Secret World Legends drops a hefty quality-of-life update with ‘anima allocation’ system

It may not be season two, but today’s update might get Secret World Legends’ playerbase excited even so.

Update 2.1.4 adds plenty of quality-of-life improvements for the horror title, most notably something new called Anima Allocation. This interface is meant to streamline the gear system and allow players to set a ratio between attack, healing, and survivability. As long as players aren’t in combat, they can experiment with the ratio on the fly and have their gear stats adjust accordingly. This system opens up at level 20 and costs nothing to use.

Connected to Anima Allocation is a change to talismans, as they now have a single “power rating” that informs the adjustable stats. Other improvements with today’s patch include a greater transfer of XP when players empower items, some love for Elementalism, more loot types in chests, and a temporary discount on glyph and signet recovery.

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17 Comments on "Secret World Legends drops a hefty quality-of-life update with ‘anima allocation’ system"

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xpsync
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xpsync

I was a little apprehensive about this update with regards to the anima allocation and talisman changes.

My nutshell; just another night of dungeon crawling goodness. Tanks seem much happier with the changes outside a couple bugs which i’m sure will be patched out soon enough.

I wish i went tank instead of DPS now. As a DPS i can be an OK healer or an OK tank to a certain point, where as a tank can be a great tank, and a damn decent DPS and Healer with simple weapon swaps. They literally have it made.

I live in the dungeons and through that i have mostly accumulated complete extraordinary sets of 3 pip tank and healer. Outside their unique specialties I’m unsure what I’ll do with them if anything now, outside of selling them.

At the end of the day though, if you want to be the best at your role for dungeons, you need to still focus on that, knowing you’ll only be so good with the other two, and again, so wish i went tank.

If you’re starting out new, go tank!

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ogged451

When Funcom fixes the broken tanking meta by making defence & evade glyphs useful and moving away from “must chain cooldowns to stay alive”, “go tank” will be the worst advice you could ever give to a new player.

xpsync
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xpsync

I run with Tanks doing Elite’s 5 to 8, that is their feedback, so… what can i say, take the advice of some bitter forum poster or end game pro’s? The choice is obvious.

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Malcolm Swoboda

They basically shifted gear from the ordinaries (even to point of unifying them into one basic set; which makes my alternate named current items confusing until I get rid of them), to extraordinaries. Its about effects, levels, ranks or whatever, not role sets. All part of the prep towards whatever Season 2 brings, I guess.

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sophiskiai

In addition to a huge permanent decrease in the cost of removing slotted glyphs & signets from gear (down from 20k across the board to 20k red / 10k orange / 5k purple / 1200 blue / 300 green) the temporary discount is 80% off till 27th November, so if you want to switch your gear around based on these changes best to do it in the next couple of weeks.

Making the gear system simpler and more flexible is a great move that will hopefully go some way towards fixing the dreadful lack of tanks and healers in the public groupfinder, and putting a wide variety of reward types (Anima shards, weapon distillates, talisman distillates, glyph distillates, a chance of a signet) in all content (dungeons, scenarios, & lairs) is also a great move, but most of the big changes in this patch feel like stuff they really should’ve thought about during Beta and put in when SWL launched (or soon after). I worry that these fixes might be too little too late, and come at a time when many people have already given the relaunch its chance and then drifted away…

Also, I am a bit annoyed about all the time and Anima shards and Marks of Favour I spent building up a second gear set which is now completely pointless, especially as some of the maths on empowerment seems off – a Purple 1 should be worth at least twice as much xp as a Blue 25, but instead a Blue 25 is about 50% more!

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ogged451

It‘s a fine system until you realize they replaced „dreadful lack of tanks“ with „dreadful tanks“.

Or, to quote myself „Aren‘t you supposed to, like, hold aggro ?“ (to someone trying to tank with an AR and one force taunt)

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Dušan Frolkovič

*Disclaimer: the following is ment as a joke, and in no way seriously*

Considering this is a problem in almost all games, i kinda feel there is a lost business opportunity here.

“Are you missing a competent tank/healer? Then come now to overpricedguildies.com and get a 50% discount for the first raid!”

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sophiskiai

Forgot to mention – the other big change (and another thing which really should’ve been in from launch!) is the cheap teleports to London, New York, Seoul, & the Museum :)

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Schmidt.Capela

Good.

I’m kinda waiting for them to make store purchases account-wide rather than character-bound before spending any money on the game, though. I want to support the game, but I flat out refuse to purchase anything that is character-bound, be it in SWL or any other game.

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Toy Clown

Good stuff. I’m still waiting on the barbershop to make a return, though.

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Bryan Turner

I’m not saying this to be snarky by the way but they probably need to figure out a way to monetize it like GW2’s Make Over Kits.

Line
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Line

I was a bit worried about glyphs and item passives and stuff, but they’re not affected at all… but I guess it’s fine like this, too.

It’s such a fantastic thing to have for soloers, and it negates entirely the power spread on multiple items for various specs; you just get the items for your favourite role and upgrade them, then swap around when it’s not needed.
Keeping some of the XP invested in items helps a lot too.

Nabe
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Nabe

So despite being quite into TSW I quit out on SWL before getting back to Tokyo because the inventory management became a right nightmare, having multiple sets of things to try and upgrade like for like and then just use those ones say if upgrading a green to a blue or whatever and the same with all the weapons and stuff … is all that gone then? … if it is I’d probably download it again as I’d like to see some new story past where I got in TSW, but from reading bits it’s hard to tell how much of that stuff is gone.

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sophiskiai

The “level a green to 20, turn 2 max level greens into a blue, level the blue to 25, turn 2 max level blues into a purple…” system is still there, and the like-for-like stuff is still there for weapons, but basic talismans are now just “head slot, neck slot, waist slot, etc.” instead of “DPS head slot, tank head slot, healer head slot, DPS/tank/healer neck slots, etc.”.

Nabe
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Nabe

Oh thanks for the reply, seems like it hasn’t been refined enough to draw me back yet … though if they did take it down more then there might be some other terrible system introduced (like whatever happened to aegis) that’d turn me away anyhoo, haha.

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Hirku

“level a green to 20, turn 2 max level greens into a blue, level the blue to 25, turn 2 max level blues into a purple…” system is still there

At least now I know one of the worst item systems I’ve ever seen is still there.

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the_balance

The inventory management SWL launched with was a chore. It’s not 1990, inventory management isn’t some mystery nobody has figured out yet – not getting it right the first time is inexcusable at this point.

I will happily spend my time using my inventory as a resource in order to decide what I should take with me vs. what I -can- take with me. I can pick and choose what’s important and what isn’t, and if need be make choices that lead to loss because I simply can’t hold onto something at a point in the game. NO problem there.

What I won’t do is spend hours dragging and dropping icons with barely usable tooltips into a basic inventory that I need to heavily utilize as a mechanic to upgrade gear. It was a chore and didn’t need to be as … stupidly designed as it was.

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