Secret World Legends is changing how you use and upgrade talismans

    
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Tired of building up multiple gear sets in Secret World Legends? The winds of change will be whipping through soon. Friday’s dev stream introduced some new features and changes related to using and upgrading talismans. A big departure from the current system is the new anima allocation feature. Talismans will have a power score, and starting at level 20 players can choose where on the spectrum of DPS/defense/healing they want to be and the power will be doled out to those stats proportionally. This can be changed anytime except during combat.

Other talisman changes include special weapon belts dropping as loot (as caches do), previously upgraded gear fed into another piece will transfer 40% of that XP into the new item, and the cost for signet removal is being reduced.

On top of that, the update will include new anima leaps to the hubs and the Museum of the Occult, an equal-footing fight club in Seoul, an item that allows you to call summon a vendor to you to sell items or buy potions, and the much-desired build manager. You can get even more details by watching the embedded stream below.

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xpsync
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xpsync

Really need to play with the “anima allocation” feature before talking shop about it.

Speculation; i think people are not entirely right in what they think the feature is, “maybe” i don’t know for sure, but it’s not a tank or heal gear replacement that i can tell so far.

The feature seems more in line with assisting a Tank, or Healer to be able to do content as in they have some dps to kill chit, so if this is the case then why have Tank or Heal gear at all, following my thought here? It would simply be a universal set and peeps reallocate to the roll.

I highly doubt someone in DPS gear is going to say “i want to run an E6 dungeon but a tank is needed, meh, i’ll simply switch to a tank.” and again, i don’t know for sure.

I can see where this would benefit dps on a few elite runs too where a dps could adjust in a little more tank to survive certain situations a little better. Dunno, overall i don’t feel it’s a complete roll replacement.

I guess we will find out soon enough, as far as the rest of the changes all i have to say is, WHY? Why wasn’t it all in at launch, omg such amazing changes, more than welcome.

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Malcolm Swoboda

“Dunno, overall i don’t feel it’s a complete roll replacement.” You’re right, its not.

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Shintar

Anyone know how this change will affect special abilities/procs on talismans? Since those are usually specialised for tanking, dps or healing…

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Malcolm Swoboda

Late answer and you probably know now: it keeps and perhaps boosts the special aspects of talismans. And you still have the glyph and signet systems. So its more just an easier earlier gearing (the ‘ordinary’ sets). Allows your bag slots to be used for the more important things like extraordinary 3-pip talismans ;). Ordinary gear (drops) is just one name now (I wish they’d just rename it all to something even more generic) but its main purpose will be as fodder for fusion, if it wasn’t for players already. However, its also nice to have 3-pip ordinaries still available for a while of your gametime.

Nabe
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Nabe

I was into TSW and so was interested in SWL just to see more of the story (I didn’t have the issues to see tokyo) … but I quit out and uninstalled at some point because the inventory management was a nightmare trying to plug talismans into similar bits and things … if they’ve done away with all that then I might reinstall it (especially as I do like my characters as we got to retain cosmetics) … but looking around I can’t figure out how much better they’ve made it.

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Jeffery Witman

This should be interesting to see how they implement it all. The itemization system is still a problem, but this should make it more bearable and make new item drops more useful. How much more useful remains to be seen.

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Frank White

Sounds like another step in the right direction, but I’ve said it before and I’ll say it again: I’m not likely to be returning until we see some significant new content additions. And by significant, I mean more than one new storyline that adds a handful of hours of playtime to the game, and then nothing else for another six months or more….

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Sleepy

Excellent, this was much needed. The need to build up weapons and talismans over time really limited you to a single build.

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Orenj

I’m bummed at 2/3 of the three sets I’ve been building becoming redundant, but I guess the glass is still 40% full.

xpsync
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xpsync

Don’t do anything until the system is live and we can play with it, i doubt you’re gear is going to be rendered redundant.

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Tobasco da Gama

It’s really impressive that Funcom is willing to make changes to systems this central to both gameplay and monetisation.

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StonerMk2

Some really great QoL changes in there! I really need to get around to subbing and getting back into the game, was really enjoying but got sidetracked by a few releases last month -_-

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Tandor

Sounds like it’s still in beta!

I played it for something like 40 hours at launch, but it just didn’t grab me any more than the first incarnation did and I stopped playing through boredom even earlier than before. One of the main problems for me was that the combat wasn’t particularly special the first time round but was if anything even worse the second time around. The story’s great, but there’s so much more to a game than just the story and in this case it didn’t seem to me to all hang together very well – and certainly no better than it did before.

I’ll keep an eye on it, however, and from that point of view I’m grateful for the new information MJ.

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Blaaznar

That’s the thing that motivates me to pay the sub – the fact that it’s a living changing thing that gets improved in short iterations.