If you’re coming to this thread looking for someone who hates Torghast, you might as well turn around. I love the idea of Torghast, and I like a LOT of how it was implemented. I think the idea of content that offers unique modifications to our classes in a rogue-like environment that we can tackle alone or in a group is an amazing addition to the game. But, well, it’s definitely not perfect.
I would like to raise a few specific pieces of feedback here:
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Map and power variety - this is likely to be fixed with subsequent patches, but it’s an obvious issue. We’re pretty heavily recycling maps already, and most classes have been narrowed into a few specific builds because there are good powers and bad powers. It’d be really nice if there was a greater degree of variety in maps, and moreso if there were more ‘interesting’ powers added. Give us pets, class specific procs, transformations, etc. Also, buff the powers nobody wants.
One idea might be to make these ‘event’ powers not tied JUST to the event. Have them be things you can rarely get any time. -
Lack of rewards - Torghast needs some long-term, repeatable, farmable rewards. Something to make people who LIKE Torghast feel like it is a reasonable decision to spend extra time just farming it. Perhaps offer a reward cache at the end of each stage that gives gold, stygia, crafting materials, and a chance of items proportional to the difficulty of the layer you choose. (ie. gear from ilvl 195 to say 210)
But it is important that this reward structure allow people to make their primary form of gameplay Torghast. Because if someone WANTS to spend all their time here, that time should be rewarded. Alongside that, the reward structure should also not be so rewarding that it makes people feel like they HAVE to do Torghast, particularly twisting corridors. -
Time investment of Twisting Corridors is way too high for a single sitting. I love the length of Twisting Corridors because getting 75 powers feels really good, and I enjoy the overall experience that a longer dungeon offers.
But… the 3 hour investment is just… unwieldy and limiting. Especially in the current age where the population of WoW is growing up and has lives. I know people in their 40s, in their 50s, and I’m in my mid 30s. I have a wife and a job. A three hour single segment commitment is often just too high for me.
Some form of ‘save’ feature where you can stop a run mid-way and come back to it would be very welcome. -
Revisiting the idea of ‘making this a farmable place’ - it could use some form of higher difficulty end-game for it. TC is tough, but having completed TC7 with pretty mediocre powers, I doubt TC8 is going to reach the difficulty that would make it a satisfying end-game.
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Damage scaling of late layers creates the wrong type of difficulty. It is frustrating, to me, that my goal in late layers is to ‘kill it before I get hit once’, despite not really having that many tools to ensure that happens. It’d be nice if the difficulty was a bit less binary than GEt hit, lose. Don’t get hit, win.