Torghast 2.0: The Rogue-Like Mode WoW Deserves

Let’s be real—Torghast had potential, but it didn’t hit as hard as it could’ve. Now imagine it rebuilt from the ground up, with rogue-like mechanics and no class restrictions. Welcome to Torghast 2.0, where every run feels fresh, every choice matters, and every climb is packed with sick rewards.

Leave Your Class at the Door

Here’s the twist: your class doesn’t matter. The second you step into the tower, your soul gets ripped from your body. No more Hunter, Mage, or Rogue—just you, a badass hero starting from scratch.

This isn’t about pre-built rotations or class metas. It’s about building your power from the ground up, one floor at a time, and seeing how far your skills can take you.

Start Small, Go Big

You load in with nothing but a basic auto-attack. That’s it. No spells, no cooldowns—just smacking enemies until they drop. But the magic happens as you progress:

  • Clear Floors: Kill mobs, break jars, find loot.
  • Get Powers: Each floor hands you a new ability or passive.
  • Build Your Kit: Stack powers to boost what you’ve got or swap them out for better ones. By the time you’re a few floors deep, you’re a walking nuke.

It’s classic rogue-like gameplay with WoW flair. Every run is different, and every decision shapes your build.

Not Every Run is a God Run

Here’s the kicker: not every run will make you feel like a demigod. Some runs will bless you with insane synergies that let you steamroll everything. Other times, the powers won’t line up perfectly, and you’ll have to grind your way through with smart play and determination.

That’s the beauty of it. When you hit the perfect combo of powers, you’ll feel like you’re unstoppable, and it’ll be incredibly satisfying. But even when the run is mid, the core gameplay loop is fun. Smashing through floors, tweaking your build, and tackling tough bosses keeps things engaging. You’re not always going to win, but you’ll always have a blast trying.

Infinite Floors, Infinite Drip

The deeper you go, the harder it gets, but the rewards? Chef’s kiss. We’re talking transmog sets that start simple and get progressively more insane as you conquer higher floors. Imagine walking around Orgrimmar with a set so over-the-top it practically screams “I’ve been to floor 100, where have you been?”

With the new housing system, these rewards could (and should) tie into that as well! I’m thinking:

  • Mounts
  • Mog
  • Housing… Mog (???)

Meta Progression

On top of that, there’s a meta-progression system. Between runs, you unlock permanent upgrades:

  • More lives to keep the run going.
  • More power choices per floor.
  • Faster movement speed because no one likes slow gameplay.
  • Other perks to make every run feel smoother. These don’t need to be (and maybe shouldn’t be) Power-related. I’m really thinking more akin to Hades here as a baseline.

Make It RP-Friendly

This isn’t just a grindfest; there’s room for some juicy roleplay. Each time you enter, the tower’s theme changes. Your character’s soul is trapped in a new nightmare, and every run tells a different story. The themes? Pick your poison:

  • Old Gods: Tentacles, whispers, and void monsters everywhere.
  • Visions of Azeroth: Explore “what if” scenarios from alternate timelines.
  • Outland Throwback: A mysterious tower of arcane power just chilling in Outland.
  • Dalaran’s Mage Tower 4.0: Magic trials that push you to your limit.
  • Undermine Goblin Themed? Sure!

Each theme brings new enemies, hazards, and abilities to play around with. The devs could get crazy creative here. And if this is an evergreen system you’d have an opportunity to add more flavors every expansion or so (probably not every season).

…Or not. Personally - I don’t care at all about the theme, I just want the gameplay loop outlined above. :sweat_smile:

Why WoW Needs Rogue-Likes

Let’s face it: rogue-likes slap. They’re all about adapting on the fly, making choices that can make or break your run, and feeling like an absolute beast when you pull off a crazy build.

Here’s why it works in WoW:

  • Endless Replayability: No two runs are the same, so it stays fresh.
  • Player Skill: It’s not about your gear score or class—just your ability to adapt and optimize.
  • Always a Challenge: Difficulty scales endlessly, keeping things spicy.
  • Meaningful Rewards: Whether you’re grinding for cosmetics or unlocking meta upgrades, every run feels rewarding.

This would be a dream mode for both sweaty min-maxers and casual players looking to chill and try something different.

Blizz, Make It Happen

Torghast 2.0 could be the ultimate endgame mode WoW has been missing. Fun, challenging, and dripping with rewards, it’s a win-win for everyone.

Blizzard, take the tower to the next level. We’re ready.

7 Likes

That all sounds fun, but at the same time, all they really need to do is make it what Torghast was in alpha/beta.
A true, endless roguelike. People loved it in beta, then they started slowly chipping away until it became what we got at launch. I still enjoyed it(because I wasn’t in beta to experience it being screwed up), but it wasn’t what it could have been.

I’ve given up on adding a new end game pillar. And really the game doesn’t need one.

Just make leveling good again. Keep M+, Raids, and PvP.

You don’t need all these gimmicks. They are all just crappier versions of the leveling experience to me.

I want to play shaman. My character.

leveling is a gimmick.

2 Likes

Great post. Thanks for contributing to the forums. I hope Blizzard adopts some form of this.

1 Like

And I lost interest.

3 Likes

Tbh I liked torghast even as it was both as dh and druid, even as monk.
Not when I was running it for currencies, but when I was simply there because I wanted to.
The meta achievements in 9.1 were a great. Also the twisting corridors were great.

It was overall a fun game mode, but sadly ppl keep brining the SL legendary system into any topic about torghast as if the two could not exist without each other.

Why ask for something when people moaned and complained about the thing? I don’t care what you have said people perceive torghast as garbage content.

Or make it like FF14’s deep dungeons. They do have an end (20 or 100 floors), but current level and gear don’t matter. You level up to a predetermined cap that’s lower than current, and you increase your weapon/armor strength through opening chests. You also use items to give you power ups, healing or to dispel floor-wide negative effects. You can sneak around monsters, which have different ways they can detect you.

It’s an interesting game mode for soloers.

Those are whiney IO chasing degens who shouldnt be allowed to have an opinion. When i get a say about how their idiot hamster wheel of a dungeon system works, their opinions about Torghast will be considered.

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Why?

I know that current questing design is FULL of gimmicky stuff. But that’s what I’m complaining about.

To me Torghast and Delves seem like the gimmicks. (admittedly I am more fond of torghast as an idea than delves but I think leveling trumps them both)

Leveling is just stringing together dopamine hits quickly enough so that you dont unsub yet. They talked once about the first 15 levels had to be fast and give enough feel good hits to keep a person hooked.

WoW leveling, was designed from day 1 to be easier and faster than anything else around. To appeal to as many people as possible through its ease of play.

Its content not designed to be repeated. To have any long time staying power.

Honestly, you should just take this idea and make an entire game with it.

Torghast was shackled with the awful legendary crafting system of shadowlands. If it had a reward structure like horrific visions, it would have been heralded as the next best thing since m+. And also, the next worst thing since m+ depending on who you ask lmao.

So, it’s a mode in which we don’t play as our characters? That’s already a real hard sell.

There’s a reason games like Hades start you with a functional set of abilities. Autoattack simulator would be boring as sin, for any period of time.

Not about skill at WoW or your character going under player skill is a choice.

Overall, this sounds like a top-notch example for “why would you put this in the WoW engine and world instead of making an actual roguelike game”

I would like them to add Torghast as a permanent feature.

I hated SL but Torghast was so cool, so I bailed and went and played Diablo 3.

This is still a guilty pleasure of mine. Barely missed a season.

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Its content not designed to be repeated.

See this is where you’re wrong. Classic leveling had a big emphasis on replayability (even Outlands and Northrend made a decent effort at it).

There are way more starting zones than there are late game zones. 6 starting area’s in total. (2 more added with TBC). And also different class, races, and builds.

It really is hundreds of hours of content.

And games need something to hook a player. Retail is already good when it comes to end game activities IMO.

If the “hook” was anything like classic leveling it’d be the most fish-repellent hook in history.

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Literally one of the most popular games in history because of it’s leveling experience.

Stop being a contrarian hipster.