Would be much more enjoyable if getting a lobotomy was still a legal medical procedure i imagine.
To say that not everything needs to be fun for everyone. You can improve the overall fun of the game by understanding that.
Again, that’s not what I’m asking people. I don’t care if “not everything needs to be fun for everyone”
I am asking people… what would they like to see be added so they can have fun instead of thinking it’s boring. That’s all.
obviously they didn’t or i’d be able to go there. so what i would add to torghast to make it more enjoyable would be…
to add the ability for me to actually go to twisting corridors. another would be to add a one-use switch or mechanic at the beginning to reroll the two starting anima powers you get to choose from. i’m so tired of every run getting chains of anguish. and no, i don’t mean just running in and checking and running out, i know that doesn’t change it. i’m saying i get chains of anguish every single run, after a completed run.
I just don’t think there is a way it can be undone, it’d need way more whacky and overpowered abilities because currently you get these vanilla bonus powers and mobs just get more hp and damage.
It’s like the laziest way games “increase” difficulty like Skyrim, all of a sudden they have 50x the hp.
AGAIN… that’s not what I’m asking or what the discussion is about.
I am ONLY asking people what they’d like to see added to make Torghast more fun.
Did not make this to sit and argue about WeLl It WiLL neVerR Be FuN
What Anima powers would prevent Torghast from being boring?
What are examples of whacky or overpowered abilities you’d like to see added?
Remnant souls should increase stamina and movement speed. That would help alleviate low HP issues and speed up the run.
Increasing the rate of power gain would also be good. At least the first couple floors giving 2-3x the anima power would help smooth things out I imagine.
I actually love that idea!
I feel awfully low in HP sometimes on some alt characters doing Torghast and that would help solve that issue and add to the fun of being able to actually complete the content.
There’s no Auto loot.
I HATE going back and having to frisk a corpse instead of just going on a warpath.
Super flow breaking.
Best way to make it enjoyable is to go there as little as possible, or figure out your legendary goals and make your runs as low & expedient as you can.
2 runs per week is bad enough already and as I said elsewhere, if some variety isn’t put in place, it will absolutely be the most loathed content in this expansion in about 4-5 months,
Putting gear in here, or anything to make it feel less optional than it does now, would be a terrible decision.
More puzzle-ey stuff, or maze / pathing things. Think IoT where you had to walk across cables and that sort of thing. Perhaps elements where you need to use, and land very accurately with a goblin glider. Mix it up a bit more.
I 100% agree with this, it’s sort of annoying and reduces my fun by having to go through every single corpse and loot the currency.
There are a couple of things that could be done. First, is making the difficulty level up consistent through the run. It is not fun to have no problems going through the entire place and then coming up against an end boss that is impossible to beat, both because of the jump in difficulty and with it having abilities that the class/spec you’re in has a difficulty combating.
Next, put names on the boss images you see, and put their abilities in the dungeon journal so that you know what you’re going up against and can easily prepare. Seeing an image of some boss and having no idea who it is or what it is going to do makes it difficult to decide what anima powers to take, or even if you should just dump the run.
Finally, they need to look at some of the available anima powers that some classes/specs receive. When I do Torghast on my Shaman, it is a fun experience – Bloodlust every 30 sec., and getting 15% haste increases in BL is amazing and some of the damage abilities just make the runs so easy. However, it can be a nightmare on my priest (which is my main and better geared toon). The powers are usually terrible and I often have to struggle to get the end boss down.
Finally, add hidden things for us to find. It is fast becoming just a race to the end so you get your soul ash. Finding hidden things/rewards would change this and make it a lot more fun.
During prepatch I jokingly said to a guildie that if Torghast turned out to be 50% of the fun Hades were I’d call it a win. Well, let’s just say my expectation of Torghast was much too optimistic.
I think the idea is good, but overall execution is rather poor. It’s not a real rogue-like game, but it’s not very different from WoW PvE neither outside of anima powers. It’s neither this nor that, and doesn’t matter which angle you approach it from it’s just lackluster either way.
Here are my opinions on what I think can be done better:
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Remove gear requirement. Scale it, normalize it, however you do it. But having gear requirement is a fundamental mistake.
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Remove all auto attacks, and instead make all attacks telegraphed. Give each classes a dash / dodge skill. You can tie it to jump button or to a spamable skill of player’s choice.
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Re-design all powers. There needs to be a structure, not complete random class abilities with some wacky effects thrown onto them. There needs to be more valid builds with a way to target anima powers to that build.
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Remove or make all powers relevant. It might be cool getting the mawrat explosion power for the first time, but you won’t ever pick it again will you? Cause there is no mawrats on the boss layer. Powers like those need to be made relevant, or just removed.
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You need to allow saving in TC.
I dont know if this could work but aside from better rewards, I’ll like a mode that is only boss fights, with interesting mechanics insted of just “hit like a truck and have a ton of health”, maybe it can be with “shades” of old expansion bosses tuned for 1v1
getting rid of it would make SL more enjoyable.
Reduce rng in powers and change it so the rewards aren’t all or none.
It would be as simple as awarding some soul ash for each floor, and allowing you to drop your difficulty at the end by taking a secret passage to a different floor if you have an “unkillable” final boss.
Lets see…
Double the amount of anima powers that are dropped.
No limitations on the number of purples you can stack.
Scaling stamina from the Soul Remnants Blessing.
There you go.
As long as it doesn’t eclipse everything else, like PotD did for far too long in FFXIV.
I didn’t read the entire thread so apologies if someone else mentioned this already. They need to lessen the amount of RNG in them. The way I would do that is to make the vendor have the same items on it every time. Specifically I think the vendor should always have the HP buffs on them and the Fleeting Frenzy Potion (damage potion).
That wouldn’t solve everything but I think it would go a long way to fixing my problems with them.
Oh and also Twisting Corridors is too long. I finished my layer 8 today and 1-2 hours per run simply isn’t enjoyable. I’d much rather have a focused 30-45 minute content that was challenging.