Torghast should have more avoidable damage

I enjoy Torghast, but I think one of the biggest problems it has is that there isn’t enough room for player skill, even minor skill, to improve one’s odds.

Trash (including the non-boss Elites) in Torghast is extremely mechanics-light, and while that makes them simple to fight it means the majority of their damage comes from auto-attacks, Unnatural power, and hard casts. The main options players have to mitigate this damage are (A) interrupts and (B) crowd control (stuns, disorients, kiting, etc.). These are nice, of course, but it’s not any more complex or engaging than the mechanics enemies out in world content have. And you quickly reach a point where no amount of CC/interrupts can overcome the enemies’ damage output.

Introducing mechanics to trash and floor elites could do a lot to make the content more dynamic, and making these mechanics preventable / interactable could provide other means of overcoming the content than getting lucky with Anima Powers.

For example, I was blown away by how few enemies in Torghast make use of avoidable damage zones. The only examples I can think of are Mawsworn Enfocers, Fey Prisoners, bosses and one specific mini boss, the Subjugator, who exclusively uses avoidable AoE ground effects.

These abilities are generally pretty easy to avoid, but are engaging and complicate one’s rotation beyond turreting. Shifting the damage profile of torghast enemies away from auto-attacks towards these kinds of avoidable abilities could be very fun.

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Depending on how they did it it could be fun but it could very easily end up worse. Having some stuff to dodge can make fights interesting but it gets old pretty fast when you spend more time dodging the bad than actually doing something.

Unfortunately video games have been doing this for years, it’s lazy design.

Harder difficulty = more health and more damage for everything

What they should do is ramp up damage on avoidable things and as you go up in floors the time to avoid things decreases while damage taken increases allowing for skill gaps

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Of course, all things in moderation.

Avoidable damage zones is just one example of mechanics that could shift the damage profile away from auto-attacks/unnatural power.

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I can get on board with this idea.

Pretty much how island expedition elites/rares were set up.

And a big chunk of Visions were based on avoidable damage. One thing they did right.