Think for a second, do you think Complexity Limit would try as hard to be world first, any guild , any raid, if they had to slog through an hour of garbage just to try something again?
No they wouldnt, theyd get bored and probably question why they cant practice one thing without the trash.
Like I said how it turns out is anyone’s guess, I doubt Blizzard even knows. Based on reactions from people in beta what they were playing and what we got were different too so who knows.
I’m far too lazy to switch. So you’re pugging it? How are you pugging it? Are you forming the group yourself or are you joining a group that’s mostly formed and most likely has an established discord with multiple members belonging to the same guild?
Please remove the random enemies attacking me from out of stealth while I’m out of combat. There is 0 reason for them and almost ruins the experience. Can’t even open a chest or look at my map without being annoyed.
i had one anima thing which let me pick between soemthing that would make my pet automatically change target to chase a mawrat, or a mawrat harness to turn me into a mawrat. The useless mawrat harness sat abandoned in my bag, the idea of my pet just running off chasing mawrats half way through a fight had the least appeal
Honestly, most of the hunter powers are meh to complete garbage. But we probably also have the easiest time in the tower of anyone and some of the generic powers synergize with us really well, so it works out.
On the one hand, perhaps it’s nice that people who are struggling are getting a leg up. But as someone who excels at this type of content it’s admittedly a bit of a bummer to have your advantage blunted. Way she goes.
Blizzard has a few primary goals with Torghast at the moment. One: bring down the average length of a Torghast run so it’s not an hour-long grind. Two: increase the success rate for a handful of classes and specializations that are struggling. Three: Make sure that the powers players can pick up are fun and diverse things that could only work in Torghast, not just a stronger version of a player’s usual rotation. Four: make it clear just how hard each layer is supposed to be, and when a player should tackle it.