Jump to content
FORUMS
Starym

Player Counts All Anima Items... and It's a Bit Much

Recommended Posts

SLBjeaU.jpg
 

We've all encountered/are regularly encountering bag space issues, it's just one of those things that comes with WoW and has been alleviated in many different ways over the years, from mount vendors to giant bags etc. However, Shadowlands decided to go a different route and drastically reduce our inventory size.

The anima items we get rewarded, while cool in terms of lore and immersion, with each related to the zone and (somewhat) activity we get it from, are becoming an issue, and Grayvves went and counted/listed them all. In total, there are 78 individual, non-stacking anima items in the game at the moment, with 39 35 anima ones, 24 5 anima ones, 14 250 anima ones and one glorious 3 anima.

clnm310r1qc61.png
Source.

This is just a little excessive, and it really feels like an oversight instead of an actual intentional design decision. We had the Artifact Power items that were very similar, and these are clearly a continuation of them, however it feels like somewhere along the line in the development process they added the "deposit to sanctum" mechanic, but then forgot what that would do to the many different types of anima item. The AP items were fine, as you could immediately use them, so they didn't really impact bag space, but once that immediate use effect was removed for anima items, things got messy. And while depositing a big chunk of anima into the sanctum reservoir does feel good and is a worthy addition in and of itself, the insane bag clutter really REALLY is not a worthy tradeoff.

One final argument that could be made for keeping them is the story enhancement they offer, as these small pieces of anima showcase the drought and how difficult it is to get any significant amounts of anima (especially compared to the numbers needed for sanctum upgrades etc.), but we kinda got the idea now, and with players buying cosmetic items for insane anima numbers, that's a little out the window anyway.

Hopefully this can get addressed in some way in 9.1, as currently the only real purpose of the items is lore/immersion related, and after this much time with the expansion, players don't seem to like the tradeoff, so... currency? We can still deposit it and keep the same sanctum mechanic, but do we really need seventy eight individual non-stacking items?

  • Like 1
  • Thanks 1

Share this post


Link to post
Share on other sites

I have wondered from the start why we would get quest credit for attaining anima but then need to deposit it manually into the sanctum. Glad to see I was not alone.

  • Like 3
  • Thanks 1

Share this post


Link to post
Share on other sites

A lot of yes to this, I also ranted about this the other day.
Please fix this Blizzard! Don't move back, learn from Legion's mistakes!
 

 

Share this post


Link to post
Share on other sites
Guest

Didn't Elon Musk start putting "fins" on his Model Y electric car?  on a serious side, is this non stack stuff considered "unique" or can it go into void storage?

Share this post


Link to post
Share on other sites
5 minutes ago, Kaelshazar said:

There is no bag space issue if you just deposit the stuff into the sanctum, like what, once a day? Hearthstone > Deposit > Carry-on. No big deal.

Personally I have plenty of issues with it and I deposit more than once a day. It's just about how much stuff you like to keep in your bags/which bags you have. But the main point is it's needlessly spamming your bags, even if you do have space. I can't tell wtf is an actual item im looking for and what is one of the 50 different anima items.

  • Like 2

Share this post


Link to post
Share on other sites

Funny how is this game so poorly designed. Rpg with an inventory management system, how outrageous! People cry about about the smallest things. I like to read about the game, but it’s so hard to filter out that never satisfied crowd.

  • Like 1
  • Haha 1

Share this post


Link to post
Share on other sites
14 minutes ago, Qisapa said:

Funny how is this game so poorly designed. Rpg with an inventory management system, how outrageous! People cry about about the smallest things. I like to read about the game, but it’s so hard to filter out that never satisfied crowd.

Do you actually play it though? I personally also dislike the constant whining etc, but this one is an extremely annoying issue, mostly because it's utterly pointless. I actually like inventory management, but when there's 70 different icons that all mean the same exact thing and do NOTHING other than be there until you deposit them... Basically imagine an RPG that has gold as actual 70 different  inventory items taking up space until you deposit it in a bank and only then you can spend it.

  • Like 3

Share this post


Link to post
Share on other sites
2 minutes ago, Starym said:

Do you actually play it though? I personally also dislike the constant whining etc, but this one is an extremely annoying issue, mostly because it's utterly pointless. I actually like inventory management, but when there's 70 different icons that all mean the same exact thing and do NOTHING other than be there until you deposit them... Basically imagine an RPG that has gold as actual 70 different  inventory items taking up space until you deposit it in a bank and only then you can spend it.

i dont get why they did it this way i mean its not like holding tons of anima in your bags would give you something u cant even hoard anima for the weekly in your bags or sell it for gold so why making it an item in the first place 

  • Like 1

Share this post


Link to post
Share on other sites

I think a good compromise is to introduce a single item, carried in bags, that acts as a temporary container for each anima type that can then be emptied into the sanctum reservoir. This would maintain the RP elements of acquiring different anima types from different activities and the warm-fuzzies of a large sanctum deposit, without changing the system entirely by making it a currency. (FWIW I would be fine with it as a currency but if the devs feel there's an intended RP reason for having it the way it is, this would at least clean up our bags.)

  • Like 2

Share this post


Link to post
Share on other sites

I've been saying from the beginning that there has to be a reason for the anima items being this way, not simple oversight.  I think that at some point we'll be able to join a second covenant, either in some future patch or maybe at some point after hitting renown cap.  That would make this all make sense.  If you have several places you can choose between to dump your anima, of course it can't be automatically put in the currency tab, right? 

  • Like 1

Share this post


Link to post
Share on other sites
13 minutes ago, willowbird said:

I've been saying from the beginning that there has to be a reason for the anima items being this way, not simple oversight.  I think that at some point we'll be able to join a second covenant, either in some future patch or maybe at some point after hitting renown cap.  That would make this all make sense.  If you have several places you can choose between to dump your anima, of course it can't be automatically put in the currency tab, right? 

Good reasoning, but since it's not certain if that will happen making it a currency or its use more practical and less bag-invading would make a lot more sense, that way it could be enhanced to be working on several Covenants at the same time, for example you can learn a toy item, use it with a low cooldown and make that carry and deposit the anima amount you want to the Covenant of your choosing. You know, so it can be more practical and would also fit the fantasy and theme.

Share this post


Link to post
Share on other sites
Uncommon Patron
15 minutes ago, willowbird said:

I've been saying from the beginning that there has to be a reason for the anima items being this way, not simple oversight.  I think that at some point we'll be able to join a second covenant, either in some future patch or maybe at some point after hitting renown cap.  That would make this all make sense.  If you have several places you can choose between to dump your anima, of course it can't be automatically put in the currency tab, right? 

Nice theory but I highly doubt we'll be able to join a second Covenant...it doesn't jive whatsoever with the whole story arc.

  • Like 1

Share this post


Link to post
Share on other sites

First of all, comparing Anima to AP is not right, it acts more like order resources. Except the latter was literally falling from the skies if you did anything other than raiding. 

What bothers me in the whole Anima system is the imbalances between acquiring methods. 

For example, downing a normal boss is around 4 to 5 minutes with a non-overgeared boss. This is around the same time you can complete a world quest, right? 

However, you get 3x35 Anima on average for a world quest, and only 1x35 from downing a raid boss. 

That being said, Anima wqs are finite, but so are raid bosses. 

M+ is even more outrageous: you may spend 30+ minutes to receive ONE 35 Anima item (and a chance to get some item from weekly cache) 

Not to mention world bosses. 

Downing the whole of normal Nathria awards 350 Anima total, while the WB wq gives a whopping 250 for what, 4 minutes of your gaming session? Let's make it five for the sake of easy calculation. 

Summary:

Mythic plus: 1,5 Anima per minute

Normal raiding : 5 Anima per minute

World Questing: 21 anima per minute

World Boss: 50 Anima per minute

This, and the absolute overwhelming amount of Anima needed to make a nice sanctum (its 16k only to move between Oribos and Sanctum confortably!) made me, and probably a lot more ppl absolutely cba to do anything with Anima, other than naturally acquiring the 1k for renown. 

Share this post


Link to post
Share on other sites

An idea, quick and dirty: add an buyable item „anima vessel“, which will stack up anima. If purchased, you can click=>merge your different anima sources/items into that vessel, letting you reduce the clutter into one bag slot on the go.
It should feel als rewarding to empty that thing into the sanctum. Price tag, lets say, 1000 anima.

Edited by Vince
No native speaker, better translation
  • Like 1

Share this post


Link to post
Share on other sites
Uncommon Patron

I think that the ability to 'remotely deposit' should have been a purchasable sanctum upgrade... allowing you to do it from anywhere in the shadowlands once you purchase that upgrade (with a single click via the mini-map icon).

Share this post


Link to post
Share on other sites
Guest
On 1/21/2021 at 1:50 PM, Starym said:

Do you actually play it though? I personally also dislike the constant whining etc, but this one is an extremely annoying issue, mostly because it's utterly pointless. I actually like inventory management, but when there's 70 different icons that all mean the same exact thing and do NOTHING other than be there until you deposit them... Basically imagine an RPG that has gold as actual 70 different  inventory items taking up space until you deposit it in a bank and only then you can spend it.

I agree with you.  Remember "void" storage that was suppose to give the players an additional area to put their crap?  Great idea until Blizz put a small caveat with making most things (such as tabards) "unique" or anything "stack-able" and not allowed in the void storage.  That is what this reminds me of.   Thought out ideas but not "well" thought out.

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 Starym
      We have another triple entry in the hotfix ledger, as Radiant Echoes gets more improvements in retail, while Season of Discovery and Cata Classic get additional class changes.
       August 7  (Source)
      Player-characters
      Steady Flight should no longer be removed after entering an Arena. Quests
      We tuned up the Prototype Shredder MK-03 so that “Eye for an Eye” can be completed. Radiant Echoes Event
      Increased Flightstone and upgrade Crest drop rates in the event. Reduced the HP scaling on all event bosses so that they should be killable in a more-reasonable timeframe. Developers’ notes: This includes both ‘minibosses’ (e.g. Hogger, Thorim) and final bosses (e.g. Remembered Onyxia, Ragnaros). Season of Discovery
      Hunter Heart of the Lion once again has a 100 yard range. Warrior The Focused Rage rune will now correctly reduce the cost of Meathook by 3. Cataclysm Classic
      Fixed an issue where Faerie Fire did not deal intended amounts of threat when used on NPCs targeting another unit.
    • By Stan
      Due to a bug introduced with the War Within pre-patch, some players are receiving item level 250 gear from the weekly cache.
      We've seen numerous reports on Reddit and the official forums that the Last Hurrah weekly quest on live servers drop low-level gear for some players. Apparently, the bug was first introduced with the War Within pre-patch two weeks ago and still hasn't been fixed.
      Here's an example of a low item level drop from the Cache of Awakened Treasures by Omnifox.

    • By Starym
      Week 2 brings quite a few changes, as Hunters in particular rise up, while Shadow has a really bad time. The top 3 remains the same and very consistent, so let's jump in and see what's going on.
      Warcraft Logs Points
      The below logs are based on POINTS, and not actual damage or healing, meaning they log the timed completion for the specs, with higher keys getting more points, obviously. The time in which the dungeon is completed is also a factor, but a much, much smaller one, as it grants very few points if you do it significantly faster than just any in-time completion. We're also using the Normalized Aggregate Scores numbers, for clarity, meaning the top spec is marked as 100 and then the rest are ranked in relation to that peak point.
      All Keys
      95th percentile DPS
      The top 3 remains quite stable with the Evoker-Paladin-Warrior trio reigning supreme. We see the first change of the week right after that though, as Frost DK continues its upward march in dungeons as well as in raids, taking 4th from Elemental. Both DKs are on the rise, as Unholy also moves a spot up, taking advantage of Shadow's precipitous 5-spot fall to the bottom of the top 10. Arms remains stable as two Hunters burst in, Beast Mastery taking 8th and Marksmanship 9th, as Frost Mage disappears down towards the bottom. Speaking of the bottom, Devastation gets some new roommates there, as Outlaw and Destruction fall and give Enhancement and Feral a break.

      Mythic+ All Keys 95th Percentile Data by Warcraft Logs.
      All Percentiles
      As with the top percentiles, the top 3 remains solid, but 4th is immediately changed, thanks to Shadow's massive drop in performance this week. The Priest loses even more ground here, falling 9 spots into 13th, opening 4th up for Arms. Beast Mastery moves even higher here, grabbing 5th and moving in front of Elemental and Frost DK, as Marksmanship brings up the rear and completes the Hunter sandwich in 8th. Affliction breaks into the top 10, just ahead of Unholy which dropped to the final spot.

      Mythic+ All Keys All Percentile Data by Warcraft Logs.
      Raw DPS U.GG DPS Rankings
      U.gg's rankings are based on actual DPS taken from Warcraft Logs data, focusing on the top players and span the past two weeks.
      Frost DK finds itself on top in the raw DPS rankings, as Augmentation isn't calculated properly here. Fury and Arms grab the next two spots, moving ahead of Ret, and the Fyr'alath wins continue in 5th, where Unholy finished the legendary axe streak. Even Survival joins the Hunter good times in 8th, where all three specs gather, just ahead of Balance who closes out the top 10.
      Mythic+ All Keystone DPS rankings by u.gg.
       
       
      For even more in-depth data for each individual key head on over to Warcraft Logs. And if you're interested in more info on the specs themselves you can always check out our class guides (updated for the pre-patch), as well as our Mythic+ guides and Mythic+ tier list.
    • By Stan
      For the next two weeks, the Archaeology quest for Spirit of Eche'ro is available on live servers, so don't forget to get the rare mount before it's gone for 6 months!
      How to Get the Spirit of Eche'ro Mount
      1. Download MapCoords or some other add-os that displays coordinates in the game.
      2. Teleport to Azsuna from the Stormwind/Orgrimmar Portal Room or use your Dalaran Hearthstone to reach Dalaran (Legion) if you have one in your inventory.
      3. Seek out Archaeology Trainer Dariness the Learned in Dalaran at 41,26 and learn Archaeology if you already haven't.
      4. Accept The Right Path quest from the Archaeology Trainer and make your way to Thunder Totem in Highmountain.
      5. Talk to Lessah Moonwater to accept Laying to Rest. For the quest, you must collect 600 Bone Fragments of Eche'ro by rotating between four digsites in Highmountain. The exact locations with coords are outlined below.
      Digsite 1: Darkfeather Valley (50, 44) Digsite 2: Dragon's Falls (58, 72) Digsite 3: Path of Huin (44, 72) Digsite 4: Whitewater Wash (39, 65) it takes roughly around 2 hours to get the mount.
      Spirit of Eche'ro
      "The spirit of Huln Highmountain's pet moose."

      Hurry up! You only have until August 21, 2024, to get the mount!
    • By Stan
      MoP Remix characters that will transfer over to retail will receive a gear boost!
      With Patch 11.0.2 now live on Public Test Realms, you can copy over MoP Remix characters from retail! It appears all MoP Remix characters will receive a character boost so you can dive straight into action when the War Within expansion launches.

      We can't unfortunately log in to the game with the MoP Remix char on the PTR so we can't confirm the Item Level of gear for max level characters. However, keep in mind that the gear boost will scale with your level, so if you're below max cap, you will receive gear appropriate to your current level.
      When Can We Expect MoP Remix Characters to Transfer to Retail?
      MoP Remix ends on August 19, so we assume the characters will need to be transferred to retail by August 22 when Early Access begins.
×
×
  • Create New...