Stop with the buzzwords if you want actual conversation.
Was the no timer for Torghast advertised before or after the Sanity stuff? It’s my actual question. I’m legtimately curious.
Also, effectively the same is not the same. The degree to which the torments act as a timer are relative to the class, player, and will vary run to run. There are so many variables at work there, it doesn’t really line up. They currently narrow your margin for error gradually until you proceed to the next floor or lose. That is not a timer in a traditional sense, that’s just a mechanic.
M+ has a timer. Do you die automatically in Torghast when you get to 100%? does the session just end? You are limited by your gear, your class, you skill as a player, and your luck.
I don’t care about your question. No timer was on the list of actual features that got a lot of people excited.
You like timed content so you will never get it. People want to play without that go go mentality. If you want it, play with other people who do. But adding this pushes it onto people who don’t want it. The difficulty is not coming from the timer, it’s just an artificial construct they are specifically putting in to prevent people waiting for buffs, which has other, much more elegant solutions.
I mean, you keep replying to my posts. I’m having a discussion and your best refutation of what I’ve said is “you’re a troll”. Should I just write this down as a win? In the old forums I would’ve blocked you by now, but Blizzard decided to not allow that anymore.
How’s your GCD activated? Like I said, if you want to be pedantic about it, everything in this game that is usable or that you interact with is a “timer”. There’s a timer on your GCD that’s affected by haste and other factors. Every ability you use either has a global timer or an individual timer. So if timers are the problem, why do you even play this game?
Torments are a soft enrage. That they’re interval-based is a limitation of designability, but the principle is still the same. It’s not a hard-cap, and it’s certainly not timing how long you can remain in the instance.
Yes, but your way excludes a bunch of people from the game. Were you not going to play Torghast had they stuck to not having timers, even if the difficulty ramps up in other ways?
Care to explain how that brick wall is worse than the torment system? If you can only use your 6-10 minute cooldowns 2 times per floor and your 3-5 minute cooldowns 4 times a floor you are given ample opportunities. They can balance this a number of ways too like having 6-10 minute cooldowns as 1 per death and 3-5 minute cooldowns as 2 per death, meaning no brick walls. They can set this per floor too so it’s balanced for shorter or longer floors.
Over time a debuff increases until it overwhelms you and you die, it has the same result as a timer. They also said this mode should encourage exploration and it doesn’t. You keep avoiding this point because you know it proves you wrong.
And most people find it absurd that Hero abuse is even a thing they thought of, when maybe 1 of 100000 people would ever do it, and even then everyone can still use Hero if they want to.
Individualized timers per boss or set of mobs is one thing. Overall check list timers that enforce a specific pace are exactly what we did not what in this tower.
I already responded to your original points, you had no counter, so you jumped into a separate line of discussion I had with someone else. You have a strange definition of “win” but sure I guess you need this.
One of the biggest issues that people had with Horrific Visions is the sanity meter. Having that ticking clock forces you to always be moving forwards, which could lead you to make mistakes in your haste. Some players really like being able to plan out each of their pulls and make sure that they’re not putting themselves in undue danger. Torghast gets rid of the clock mechanic entirely with your new worst enemy — the Tarragrue.
Unlike World ofWarcraft ’s other endgame dungeon activity, Mythic+ dungeons, Torghast is not timed. Instead, you have a limited number of lives before your run comes to an end. Once you’ve died a certain number of times, a giant, unkillable boss called the Tarragrue will spawn at the entrance to your current floor, and will slowly lumber toward the exit. If the Tarragrue spots you, it’ll chase you down and kill you in a single strike. But if you can reach the end of the current floor before the Tarragrue does, you’ll escape to the next floor.
Only death was your timer.
It was advertised. They were interviewed. Many gaming news outlets reported it. Now they’re taking a sledgehammer to something small. Just like they originally were going to take a sledgehammer to the Rising Mists build but reverted it. Why can’t they do the same.
You’re not excluded from the game. You can still do the upper floors, just knowing that there’s greater challenge to doing so. Materials come from floors 10 and lower that you need outside of Torghast. Nothing tough about that.
It’s a soft enrage. It’s not a timer. Hence why I called it a “soft timer”, but I guess the need for literal statements is much more important than the need for people to understand the point.
“ree timer” is not a response. It’s just ignoring the point.
I could but I won’t, many people won’t. We tried the M+ timers, hated it, and never played them again. Same thing here. An entire big feature of the expansion isn’t worth playing. Not responding to your lie at the end there.
And you don’t have to, either. Technically, you could treat M+ as if they have no timer. Get a friend who can handle the big mean numbers to get you higher keys, and then go slog through them at your own pace if the timer is what stops you. You don’t have to time keys for the chest at the end of the week.
It is worth playing, you just decided it’s not because you think a soft enrage is a timer.