Ah magic numbers are 4-5 kids “Don’t die that many time or The Tarragrue will ruin your day”
Good, Now then all we need good roar, sound effect that fit the mood then Work on quest or lore about him and we got our self Stalker killer!
Ah magic numbers are 4-5 kids “Don’t die that many time or The Tarragrue will ruin your day”
Good, Now then all we need good roar, sound effect that fit the mood then Work on quest or lore about him and we got our self Stalker killer!
I just want to know if that number only applies for repeated deaths and if it doesnt stack after a long period of time. Like for example what if I die 3 times on floor 2 but not again for 5 more levels. Does the death count towards the Tarrarugue coming out, That and to be fair the 4-5 simply comes off what I am seeing from the people showing it off right now. May not apply to everyone or could be an alpha thing
May have to wait on offical wording on that But hope it adress I mean it would suck that I die on floor 3 case there was hardy mob that was unkillable and I die 2 more time case of ticking debuff to get pass few mines
But then again I never been in that place for all we know they may be carried and have ot be careful to the point that you force you friend to play healer and get some other mates to be back up 2 healer one main one side and dps that kinda tanking but not really.
that kind ordeal of stressful work environment.
As a fan of rogue-lites, I really like what I’m seeing watching the streams. If the base is fun, there are almost infinite ways to make it rewarding and fun going forward.
Torghast looks like tons of fun. I like that the number of deaths resets each floor too. I’ve been avoiding most coverage so as not to get spoiled on story, etc but I wanted to see how this worked. So far, so good.
This made me blink. A lot. It is odd on a number of levels. Firstly, are you suggesting that content should NOT provide reward to players for taking part in that content? Second, who is to say it can’t do both - be fun and rewarding. Of course people will do activities because it provides a reward. Show me any raid or dungeon since Day 1 of the game that hasn’t been done for that exact reason.
Though occasionally pleasant, background music is not something that means much to me and would probably be distracting if you are running something that requires communication. Outside in the world, fine, but not inside an instance where you may need to talk and be heard. And if you have to turn it down so far that it doesn’t interefere, why have it at all?
Seriously? How is that any more ‘frightening’ than a huge thing with an eyeball trying to destroy you and plant you face down on the floor? Or any of the other monstrosities we’ve had to deal with throughout the game? You seem to have a very odd idea of the psychological fragility of WoW players.
For real that would be great! A good notification, even if he shouts (like DBM) Run Away Little (Character’s Race ie Human)!
Should have read a bit closer.
I didn’t say remove the reward.
I said the reward should have more than one source.
That way people can choose which content they want to do, rather than be forced to run something they don’t want to because it’s the ONLY source of something. Adjust the rate at which rewards are obtained if that’s a problem.
If they are relying on the rewards to actually get people to run the content at all?
THAT is a serious problem all by itself.
It’d have same settings as music currently has in the game.
So if you’re turning it off anyhow, how is that a problem?
Then again, you almost make it sound like you want WoW to have absolutely no music at all… which comes off as REALLY strange, especially when anyone can just turn it off already.
I take it you’ve never gone the rabbit hole of psychological horror?
Here’s a couple of easy articles to get you up to speed on the subject:
https://tvtropes.org/pmwiki/pmwiki.php/Main/NothingIsScarier
https://tvtropes.org/pmwiki/pmwiki.php/Main/ParanoiaFuel
Quite frankly, the sight of a monster isn’t all the scary. It’s the atmosphere and tension surrounding it which scares people… and quite a few are more attuned to that than they are likely to be scared by the monsters themselves.
As I said, people’s own minds end up turning against them.
The limit would be there so players don’t feel compelled to play their mains 24/7 while neglecting their alts. I agree that making entry repeatable is okay as long as the rewards are limited.
I don’t think many players want another island expedition fiasco where the best players have to constantly be doing it for power. That kind of gameplay trickles down to the rest of the playerbase and causes a lack of motivation for everyone else.
I Give you… the will breaker:
I loving how this will play out, I never aspect this to happen but I know we about to have feels… a “Dark soulzy feels”
I know right? And SUCH a cool mechanic!! You gotta run from a giant mountain of doom! I hope you can always kind of see him in the background, but he’s kind of hidden in shadows…almost as if the background itself is taking on a life of its own. Kind of like in a nightmare when you can’t quite see what the monster looks like, but you know it’s there, just out of your line of sight…how COOL would that be???
#feedback #noalpha
Based on what was seen with twitch streamers some initial thoughts:
The first anima power before entering should either be a choice between two class ones or you need more than 1 as you go to harder difficulties. Could also scale off of group size with more being given to solo players.
The breakable objects idea is cool and all however, it would be nice for them to only have one health or break faster by clicking, warlocks seem to take much longer to get through them.
For solo healers there should either be at least 2 options for every anima power or you should only get utility and DPS based powers, healing ones seem weak when going solo.
based on the classes shown, melee is looking to be inherently better then casters due to the ease of mobility and interrupts they have even if casters may eventually do much more damage because of stacking anima power.
General ideas for Torghast stuff:
Targeted anima powers from the vendor after X floor on higher difficulties
Profession items to be used only in Torghast, ex: breaking every destructable in X range, ground markers to show where you have been for navigation purposes, ultra speed potions for death runbacks or backtracking, free repair of items, special buff foods, CC/utility items for classes without them
Optional hardmode on the last bosses on a floor similar to Ulduar, harder fight meaning better rewards.
trade in of excess phantasma at the end of a floor/run to get other in-game items like crafting materials, timewalking badges, old expansion currencies or legacy transmog.
This is one of the coolest pieces of content I’ve ever seen in WoW.
I didn’t say you said it should be removed. Should have read mine a bit closer.
So, if a piece of gear is available in an Heroic raid fight, you should also provide that piece of gear out in the world somewhere? Oh, wait, we do that now don’t we…World Quests. This is one of the ongoing issues with WoW, where the need to do difficult content to receive special items has been whittled down to where they almost pop up under rocks out in the world. I believe this - special rewards should involve especially difficult content. For example, I knew back in Legion that I could not do the Mage Tower challenges. I simply didn’t have the physical acuity to do them. I didn’t demand the rewards should be offered elsewhere in the game because I recognised that they went to people who were very good at playing the game. I didn’t begrudge them that.
Again, I did not say that. I love many of the music pieces written for WoW. But you seem to feel that playing music in an instanced event somehow makes it nicer, or less nice. For example:
I can honestly say I have never met anyone who was scared by the atmopshere in a WoW situation. Maybe you are thinking of Diablo. Now, thats a seriously creepy game. Anyone who plays Diablo and expects sunshine and sweetness is definitely in the wrong game.
Your whole argument about psychological stress and atmosphere and tension are odd, at least to me. I think I’ll just leave you to your opinion, strange as it is, and go back to staring at large, strangely attractive Orc warriors. Now, there’s a weird inexplicable thing…
Having just watched people play it and unable to see for myself. It looked like a lot of time spent in these for those that progressed far into the levels. Will there be a pause or place holder if you don’t die but need to walk away or get dc’d? Perhaps like logging out in the open world?
Man this guy try to put words in you mouth and try to prove his point and want to ruin the whole thing to fit his baby fist view… It fine as it is Just need more thrills and scare and Hype Like When you see some that did 50-100 floors he come out like this
“It is done…floor 100 is reach.” /jojopose
I think the scaling is currently off. I don’t think the intention is for them to start out hard and get easier, which is where it currently is at. The more powers you get the far easier it becomes, whereas it feels like it should require you to get some powers to be able to advance. Sure it’s okay to be a bit easier for a floor or two cause you got a good power, but to feel so overwhelmingly easy after you’ve gathered some powers but feel extremely tough every pull at the start of a lower floor just seems backwards.
Which is why rewards can be limited/capped, but not entry. Personally I feel limited entry makes it even less alt friendly, because not all of my friends have the same number of alts. I would love to run this content with them across all my characters for variety, but with keys that’s not going to be possible. Not to mention not all of my friends play the game at the same level, so limited entry becomes effectively a punishment if I want to play with my less-skilled friends.
Eh I’m okay with sacrificing being able to do a run with your friend’s alt for the sake of gameplay. If Blizzard says they want to limit entries so people can’t practice it then it’s pretty clear what kind of content it’s intended to be. Teach your less-skilled friends how to be better instead of carrying them through all the content.
After all is soloable content, you don’t have to play with friends. If your friends have different number of alts than you then tough luck, they’ll have to play with another friend or do it solo.
Gameplay is being sacrificed by limiting entry, not by opening it up. Plenty of people run M+ all day even though there’s minimal chance at an upgrade because they have fun doing it. Same concept here. If players enjoy running Torghast, not because of rewards, but because it’s fun, why put a limit that fun?
I specifically don’t run visions with anyone because I’m not interested in carrying people for their reward while hindering my own. However game design that basically tells people not to play with their friends in an MMO is poor design. Even M+ isn’t limited like that. I can run with those friends and it’s not the end of the world if a key gets depleted because we get another key. They’re people that improve slowly, even with coaching, and there’s nothing wrong with that.
Blizzard hasn’t said anything about practice runs in regards to Torghast to my knowledge, and how exactly do you “practice” for something that’s so random? People will already create min/max list for the best anima powers, and just running them you will learn what mobs do and how to counter them appropriately.
Again, rewards such as the legendary materials can have a weekly cap (And should probably have other sources) so players don’t feel it’s mandatory to grind the tower, but with how much fun people are having on alpha with this early and limited implementation of Torghast, it makes no sense to quite literally put a limit on that fun.