Speed Leveler DesMephisto Evaluates the New Shadowlands Heirloom Bonuses
05/08/2020 alle 13:51
Blizzard announced tentative plans for
today, after last month's controversial announcement that heirlooms would
no longer provide bonus experience
. We asked speed leveling expert
his thoughts on the changes, broken down into sections below covering each of the new bonuses.
I honestly feel like heirlooms have been in a bad place for a very long time. I showcased that leveling with Azerite gear in BFA was
faster than heirlooms
, so I’ve been waiting with excitement for a very long time about the changes that would come to heirlooms.
The removal of the 50% exp bonus was absolutely necessary because of how fast leveling has gotten. My mind raced with the possibility of seeing fun affixes added to heirlooms, things like movement speed, bonuses in specific areas, damage modifiers, literally anything... other than this.
Rested Experience over Bonus Experience
(2) Set: Rested experience consumed is reduced by 30%.
(6) Set: Rested experience consumed is reduced by an additional 30%.
Monks Peak of Serenity
buff will be changed to granting rested experience and
Elisir dell'Antica Conoscenza
Elisir della Mente Rapida
Pozione Eccessiva dell'Apprendimento Rapido
will become Poor quality and no longer usable. The
Fiasca delle Dieci Terre
will still retain the 10% experience bonus but will now be capped at level 50.
According to the
, your average player should take around 10-20 hours to reach level 50, so 60% longer rested experience only translates into about one level. It takes approximately 10 days to reach full max rested for that 1 level in the first place, so the modification that we see from rested exp will be next to nothing. For players capable of reaching level 50 within a day with no time to acquire rested experience, this heirloom bonus is kind of useless.
The removal of the 20% exp pot isn't a big deal and wont impact leveling significantly, though the 10% exp potion allows BFA content to remain somewhat meaningful and give people something to do outside of the end game loop in regards to leveling. In short it's a good take.
Now of course, DesMephisto is a speed leveler - he commonly levels new characters entirely in one sitting, so it should be very obvious why bonuses which revolve around rested experience don't appeal to him when his characters never have time to rest. That said, many players do not; even with the reduced time to level from 1-50 in Shadowlands, many players still only casually level their alts, and so these bonuses might be more appealing than at first glance. The fact of the matter is though that Rested Experience takes a while to accumulate, and so unless you're only playing an hour at a time every two days, you'll very easily outpace the amount of extra rested experience provided, making the bonus rather negligible.
Whether or not you're a player who knocks out their leveling all at once or piecemeal though, the worst part is that it's a bonus you don't
. One of the biggest problems with bonus experience is that all it did was create a requirement - you either level faster with it or you don't, but there's no tangible impact, particularly if you're not someone racing against a clock like DesMephisto does. With so many examples of "leveling" armor sets, like
Piastre del Signore della Battaglia
from the Legion Order Halls and so many other
hardly used sets
in the game, you'd think Blizzard could be a little more creative with more tangible bonuses.
Out of Combat Regeneration
(3) Set: Increases your out-of-combat regeneration in the outdoors, normal dungeons and battlegrounds.
Out of combat regeneration is nice, but how powerful is this really going to be, do I instantly heal to full? Having done a ton of speedruns on alpha and beta not once have I ever had to sit around to heal, and I’ve never needed to stop and eat. Unless leveling in WoW suddenly becomes harder, the regeneration really just feels like something was slapped on a box of generic-o’s.
This is very pointed as retail isn't Classic - most classes gain their healing abilities, such
Frenesia di Vittoria
, by level 10, after which they never really need anything else except in the most dire of situations.
also continue to provide a free healthstone effect, further limiting the usefulness of extra out of combat healing.
While there have certainly been times where leveling has had a moderate difficulty curve,
doesn't appear to be one. Unfortunately, this bonus isn't a good excuse to just make the leveling process more dangerous either - certainly they could neuter or remove some built in healing and make mobs tougher in order to create a more dangerous world and justify the bonus, but that also makes things significantly harder on people who
happen to have the heirloom bonus.
Burst of Knowledge
(4) Set: Gaining a level triggers Burst of Knowledge, dealing Holy damage to nearby enemies and granting you 40% primary stat for 2 minutes. Defeating additional enemies extends this effect, up to 2 additional minutes.
Burst of Knowledge is an interesting and cool effect, but primary stats have always been fairly useless.
already grants 100 strength, but the heal is more important than doubling your strength at those levels, not to mention the much more frequent proc rate. Crusader feels powerful... but it doesn't seem right that a set bonus feels weaker than an enchant.
Mark of the Hidden Satyr
feels powerful, hell
feels powerful. Burst of Knowledge doesn't.
While new 4 piece bonus could actually be very strong for speed levelers who carefully plan out their routes and have as little downtime as possible, it still doesn't feel overly impactful. While primary stat is more useful at lower levels where characters aren't min/maxing a large amount of secondary stats, a little extra damage from bonus primary stat doesn't make a profound difference when mobs die in a couple hits anyway. Even worse is the emphasis on moving quickly due to the timer - a lot of times you'll level up after turning in a quest where there are no nearby enemies before and find yourself wanting to fiddle with new talents/spells or leave for a new zone. You're not always going to ding mid combat and immediately benefit from that bonus when pulling the next group of mobs - it's like picking up a shrine in
right before a floor transition, sure you may be able to avoid the waste with proper planning, but it's going to end up being useless for a lot of players just out there enjoying the game.
DesMephisto's Set Bonus Suggestions
These are DesMephisto's suggestions, based on only a first look at the newly proposed changes to heirlooms.
Heirlooms have become glorified greens that level with you rather than powerful artifacts that were worth spending gold on to pass down to your “lineage” so to speak. What I would like to see is something more immediately impactful:
2 pieces: 15% movement speed that stacks with minor speed to boots + WoD cloak enchant (gift of haste/vers/crit).
4 pieces: Proc that reduces cooldown and does AoE damage to all enemies around you splitting damage based on that number.
6 pieces: Gain the ability to use flying at level 10 (150%) and avatar like damage boost proc.
We really need to see a full revamp - hell the inclusion of sockets on heirloom gear would give a sense of more power than the set bonus right now.
Here's where we might disagree. While the suggestions sound really compelling, there's already a serious problem with temporary power creep in the game. Many players were hoping for more impactful utility bonuses such as increased movement speed, reduced mounting time, or other things which would let them blaze through the leveling process faster, but there's a danger in getting too used to those effects and then taking them away.
We went through this with in
- everyone knew they weren't permanent, but after two years of playing with them, and even getting to take them into a new expansion, turning them off abruptly at level 116 felt so bad even the inclusion of new Azerite bonuses couldn't save the system. The last thing you want for these new heirlooms is for players feel bad once they reach level 50 and heirloom bonuses cease to work.
That said, he's absolutely right that we'd be better served by a full revamp. The usefulness of the new bonuses would seem to vary greatly depending on how you approach leveling, with only the four-piece having any real universal impact. It's difficult to say exactly what the
bonuses would be as everyone has their own values - a speed leveler like DesMephisto obviously places more value on damage bonuses and moving from place to place faster - but even if you aren't one of those players, his comments aren't without merit. Bonus experience on heirlooms, for all the flaws that may have had, were at least a universal bonus that everyone would want and benefit from, while these new bonuses just don't seem advantageous enough to care about.
If you liked this review, consider checking out more of DesMephisto's work: the streamer, speed leveler, and mental health advocate is doing weekly
weekly Ahead of the Curve: N'Zoth giveaways
from now until
releases, in support of the Joyful Heart Foundation and autism awareness, while giving away prizes such as a
Shadowlands Epic Editions
, Game Time, Mythic Raid mounts, and more.
He most recently
collected all plate transmog appearances in the game
, has taken more than 45 Warriors to max level, achieved multiple speed leveling records, and is a major contributor to
Azeroth Auto Pilot
, all while promoting charity and
raising thousands of dollars in support of mental health organizations
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