Jump to content
FORUMS
Starym

Covenants Grant Big Individual Benefits for Each Dungeon in Shadowlands: All Bonuses Detailed

Recommended Posts

EdAByADWoAExJJx.jpg
 

We have some more Covenant benefits revealed in Shadowlands, as each one has specific bonuses in certain dungeons. The bonuses are for dungeons related to the Covenant's home region and range from special spears you can throw at enemies, different auras like 25% haste or damage reduction, different routes through the dungeons and a lot more.

Redditor Arrowsw compiled the bonuses with a basic description for each:

0d3823fuurh51.png

Considering the current power of some of these, the argument that Covenant's won't/shouldn't affect which players get picked for certain activities, such as Mythic+, just got a little weaker. Obviously these aren't the final numbers, but the more special bonuses each Covenant gets, the less likely it becomes that the choice won't be made depending on what content you want to do.


For a more detailed look at the Covenant dungeon bonuses, you can check out our own guide on all of them as well.

  • Like 1

Share this post


Link to post
Share on other sites

I'm all for added 'flavor' and something new in an expansion but this seems not to bode quite well with me.   It adds another layer of player discrimination when it comes to pugging keys.  And after trying to gain a small foothold in season 1 of BFA I've got a bad feeling there are going to be more keystones breaking and a new tier of the 'elitist' if these do make it to mythic +. 

 Blizzard stated that these should have zero effect on timing a key......but what worries me is the lack in follow through when it comes to fixing bugs on Dungeons.  Prime example BFA: Tol'Dagor where mobs to this very day can randomly aggro from the basement (floors/walls) to the upper portions and even initiate boss encounters due to passive azerite procs on select gear and random procs on corruption gear.

  • Like 2

Share this post


Link to post
Share on other sites

My understanding of these is that you only need one person of the given covenant in order to get the maximum benefit. So, if anything, it would encourage having a diversity of different covenants being played, both within a serious mythic+ team and in the general population.

Uncommon enough will be the group in group finder that doesn't have the key covenant covered and can only accept that one covenant as their last player.

Share this post


Link to post
Share on other sites
3 hours ago, KDF said:

My understanding of these is that you only need one person of the given covenant in order to get the maximum benefit. So, if anything, it would encourage having a diversity of different covenants being played, both within a serious mythic+ team and in the general population.

Uncommon enough will be the group in group finder that doesn't have the key covenant covered and can only accept that one covenant as their last player.

I think this is a complete misreading of how groups actually form. Your logic seems to be that people won't list groups without key mechanics already covered. If what you say were true, there wouldn't be so many groups missing a tank and/or healer (the two key components of a dungeon group) or so many groups saying things like "TD LF rogue only", "LF lust DPS", "LF healer MW only", etc.

The truth is if there is any bonus at all, players will seek to exploit it (and I'm not saying they shouldn't). Even if they can't personally exploit it, then they will try to find another player who can to join their group. What worries me is with how quickly these kind of 'meta' things get disseminated, even amongst casual players, that every group is going to be expected to have all four covered. So, even from that standpoint, it's problematic, as it shouldn't handicap a group from a mechanical standpoint (or a formation standpoint) to run a group that has, say, 3 people with Maldraxxus and 2 with Venthyr. 

Obviously, I'm strongly in the mindset that your lore choice should not affect your combat or gameplay ability or choices. I mean, be honest, do you really want to - at any point in the expansion - have to be looking for the fifth person in your group to not only be someone playing 1 or 2 meta specs, but from a specific covenant as well (and, potentially, with a specific legendary)? I sure don't.

There's enough layers of distinction already. The covenant system as it stands is another infinitely more complex, infinitely-harder to swap out talent row/system and this covenant-specific dungeon bonus stuff, imho, should never make it into M+.

Here's just one more example of why I think this is a bad idea. In recent years, WoW has made a push to make the game more accessible and fun to play with small groups of friends. So, say you are leveling with some friends, and when it's time, 3 go to one covenant and 2 go to another. Now, that group of friends has to completely split to do early endgame quest lines with the different covenant choices AND they are at a significant handicap if they choose to run dungeons together on those characters, as I explained above.

Overall, I think there are a lot of bad choices with the covenant system, but this is one of the worst as it will lead to exclusion and players will end up feeling bad over what covenant they chose. I understand what you're saying, and it has some validity, but it also seems to be assuming a 'best case scenario' situation, which, in my experience, is rarely the case.

  • Like 3

Share this post


Link to post
Share on other sites

So long as only one person is required to attain the bonus, there is not a lot of issue here, for pugs at least, which is the majority of m+ participants. Dungeons are unlikely to be tuned specifically around using the bonus to beat the timer, so it'd be most impactful in high end keys where currently vers corruption stacking is abused to squeeze thise extra numbers to make it in the same manner, and pugs are equally as unlikely to do them on a regular basis. 

Also, there was never a point M+ when the "start your own group if 'meta' isn't working out" wasn't a valid solution if you're a niche spec like Enhancement or SP or now need a certain covenant.

While personally I'd like to see more class-based bonuses going with a theme for the dungeon (i.e. ADZ having perks for priests and paladins, for instance, or SotS giving Shaman something to play with) rather than covenant-based, the character identity is a good thing to have.

Share this post


Link to post
Share on other sites
8 hours ago, ORCSMASH said:

I think this is a complete misreading of how groups actually form. Your logic seems to be that people won't list groups without key mechanics already covered. If what you say were true, there wouldn't be so many groups missing a tank and/or healer (the two key components of a dungeon group) or so many groups saying things like "TD LF rogue only", "LF lust DPS", "LF healer MW only", etc.

The truth is if there is any bonus at all, players will seek to exploit it (and I'm not saying they shouldn't). Even if they can't personally exploit it, then they will try to find another player who can to join their group. What worries me is with how quickly these kind of 'meta' things get disseminated, even amongst casual players, that every group is going to be expected to have all four covered. So, even from that standpoint, it's problematic, as it shouldn't handicap a group from a mechanical standpoint (or a formation standpoint) to run a group that has, say, 3 people with Maldraxxus and 2 with Venthyr. 

Obviously, I'm strongly in the mindset that your lore choice should not affect your combat or gameplay ability or choices. I mean, be honest, do you really want to - at any point in the expansion - have to be looking for the fifth person in your group to not only be someone playing 1 or 2 meta specs, but from a specific covenant as well (and, potentially, with a specific legendary)? I sure don't.

There's enough layers of distinction already. The covenant system as it stands is another infinitely more complex, infinitely-harder to swap out talent row/system and this covenant-specific dungeon bonus stuff, imho, should never make it into M+.

Here's just one more example of why I think this is a bad idea. In recent years, WoW has made a push to make the game more accessible and fun to play with small groups of friends. So, say you are leveling with some friends, and when it's time, 3 go to one covenant and 2 go to another. Now, that group of friends has to completely split to do early endgame quest lines with the different covenant choices AND they are at a significant handicap if they choose to run dungeons together on those characters, as I explained above.

Overall, I think there are a lot of bad choices with the covenant system, but this is one of the worst as it will lead to exclusion and players will end up feeling bad over what covenant they chose. I understand what you're saying, and it has some validity, but it also seems to be assuming a 'best case scenario' situation, which, in my experience, is rarely the case.

All I'm saying that if this does make it to mythic+ that a lot of the groups forming, outside of Guilds, will be highly selective when it comes to adding dps to groups.  You may have the perfect Tank or Healer in the group but if you don't have the dps that can navigate the dungeon mechanics and the weeks affixes then most keys will not be made on time with occasionally people dropping mid run.  It happens a lot specially on Thrall (Horde Side).  And I do agree that the Covenant choice a player makes should have 0 effect in a dungeon stand point.  But it does add another tier of 'competition' when filling dps spots if you so choose to build outside of a Guild and it won't be based on an IO score alone.  And I do agree on what you mention in your post.  However I am really not looking at this at all in a positive or 'best case scenario' type manner.  Mainly just another hurdle for me along with increasing anxiety to navigate if Blizzard still becomes persistent in wanting to add this to the expansion.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      Savage Ebony Battle Turtle is an upcoming promotion mount coming in Patch 10.2.7.
      The mount will be available in some sort of Promotion in the future.
      "The cannons are powered by an unquenchable rage to seek out enemies and bring them to justice. Nothing can outrun a cannon."

    • By Staff
      The new War Within Allied Races was added to the Alpha today and we already have a full look at not only all their customization options, but their dances as well, courtesy of MrGM! You can check out the Earthen's racial abilities here if you missed them earlier. 
      Let's start with the more dynamic feature, with both male and female dances:
      And then there's big amount of customization options, as well as a size comparison with regular dwarves:

      So, are we liking the new Allied Race overall? More than actual dwarves?
    • By Staff
      Here's a really cool possibility for the War Within, as a very subtle and mildly mysterious comment from Executive Producer and Vice President for WoW, Holly Longdale, may be hinting at our Warband characters getting a lot more involved in our travels! 
      First spotted by UlthansWrath, Longdale came up to Taliesin & Evitel at the recent London War Within Alpha press event and had a short chat about the Warband screen, when she casually said "wouldn't it be cool if those were the characters you took as your followers in your Follower Dungeons?" After the obvious confirmation from Taliesin and Evitel that, yes, yes it would be cool, she just said "hm" and that was the end of the conversation.
      Obviously this isn't any sort of official confirmation, but considering this is a really awesome idea, it seems likely Blizzard are at the very least discussing it, if not already working on it.

      The Warband system is already great, and this would add a lot to it for players that choose to go solo into dungeons, as it would give them even more motivation to get some great characters in their Warband - even if it was just a cosmetic option.
      So, what do you think, will we be seeing this feature when the War Within launches?
    • By Starym
      We have quite a few Season 4 fixes today, with the LFR item level requirement, many item-related fixes, as well as some Season of Discovery improvements, and more!
      April 25 (Source)
      Classes
      Fixed a bug with damage dealt by Rip and Tear, Internal Combustion, and Tear Open Wounds in Awakened raids. Dungeons and Raids
      Raid Finder now required item level 463 if the raid is Awakened. Brackenhide Hollow Addressed an issue where Stinkbreath can turn while casting Stinkbreath. Addressed an issue where Wilted Oak’s Necrotic Breath visual can be out of sync with the creature’s facing. Items
      Veteran track items or items obtained from Awakened Outdoor Activities should now properly be able to be converted into Class Set items at the Revival Catalyst. Resolved multiple issues with Dragonflight Season 4 tier set items not functioning after equipping certain Season 3 set items. Dreambound gear caches from the Dreamsurge Coalesence vendor will now correctly award Season 4 Explorer 1/8 (item level 454 gear) and tokens will properly display the correct item level of its contents. Fixed an issue that prevented Tiered Medallion Setting from functioning on Season 4 necklaces. Fixed an issue preventing Season 4 crests from properly converting to their lower-tier currency. Quests
      “A Multi-Front Battle” can now be completed. Season of Discovery
      Using an Unconscious Dig Rat no longer dismisses pets. Mage Displacement no longer functions if the most recent use of Blink was on a different continent or in a different instance.
    • By Staff
      Affliction is getting plenty of changes today as well, with Blizzard detailing the reasoning behind certain choices.
      Affliction (Source)
      Greetings Warlocks,
      Today, we have various Core and Affliction tree changes hitting the Alpha. We want to take a moment to go a bit more in depth as to what certain changes were made and why. As a refresher, here are the goals for our Core and Afflictions that we posted last week along with some additional goals that we can dig into here.
      Class
      Ensure each capstone is interesting and exciting. Reduce the amount of throughput talents, to free up utility choices. Reduce the number of ranks for talents that don’t warrant multiple ranks. Affliction
      Address the tuning of Malefic Rapture in single-target and multi-target situations. Reduce complexity and the amount of active buttons that contribute to it. Erase the need to choose between a single-target or multi-target profile by adding more adaptability and flexibility. While we cannot go over every change here, we’d like to get a bit more detailed than last week’s update and explain some of the bigger changes coming in this build.
      Class Tree Throughput
      We’re removing a lot of throughput talents from the class tree to allow warlocks to pick up more utility without feeling forced to take mandatory talents to be competitive. These talents aren’t compelling options when placed against utility as they will always be the right answer to have. This allows us to move that power into the specialization trees and tailor throughput-centric talents to be specific to that specialization’s gameplay.
      Malefic Rapture
      In addition to becoming baseline for Affliction, we are introducing new talents that will help Malefic Rapture become the go-to spender for both single-target and multi-target situations. This should also shift Seed of Corruption to being a means to apply Corruption to multiple targets rather than what you spam in dungeons. In addition, we are redesigning Siphon Life to be friendlier to Affliction’s rotation and expect that its new design will make it easier to optimize Malefic Rapture.
      Affliction’s Adaptability
      While we do want Affliction warlocks to have a preferred talent setup for single- versus multi-target situations, we don’t want it to feel like they are powerless if they are in the opposite situation. By focusing on Malefic Rapture being Affliction’s main spender and removing talents that are only valuable in multi-target situations (Soul Flame, Soul Swap, Doom Blossom, etc.), we’re hoping that the Affliction tree feels less punishing to fill out.
      Is This It?
      Not at all. We expect to make changes based on feedback and our own playtesting. We want to get the ball rolling on changes we knew we want to make, so we could start the discussion early on and make adjustments before The War Within launches.
      Thank you all for the continued discussions and we look forward to your feedback!
      And here are the full changes from the development notes:
      Affliction (Source)
      Affliction Malefic Rapture is now baseline and has been removed from the Affliction tree. Unstable Affliction has been moved to row 1. Writhe in Agony has been moved to row 2. Absolute Corruption and Siphon Life have been moved to row 3. New Talent: Cunning Cruelty - Malefic Rapture has a chance to trigger a Shadow Bolt Volley, dealing damage to 5 enemies within 10 yards of your current target. New Talent: Summoner’s Embrace – Increases the damage dealt by your spells and your demon by 3%. New Talent: Death’s Embrace – Increases Drain Life healing by 30% while your health is at or below 35% health. Damage done by your Agony, Corruption, Unstable Affliction, and Malefic Rapture is increased by 5% when your target is at or below 20% health. New Talent: Relinquished - Agony has 1.25 times the normal chance to generate a Soul Shard. New Talent: Improved Shadow Bolt - The cast time of Shadow Bolt is reduced by 15% and Shadow Bolt deals 20% increased damage. New Talent: Volatile Agony - Refreshing Agony with less than 10 seconds remaining deals Shadow damage to its target and enemies within 10 yards. New Talent: Summoner’s Embrace - Increases the damage dealt or life drained by your Shadow spells and your demon by 3%. New Talent: Malediction - The periodic critical strike chance of Agony, Corruption, and Unstable Affliction is increased by 10%. New Talent: Contagion - Critical strike damage dealt by Agony, Corruption, and Unstable Affliction is increased by 20%. New Talent: Cull the Weak - Malefic Rapture deals 5% increased damage for each enemy it hits. New Talent: Empowered Unstable Affliction - Reduces the cast time of Unstable Affliction by 10/20% and damage dealt by Unstable Affliction has a 5/10% chance to generate a Soul Shard. New Talent: Oblivion - Unleash wicked magic upon your target’s soul, dealing Shadow damage over 3 sec. Deals 10% increased damage, up to 30%, per damage over time effect you have active on the target. Costs 2 Soul Shards. 45 sec cooldown. Siphon Life has been redesigned - Corruption deals 20% increased damage and heals you for 5% of the damage dealt. Kindled Malice has been redesigned - Malefic Rapture damage increased by 4/8%. Corruption damage increased by 10/20%. Malevolent Visionary has been redesigned – Increases the damage of your Darkglare by 70%. When Darkglare extends damage over time effects it also sears the target for Shadow damage. Shadow Embrace has been redesigned - [Shadow Bolt/Drain Soul] apply Shadow Embrace, increasing your damage dealt to the target by [4.0%/2.0%] for 16 sec. Stacks up to [2/4] times. Pandemic Invocation has been removed. Sow the Seeds has been removed. Soul Swap has been removed. Doom Blossom has been removed. Dread Touch has been removed. Soul Flame has been removed. Agonizing Corruption has been removed. Seized Vitality has been removed. Soul-Eater’s Gluttony has been removed. Grand Warlock’s Design has been removed. Grim Reach has been removed. Xavius’ Gambit has been moved to row 6. Withering Bolt has been moved to row 8. Shadow Embrace has been moved to row 7. Inevitable Demise has been moved to row 6. Tormented Crescendo has been moved to row 7. Sacrolash’s Dark Strike has been moved to row 5. Grimoire of Sacrifice has been moved to column 4. Creeping Death has been moved to column 3. Dark Virtuosity has been moved to column 1. Malevolent Visionary has been moved to row 10. Summon Darkglare has been moved to row 9.
×
×
  • Create New...