmog Master seems a little OP, the rest really seem very grounded and not game-breaking at all, and this is truly one of those player ideas that Blizzard need to take a really good look at. We've already seen similar from official updates as well, with the Deaths of Chromie talent tree, so it's not that far removed from what's been done.
First of all, comparing Anima to AP is not right, it acts more like order resources. Except the latter was literally falling from the skies if you did anything other than raiding.
What bothers me in the whole Anima system is the imbalances between acquiring methods.
For example, downing a normal boss is around 4 to 5 minutes with a non-overgeared boss. This is around the same time you can complete a world quest, right?
However, you get 3x35 Anima on average for a world quest, and only 1x35 from downing a raid boss.
That being said, Anima wqs are finite, but so are raid bosses.
M+ is even more outrageous: you may spend 30+ minutes to receive ONE 35 Anima item (and a chance to get some item from weekly cache)
Not to mention world bosses.
Downing the whole of normal Nathria awards 350 Anima total, while the WB wq gives a whopping 250 for what, 4 minutes of your gaming session? Let's make it five for the sake of easy calculation.
Mythic plus: 1,5 Anima per minute
Normal raiding : 5 Anima per minute
World Questing: 21 anima per minute
World Boss: 50 Anima per minute
This, and the absolute overwhelming amount of Anima needed to make a nice sanctum (its 16k only to move between Oribos and Sanctum confortably!) made me, and probably a lot more ppl absolutely cba to do anything with Anima, other than naturally acquiring the 1k for renown.
Today's hotfixes have some additional class, raid and dungeon fixes!
January 21 (source)
Dark Animus’ health now scales based on raid size for completing the achievement I Don’t Know What I Expected.
Fixed an issue where using a Shadowlands Character Boost on a Hunter may leave it without access to a pet.
Benevolent Faerie (Night Fae Ability) will no longer reduce the cooldown of Shadowfiend while one of its cosmetic glyphs are active.
Greater Fade (PvP Talent) will no longer immediately cancel when cast directly after a hostile action is taken.
Dungeons and Raids
Fixed an issue that sometimes caused Dread Feaster’s Gluttonous Miasma to be applied twice on a player.
De Other Side
Nathrian Inquisitors now appear in more locations around the dungeons central location after depleting a Mythic Keystone with the Prideful affix.
Mythresh, Sky's Talons’ Wailing Grief will no longer continue to pull players in after being interrupted by a Haunted Urn.
Mists of Tirna Scithe
To prevent Freeze Tag from failing to fixate, Illusionary Vulpin is now immune to Death Grip and disorient abilities.
Spires of Ascension
The screen visual effect of Blinding Flash is now less severe and less sudden.
Theater of Pain
Portals and meat hooks are now easier to click when there are players or pets surrounding them.
The biggest challenge I see with trying to gear up for PvE raids through M+ is gearing through PvP is far more efficient: it is deterministic, and therefore respects the player's time. More pulls on the slot machine each week with the Great Vault is not a deterministic way to power up a character; it improves the odds that a player will receive an upgrade though not necessarily the upgrade that player is after. It's not a well designed system; it won't take more than a few upgrade-less weeks in a row for players to lose interest, and this situation will occur more frequently as the patch drags on.