Good, then stop off topic posting about my posting style. You’re literally going against the CoC by doing what you’re doing. Address what I say, or don’t reply to me.
I have no one on ignore, I’m not a coward who’s afraid of other people’s opinions.
I’m not telling you how to play, I’m telling you the rewards you want require you to change how you play. You’re free to not get those rewards.
No one is going to change Super Mario Bros. because you dislike mushrooms.
I’ll reword it for you since you are dense. “But putting Normal Raid ilvl gear in simple WQs is forcing players whose endgame is Normal raid to do WQs and there are normal raiders that don’t want to do WQs so it goes both ways.” I used Mythic as an example because it’s the highest ilvl so if you put mythic ilvl in WQs as I stated you force EVERYONE to do WQs because now the ilvl is the same as every other endgame but 100x easier to obtain.
I thought we were talking about end game progression? No one is talking about or cares about the leveling and story progression being solo friendly. The end game is and has always been multiplayer.
Is a talent tree and would be more akin to a roguelite feature, not a roguelike feature (I.E. your progress is saved and can be utilized to further your success in the next run). Not the same thing as what I am referring to and doesn’t cover the many other things that I’ve discussed:
In Binding of Isaac, there are certain ways to unlock certain items. For example, if I want to unlock the character Magdalene, I need to have 7 hearts by the end of my playthrough. If I want to unlock the boss Gish, I have to finish the Depths layer 30 times. If I want the Cain’s Eye trinket, I have to complete the Chest quest as Cain.
Torghast doesn’t have anything like that. It has a currency system that you have to grind. It doesn’t change up the playthrough in meaningful ways. It just makes it easier for me to burn through the content, which I guess is fine, but not exactly indicative of being rewarding.
Whereas in Binding of Isaac, not only does unlocking these things add more to the game, it also expands the likelihood of seeing something new with every new run. It adds replayability.
So no, Torghast doesn’t have anything like an actual roguelike.
Torghast is and was pitched as such so I’m going to hold it against the roguelike genre.
Why? The roguelike genre is crazy popular and people were really excited about the prospect of a roguelike being in WoW when Torghast was announced.
The idea of a roguelike is that with every playthrough, you are unlocking something that makes your progress and efforts feel validated. Would this not be something that is meaningful in progression for solo and open world content? How is unlocking an ability any different than obtaining a gear piece?
It’s roguelike inspired. Not necessarily a roguelike.
Because if I had to unlock the powers that are the only reason Torghast is somewhat enjoyable, I would not have had a good time, and neither would most of the player base.
It was already lambasted enough as it is, another “Oh and you get 0 green powers until you’ve run it with only white powers” would have pushed it over the edge of acceptable.
The core of this problem IMO is also the reason Blizz will not embrace 1v1 PvP content. Any type of difficult solo content that would warrant high Ilvl rewards (to be fair) would require a massive class balance shift towards solo viability (This is likely why TG had the affixes to completely throw balance out the window).
Basically because of the class balance issues preventing some classes from solo’ing a level 1 critter in the wild and others able to solo world bosses (I’m looking at you hunters) Blizzard is hamstrung and won’t create content for solo players worthy of rewarding the gear they want.
i don’t mind just doing LFR as a solo player. what gets my goose is the elitism behind keys and the arbitration surrounding borrowed powers. we no longer have gear that is part of us, we only have overpriced overcommitted iphone gear essentially in this theme park game.
If it looks like a roguelike and acts like a roguelike, it’s a roguelike.
Which is why in every roguelike you are given a base pool of abilities that the game pulls from when generating levels, and as you progress that pool continues to increase.
In any case, you can’t really say for certain that the player base wouldn’t have fun because it never happened. Again roguelikes are a crazy popular genre. I’m willing to bet a fair share of people playing this game have dumped a significant amount of time into one of them, whether that’s Binding of Isaac and Enter the Gungeon or roguelite games like Hades. Reception for Torghast when it was announced was positive and it wasn’t until they butchered it in beta did it turn negative.
That is not even close to equivalent. I was talking about whether or not the game actually stops anybody from running a dungeon (hint: it does not) and you bring up discrimination in some sort of lame attempt at making my statement seem morally repulsive.
It was 1 attempt yes, I wouldn’t say it should have ended there though… I didnt like Horrific visions because I dont like being on a timer…it’s the same reason I don’t play M+. To be clear I avoid anything time sensitive even in RL because I loathe tension.