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.