Mythic+
New Feature: Lindormi's Glow – Lindormi's Glow highlights select enemy forces even when the Lindormi's Guidance affix is inactive. Defeating all highlighted enemies will complete the enemy forces requirement for a Keystone Dungeon.
Any player whose class supports a tank role specialization can choose to use Lindormi's Glow by speaking with Lindormi near the The Timeways portal or at the end of a Keystone Dungeon.
Lindormi's Glow will activate in a Keystone Dungeon if the party's tank has chosen to use this feature.
Players can disable Lindormi's Glow by speaking with Lindormi again.
Previously unannounced, Lindormi's Glow is intended to help tanks route through Mythic+ dungeons, much in the same way that Lindormi's Guidance does already. Automatically active in Mythic+2-5 keystones, Guidance makes the tank's job easier by highlighting enough mobs to complete the enemy forces requirement, additionally giving each of the targets -5% health and damage.
Currently, Lindormi's Guidance is only active in +2-5 keystone dungeons.
This isn't the case with the new Glow option, which can be toggled on or off by the party tank before starting a key of any level. In this case, only the glow will appear, helping them formulate a basic route, without any of the other advantages found in lower level dungeons.
The system isn't dynamic though. It's not going to tell you that you still need to defeat three more mobs before heading into the next part of the dungeon, but it should help give newer tanks some idea of how much they need to pull in order to route their way through a dungeon, without using third party tools or restricting them to +5 keys until they know it by heart. Once they get a feel for things, the option can just be turned off until they need it again.
In Patch 12.0.5, players can turn on an abbreviated form marking enemy forces without any of the combat advantages.
Putting more tools like this in game is great for learning, but also to help Blizzard explore potential avenues to incorporate more features directly in game. Perhaps someday we'll have the ability to mark groups and create custom routes ourselves, if not a more dynamic setting that attempts recalculate enemy force requirements for you, highlighting appropriate packs as you go. While some players will always find value in preparing intricate pull plans calculated down to the exact percent, adding more tools like this as options for those who find value in them helps more players succeed, ultimately leading to a healthier community overall.
More invested players will still have plenty of third party options to optimize their own routes.
