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Plenty of Legion RNG comes from Diablo III. We've got "Bounties" in form of World Quests and in Patch 7.2 we get two additional Diablo elements - Reputation Paragon & Kadala!
Relinquished Items were added yesterday in the latest build of 7.2 (#23623). The items are unique per slot and have a chance to contain a Legendary item.
A funny thought quoting redditor WoWAltoholic here:
New Meta: Roll new character, avoid any activity that can drop a legendary and only farm and gamble on the biS legendary using this vendor, banking on the much higher drop chance for 1st and second legendary.
Congrats this is your new main.
Image courtesy of redditor ShadeofIcarus
The items can be bought from a vendor on the Broken Shore. The currency is Nethershard used during the Legion invasion event. You gain Nethershards when killing rares on the Broken Shore. Prices are just placeholders so players can't access them for now. It's literally Timeless Isle v 2.0.
Yeah, the primary purpose here is similar to the gear vendors from the Timeless Isle or Hellfire Peninsula. Adding the ability for these items to create Legendaries is just an extra bit of functionality that makes sense for Legion.
Note that the actual costs of the tokens are intentionally much higher than their final values will end up being, as they’re not ready for testing. Making them prohibitively expensive was just an easy way for us to make sure they’re inaccessible for now. Reputation Paragon
For every 20,000 reputation gained past Exalted, you'll get an emisssary chest which has a chance to contain a mount.
Image courtesy of redditor cardiganz
The following caches can be obtained:
Dreamweaver Cache Farondis Chest Highmountain Supplies Nightfallen Cache Valarjar Strongbox Warden's Supply Kit Mounts they can contain were added in yesterday's build.
Cloudwing Hippogryph Highmountain Elderhorn Leywoven Flying Carpet Valarjar Stormwing Wild Dreamrunner Below are the new mount models taken from the Mount Journal.
Another preview is up and this time we'll be dealing with Hunter's Class Mount Huntmaster's Loyal Wolfhawk that is obtained through the Night of the Wilds quest. There are three different color variations for Hunters.
The Hunter's wearing Normal difficulty Tier 20 Set that drops in the Tomb of Sargeras. Tier 20 Sets throwback to Tier 6 Sets, they are even named identically.
More AP system explanations, specifically surrounding the new 50-point trait.
The discussion around the AP system continues, as several top PvE players have expressed a dislike of the new "infinity" artifact trait, Concordance of the Legionfall, as it's going make their AP grind a whoole lot longer (it's actually "only" 50 ranks, not infinity, although for most players it may as well be). However, the new final trait system is intended to alleviate AP concerns, as we already saw Game Director Ion Hazzikostas address them, and we now get even more insight, this time focused specifically around the new trait.
In short, the intended fixes are the fact that it's a proc and not a permanent buff, that it's a primary stat boost and not a % one, that individual ranks are less impactful and the fact that the cost will increase exponentially (as you can imagine the top end raiders "loved" this one in particular).
Ion alluded to some of this in his post last week, but essentially the goal here is to address what we believe to be the core of the issue with the 7.0 final traits: the large gap in player power it created between players who spent a lot of time farming AP and those who spent their time on other endeavors. To that end, there's four key changes:
#1: The individual ranks are less impactful. This was honestly one of the biggest issues with the 7.0 design. Grinding out a couple million Artifact Power for a 0.5% raw damage increase was just too lucrative compared to other methods of endgame progression - even eclipsing gear for some players. The goal for the new 7.2 design is that the next rank is still an increase, and you won't turn it down, but it's not your primary focus.
#2: The rate at which the cost for the next rank increases is higher. In the 7.0 design, someone who farmed twice as much AP as you had roughly twice as many ranks as you. While rewarding the extra effort isn't a bad thing, it doesn't need to be nearly that rewarding. By making each rank's cost increase exponentially, we can help ensure that you're never too far behind even if you aren't spending as much time farming AP. It also means that, as Artifact Knowledge increases, it'll be easier for alts or newer players to catch up.
As a quick aside, to put some extra context on both of those changes: we always want Artifact Power to be of at least some value to you. It's fine to reach a point where you're not going out of your way to earn it, but it's purpose is to be a fairly reliable form of progression. If you spend an evening raiding, or run a few dungeons, or do some PvP, but don't get any gear upgrades, you should still be able to say "at least I earned some Artifact Power" with some level of satisfaction.
Anyway, key change #3: The new trait gives a primary stat bonus instead of a percentage-based increase. With the 7.0 design, as your gear improved, so did the total benefit you were getting from your final trait. Changing to a primary stat bonus means it's giving roughly the same benefit to someone at ilevel 900 as it does to someone at 850. Again, the goal here is to reduce the overall power gap.
And finally, #4: It's a proc. I know anything that involves RNG is often controversial, but this is, in my opinion, a great example of where it's extremely useful. This is for two reasons.
First, it kind of muddies the waters a bit. When you wipe on a boss at 1%, or just barely miss a kill window, it can be easy to say "if Todd was doing 2% more damage we'd have won." But when it's a proc, you can't actually be that sure. Maybe Todd needs more AP, or maybe he just got unlucky with procs. Maybe the wipe wasn't Todd's fault at all. Maybe you should be a little nicer to Todd.
Second (and more importantly), it allows for player skill to play more of a factor. If you're the sort of player who can pay attention to procs and adjust your rotation on the fly (say, a healer who chooses to use cheaper spells while it's active, or a damage-dealer who saves a charge of their hardest-hitting ability), you're going to get more value out of the new trait than someone who ignores it.
I've seen some initial feedback that indicates some specs are likely to benefit from these more than others - to some degree that's expected, but specific feedback on which specs those are and why is very helpful. We're still actively tuning and tweaking things, so please keep that feedback coming.
Further fixes for Legendary items underway. Relinquished items were introduced in the latest build of 7.2 (#23623). The items are unique per slot and have a chance to contain Legendary items.
The persisting problem with Legendaries is that you don't get the one you want or need. Not anymore though. Relinquished items discover an item appropriate for your loot specialization and not only that, they have a chance to contain a Legendary item, most likely on a slot-per-slot basis.
Relinquished Bracers Relinquished Choker Relinquished Cloak Relinquished Gauntlets Relinquished Girdle Relinquished Hood Relinquished Leggings Relinquished Ring Relinquished Spaulders Relinquished Treads Relinquished Trinket Relinquished Tunic Example: Relinquished Hood may contain only Head slot Legendary items, such as Darckli's Dragonfire Diadem or Uncertain Reminder. Such slot restrictions increase the chances of getting the Legendary item you want. The question is what's the probability of getting a Legendary item?
Unidentified Legendary Items
The previous build (#23578) added items that create Legendaries based on your set loot spec. This may represent an overall fix for loot spec problems. I think unidentified Legendaries will drop by default and we won't need to worry about loot spec.
Unidentified Death Knight Legendary Unidentified Demon Hunter Legendary Unidentified Druid Legendary Unidentified Hunter Legendary Unidentified Mage Legendary Unidentified Monk Legendary Unidentified Paladin Legendary Unidentified Priest Legendary Unidentified Rogue Legendary Unidentified Shaman Legendary Unidentified Warlock Legendary Unidentified Warrior Legendary Taken from here.
What do you think about the latest changes?