Torghast Request

Blizzard, I don’t usually ask any favors from you… But please…

Do not.

Do not.

DO NOT make Torghast timed.

We don’t need more Diablo 3 content. Give us something we can genuinely take our time with.

Please.

4 Likes

It’s not timed.
There’s a soft enrage feature to just naturally make the tower harder as you play in it longer.

Anyone who actually played the tower on alpha knows it got way too easy after the first 2 or 3 floors and got boring.

Please, settle down with the dramatics.

You’re even allowed to take breaks if you want to between floors.

4 Likes

If not for a soft enrage feature, what would you like the fail mechanic to be? Just dying?

Not only that but everyone would almost be forced to do it with a heroism/lust class if not for that type of timer.

Good news, it’s not. M+ is timed content. Rifts in D3 with an actual timer is timed. Things with an actual clock mechanic are timed.

Putting a soft enrage type mechanic (which is basically what this is) is not a timer, just like HV isn’t actually timed, but depending on your cloak and talent tree progression (on top of playing better, using the vials, etc) you can stay in longer or shorter than other people who play better or worse than you.

I honestly don’t think this would be a massive issue, albeit I’m sure some people would do it. You could probably just make it so lust can only be used once per floor or something though. Not sure how long they intend us to be on each floor though.

However, I have no problem with a soft enrage mechanic that encourages you to get your butt moving if you’re dwadling about the floor.

Also judging from how things are looking in Alpha it might be hard to naturally bring a run to an end. These things won’t be fun if they take 3 hours every time.

Death is usually the only thing in Rogue-lites. Some have timers you can activate for more rewards or complete areas. But they activate crazy battles of lots of enemies and give you control.

Rogue-lites get more difficult the further you get through them. To the point where you will die. There are so many enemies and things going on.

As other people have said, it’s not timed. It’s a soft enrage mechanic. You have the beginning of every floor as a rest spot where you can take your time and chill.

It’s an endless dungeon supposedly in a rogue-lite style. You don’t reach an end really. They just get harder until you die. But with boons, you can get a bit further each time for more rewards. In this, you supposedly get necessary stuff early on, then cosmetic stuff the further you go.

Statements contradictory, does not compute.
Timers are timers. Like “freedom”, if someone needs to redefine words for their pitch to work, they’re usually trying to pull a fast one on you.

1 Like

Yeah, it being difficult isn’t my concern. It’s them Blizzifying all content to be the same. The version where you gain your most progression will have keys that you have to earn, and timers. It’ll probably have knockback everywhere. The real problem is the lack of variety.

That they claim it’s rogue-lite but then want to suck the fun out of the concept. They need to go play more of those types of games for reference.

I expect people to be able to critically think and apply common sense, so I don’t have to explain the very basics of everything every time I post.

Yes, an enrage is a timer of sorts, but if you want to be that pedantic about it, then there is no such thing as infinite timed content.

A timer in the context of WoW, and most video games, obviously means that the time it takes is a critical objective, usually a marker to beat.
Such as Mythic+ dungeons.

A soft enrage that makes the tower more difficult the longer it takes you to clear it is not a timer.
You have control over the enrage stacks. You can take breaks.
It’s a natural curve.

Good examples of soft enrage content that people do no considered timed is battle grounds, arena, and island expeditions.

It is by every conceivable definition of the concepts of time and constraint. Look, I consider myself fairly reasonable and insightful in my day to day job (software dev / business analyst). I really want to understand how we can come to different conclusions on this, because from my frame of reference, a system that constrains the time one can take to accomplish an activity is, by definition, a timer.

I view it as an unnecessary source of urgency (stress) bearing down on the player, while a Rogue-Lite system built upon clever power combos and increasingly difficult encounter design (see: Dead Cells) could stand on its own without it. It has all the trappings of an anti-user feature, and that’s why it befuddles me.

“Don’t challenge me, Blizzard! Don’t make me learn my class!”

It’s not timed.

It just encourages people to finish a level before taking a break.

timeing is nonsense but if it just a debuff i will live.

From what the people testing have said is that the Torghast design isn’t what we should expect on live in terms of duration. I pay attention to Preach a lot, and the thing he’s pointed out is that in their testing that it starts out hard and then you get some anima powers and eventually you’re just broken to the point of unkillable and that the current design isn’t what we should expect on live. I would expect it to be along the lines of HV duration. Maybe can go longer with gear and dedication, but especially starting out.

I also believe that while Torghast falls under the “required” chunk of content you don’t need to progress excessively far to check it off from your weekly list of things to do, and if you actually can spend 3 hours in there you’re choosing to do so.

1 Like

That’s fair.

And if I’m being honest I would much prefer the run end because the enemies finally beat me and not because of a dot.

I think the idea of debuff/dangers that come around when you aren’t in combat are probably going to be the more palatable torments. The stacking damage dot on the other hand feels like more of a “medium/hard” timer than I was expecting.