I hope the safe area is a Bonfire. Thatd be hype haha
I want the âYOU DIEDâ message too.
All that is doing is artificially drawing it out. And getting a bunch of people to say screw it and not bother with the content.
I mean, the infoâs up on WoWhead. I was mistaken [on a phone replying at the time], so hereâs how it works.
Floor #1 with debuff for damage taken increase [there are others]: 1% damage taken increase, increases by 1% every minute youâre on that floor.
Floor #2 with debuff for damage taken increase: 2% damage taken increase, increases by 2% every minute youâre on that floor.
Etc. And thatâs just the first iteration theyâve put out.
Itâs a way to introduce challenge over time and make you push to get through floors before the Jailor starts to overwhelm your ability to progress. Which makes sense. Itâs a roguelike deep dungeon system. Youâre not punished on floor #2 for taking too long on floor #1, youâre just not rewarded for sitting on floor #1 [floor #11, whatever, not the point] for an hour clearing mobs as slowly as you can.
That, my friend, is called semantics. Itâs a soft timer, not a strict timer. You are not kicked out of the instance by a random timer, things get harder the longer you wait to clear a floor.
And? 10 floors exist where thereâs no soft timer. Go farm your anima and afk there.
Followed up with that. Was on a phone at the time of typing that.
How is it artificial if that is how the system is designed? Does having a hitpoint bar artificially limit your ability to take damage? Blizzard seems to want a system wherein players get further as they get stronger. It is not currently about how many hours you can spend in one sitting. That is a good thing.
Torghast is going to turn off players no matter what. Lose me or lose you, Blizzard needs to just stick to their artistic vision and be done with it.
Howâs it heavy-handed? Blizzardâs intention for the tower is that the first set of floors is accessible to all players. Beyond the 10th floor, the rewards that impact raid/M+/etc end, and the challenge begins. You can play at slower speeds on those floors, but theyâre intended to challenge and push you.
Let me ask this- why would anybody who has issues with more challenging content want to go above floor 10? If you donât want to be challenged, donât be, and stay at floor #10. This game has a sore lack of solo/small group challenge content.
The difficulty should come from the actual enemies, not the clock.
They just need to put a power in for BL/Heroism that buffs the ability but limits the number of times you can use it per floor. Or a power that lowers the cool down of the ability to 5 minutes or so and balance around it.
Their vision was, as originally stated, to not have timers. And that got people excited. Now they are going back on that because some people âmightâ wait hours for lust on every pull? Just give big cdâs charges or some kind of limit and let people have what they were excited for.
If you want to run your own stopwatch or hell if they want a leader board for run times, cool, but actually enforcing it makes it less appealing to many people.
The difficulty comes from your ability to clear the enemies before the Jailor seriously notices you and starts to push back at you in the form of those debuffs. Youâre in his realm, he kinda has that power.
Itâs not a hard timer. You arenât kicked out after 20 minutes of sitting there doing nothing, and you get an AFK zone at the start of each floor.
Do you or do you not want a challenge? If you donât, donât do it.
Are you arguing semantics and then using it yourself? A timer is a timer, doesnât matter what the consequences of said timer is.
I want the challenge as it was described originally, with no timer. Now it has one and it will become another big feature many people will just avoid.
The difficulty is coming from the enemies.
If enemies start doing more damage the longer you stay on a floor, you have a growing need to play/dodge/etc. as perfectly as you can manage.
Hypothetical spell at 0% doesnât need to be interrupted but at 50% will 1 shot you. Suddenly, you need to up your game as the enemies are more dangerous.
Iâm gonna put this here.
There is zero need for the timer. The need to stop people waiting for lust does not REQUIRE timers.
People found it challenging and engaging in alpha the timer isnât there to add a challenge.
Who is that for? Why do I care what someone says on youtube?
If we wanna be technical about it, there is no timer in the traditional sense. The instance becoming harder the longer youâre in it is not a timer, itâs a different design approach.
The floors past #10 are intended to be challenging, not to be freebie crap.
I didnât see a big olâ timer that boots you out. I saw a slowly ramping difficulty the longer you take to get things done, at a threshold where youâre playing for challenge and not rewards.
Not particularly. Thereâs a difference between a âsoft timerâ and an actual timer. Visions have a hard timer- after enough time in the instance, no matter what you do, you will get kicked out, period. Yeah, with a rank 15 cloak and amped console thatâs a really long time, but itâs still a hard timer.
That doesnât exist in Torghast.
I donât care about bloodlust, it doesnât have anything to do with this stuff for me.
I do not want a Torghast built without timers. It will mean more trash, respawns, higher HP on mobs, etc. to balance. None of that sounds good.
Timers are good things.
I put it up because he is talking about this very topic. He brings up a good point that they should put in a leaderboard to push people to go faster and not wait on cooldowns rather then punish those who want to take their time.