[NEWS] Shadowlands Preview: Torghast, Tower of the Damned

Mhmmmm I give it 8/10 on it look, Why well sadly I all ready seen it and well…

I don’t fear and dread it… But it can save it self by having lore build up on it, and also have it theme play when it in same room with you and chase you like Most horror monster in most horror game

Torghast sounds like a great addition to the game, tbh. I love the idea of having a consistent solo (with small group option) progression system throughout the expansion that supplements other types of content.

Crafting powerful items, a solo challenge that has many variables and can increase over time. It fills a niche that has been absent from the game for most of its history, with the mage tower being a bit of an exception.

I guess the popularity of the mage tower led to this being more of a focus for end game, which is a good thing. There’s something satisfying about having some personal progression alongside the primary group activities.

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Thanks man. I know that Tauren well LOL

Sounds way better than Visions. I’m glad there’s no timer. Even though I like mythic+, I don’t want timer stress plugged into every activity, it doesn’t need to be in everything. I like that solo can be more chill and methodical where you can set your own pace.

I just hope you can make these challenging without piling on so much stuff that just feels frustrating and annoying… like some of the visions madnesses that make you lose control of your character running around or jumping randomly (never fun to lose control of your character like that) or Split Personality which is just so annoying especially when the only exit is into a wall and there’s a swirly on the floor and stuff.

Also my one suggestion is make the normal version have limited attempts per week like visions with the intended rewards so we’re not pressured into degenerate neverending grinding, but consider adding a practice difficulty/version where you can do unlimited attempts but there’s no rewards or just some gold or runes or something for rewards instead of the normal rewards. So people can practice as much as they want for fun or to improve, without it turning into a who can grind most for the most/best legendaries fest.

Remember that Torghast is still very early in planning and development, so if you see anything you don’t like, be sure and speak out early and often while there is still time to change it.

Well then, taking the time to review this information and process a bit…

I am not impressed.

But to at least give it a “sporting chance”, here’s a bit a feedback based on this information and some prior news and information which has come out surrounding Torghast.


There is no clear information on "entry fees"

An “entry fee” being something like the vessel needed to access Horrific Visions or the keystones used in Mythic+ dungeons… neither of which are systems I particular enjoy, and I especially despise having to repeatedly grind OTHER content (quite often content which is boring at best) just to access them.

Any and all mention of these entry fees have been scrubbed from the information provided… but that doesn’t mean they don’t necessarily exist.

So will there be an entry fee or not?
That’s a “yes or no” question, by the way. Maybe is not an acceptable answer.


I hope there’s more variety in locales

This is more of an unanswered question than anything else, but one notable feature of Palace of the Dead in FFXIV (which appears to be similar in concept, though not a feature which held my interest for very long) is that the “palette” of the floors, even if randomly generated, changed as you progressed through them. I can’t recall specifically, but it could have been each set of 10 floors (which was what made up a standard run). You could also stop between sets, save your progress and resume it later; rules got a bit weird beyond floor 100 where you got sent back a LONG way if you failed an attempt, but the key point here is that the scenery changed and evolved over time.

Will Torghast have some variety to the background colour palettes, decor and music? The previews have shown ONLY drab, grey backgrounds. People are going to get bored VERY quickly if that’s all they have to look at.

Back to PotD for a moment, the background music also changed every 3 floors (randomly selected from FFXIV’s wide selection, though the first 3 floors of the first set were always the same tune) with the 10th floor in each set being a boss fight. But again, the key point here was VARIETY. Even if I didn’t enjoy PotD much in the long run, I can’t deny hearing this tune was always a pick-me-up during my forays into it:

Yeah… WoW needs some more variety, or at least some more “oomph”, to its music. Torghast, doubly so.


How will single player runs be handled?

It’s mentioned that “deaths” will be the measure of when runs stop in Torghast… which could mean many things. I’m also assuming that there’s the option to run it either by yourself or with a group of up to 5 people, which was what was originally advertised.

For a group run, “deaths” means any one party member. They could be resurrected by another party member (or other means), and each death would likely take a chunk out of otherwise unmentioned “Vitality Meter” which will represent how many more catastrophic errors players have remaining.

… but how does it work if a player is alone with no one to resurrect them? Can they revive on their own if they have any “vitality” remaining? Would a Warlock’s soulstone or Shaman’s ankh allow them to come back from an unfortunate death? How do those abilities tie into the presumed “vitality meter”.

Or are they just unceremoniously booted out of the instance?


Will atypical group structures be accepted?

Another detail relating to PotD in FFXIV, it allowed for non-standard groups to be formed. This could mean stuff like all-DPS, all-tank or all-healer runs… or groups lacking any of the above roles.

It could also mean a group without means to resurrect other party members. There was a work-around where a certain object on each floor allowed you to rez other team members… provided you had killed enough enemies on that floor. The run would only end on a total party wipe, but you also couldn’t progress unless all party members were alive.

Has this been considered for Torghast?


Tarragrue will be off-putting, and is a timer

Quite simply, this adds a survival horror element to Torghast that will make a LOT of people outright avoid the instance. This will unsettle and terrify a lot of people… heck, I wouldn’t be surprised if they either quit a run before it shows up or simply never do Torghast just avoid having a horrible monster appear behind them.

While it seems to be failsafe against repeatedly rezzing players and continuing on indefinitely (perhaps because of the well-deserved backlash due to attaching timers to Horrific Visions and Mythic+ dungeons),

Furthermore, Tarragrue is a TIMER… just one with a delayed onset. Once it’s in there, the clock is ticking and you have to hurry. Coupled with the survival horror element, this is going to make a LOT of players uncomfortable.

Quite frankly, an unceremonious booting out of the instance after running out of “vitality” sounds better.


Anima Powers are Borrowed Power

Probably the thing I cared least about in the whole information page there… welp, it’s the pylons on Diablo III’s rift system. Maybe lasting far longer (until you’re done with the run?), but that’s about it.

They’re too fleeting to be interesting… heck, I’d prefer it if they weren’t there at all. You shouldn’t be relying on crazy-powerful buffs to make your game interesting, that should be a part of the core gameplay BEFORE those buffs come into play.


Torghast should NOT be the only source of Legendary gear

This is the big one, and it’s a surprisingly easy fix. Don’t restrict the items used to get legendary gear forged to Torghast – that’ll just make EVERYONE who doesn’t want to do Torghast angry. That will actually be a sizable proportion of the playerbase.

And I don’t give a rat’s posterior if it’s your flagship content or not.

Many will try it, few will actually be genuinely interested in repeat it more than necessary. You’ll never get players to agree on what content is the best, so you should NEVER put anything which is “too good to miss” into only one piece of content.

So I would suggest having those crafting components or whatever they are for forging legendary gear on a vendor, perhaps using something like the old Justice/Valor points system to purchase them, and spread out the acquisition across ALL levels of content – including world content. Though I preferred the short & fun daily questlines seen in MoP to the boring world quests and even duller emissary caches we’ve seen the last couple of expansions.

There’s no issue with certain pieces of content awarding more Justice or Valor points, such as higher difficulty content (raids, mythic+ dungeons, and so on). Even Torghast could award it. There’s no issue with guaranteed drops of these components from places like Torghast, provided it is supported by an alternative means of acquiring them for people who don’t enjoy that type of content.

That being said, being able to choose which legendary item you want to make is a good thing… one which HANDILY solves one of the big issues Legion had with its own legendary gear (all the randomness with getting them, including which one you got). A more deterministic system is definitely better… but you can’t just make it so you only get it from one source.

… though I would suggest adding a questline to give each Legendary item (not necessarily a long one) some “character” and build up the lore behind it, rather than having it be a simple matter of turning in the components. Perhaps after obtaining all the necessary components, you have to run off to get the “final piece”, which would be unique for each one.


There is potential here… but so far, I am not impressed.

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What kind of Anima Powers would you like to see?

I’d like abilities from other classes.

IE: Heroic Leap on my paladin or Ice Block on my DK.

That would be kind of interesting and cool

is people reading this?

“there will be a CHANCE that you will find a legendary chest”

I would be very careful if I was dev’s and testers please enough rng there’s in the freaking game let others know if it’s way too much of it on the tower.

Looking forward to diving into Torghast! Thank you for continuing to make content that can be done either solo or in a group. And thank you even more for not making it a timed-trial.

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So from what I can see, they have noted how positive a lot of input was for Horrific Visions and have adapted it for Shadowlands.

Instead of being based on Insanity, it’s based on player deaths. This is a positive change because it relates a lot more to actual player skill rather than outside sources such as the various options to increase sanity. If you play well and don’t die often, it seems you get further along and receive better rewards.

I’m not going to respond to all of your very long comment, but I will quote this from the developers:

The Torghast experience is in a true alpha state. It is not yet feature complete and many design decisions are still being made.

There are likely many things we don’t know about, or that we know about but that will change before it goes live. It’s a bit early to be burying the body.

From what I can see, it is currently planned to be as follows:

  • You go in and start at the lowest level which is presumably the easiest level.
  • As you progress though an apparently constantly changing layout (which I approve of, I love variety) it becomes more difficult - and more challenging. For example: higher up you’ll be dealing with traps, puzzles, and locked doors that will require keys held by ruthless enemies. This is a great idea and, again, I approve.
  • You gain temporary powers called Anima Powers that you can find in various places and ways during the fights. So you are rewarded with strength by actively playing through the levels.
  • The option to find means of creating legendary items makes the runs very valuable.

All of these things look fine to me, at this moment. We don’t know how things will change but its a positive step in design imo.

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I would like to see more effects like the “Secret of Living Flame” Power you showed off at Blizzcon, which prevented the use of anything other than fire spells. IMO, that was one of the coolest ideas. To switch up gameplay significantly while inside Torghast.
Also, maybe, every 5ish levels or so, maybe add an area in which a player can swap talents? I’m not BEGGING for it but maybe it’d be cool if say
“You can now swap 1 talent this level” while having tomes disabled. This, I think, further pushes the idea of you making an “On-the fly” build.
Take the Shaman power again for example. If you could swap 1 talent every few or so levels, it’d help you be better suited for the Powers you get. Just an idea for maybe slightly more dynamic gameplay. But what I’m seeing right now is already pretty good so even if this suggestion isn’t added, it will probably be fine :smiley:

This. Soooo much this.

I don’t think a vitality bar is necessary either. Why can’t the increasing difficulty be sufficient to stop people? There’s plenty of content that is too difficult for me that provides good rewards. At a certain point people will realize they can’t continue because of gear. The same thing applies to mythic+ not sure why Torghast needs some kind of arbitrary limitation like a timer or a death counter or vitality or whatever. Totally unnecessary.

My only concern is with the RNG legendary reagent drops. How is this any different than acquiring them in legion? If the reagents have rarity tired to them, and the more rare reagents drop on higher levels of torghast, then that would be a little better. But if say you need 5 torghast iron ores to make your bis legendary, some people would get it quickly while others would run the tower for weeks with no reward. Making legendary reagents complete RNG from random chest spawns will have a huge backlash.

So what if people want to?

As it stands, as with current Visions, most people will get their Torghast run out of the way right after the reset, and then sit around waiting a week for their next shot.

Put a cap on any loot and limit the legendary chest to one per week, and let people go nuts otherwise if they just want to be able to do some kind of solo content other than daily quests during the other six days of the week.

I’m also interested in seeing whether the “ever-changing layout” will be actual generated maps, or if it’ll just be the usual for Blizzard, meaning simple fixed maps with doors that are randomly open or closed to alter the route, with fixed spawn locations that are randomly populated from monster and item pools.

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So… just more Rifts… greaaaat.

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What quest was this? Sounds intense!

There are not enough likes in the world for this post. Keep up the good work, Shadowlands is sounding like such a step forward (or ironically backwards) from BfA and even legion.

Really looking forward to see how it continues to
develop.

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So what are the rewards for outside the tower? Does it drop currency for gear? Or just straight up gear? Or is it Azerite power?

Sounds so much like the old Samurai Warriors challenge tower, which honestly would be amazing.