FEEDBACK: Torghast, Tower of the Damned
UPDATED April 16
In this thread, we’re discussing all aspects of the new instanced experience: Torghast, Tower of the Damned. Please read our preview blog post here.
This initial post will be updated periodically throughout the Shadowlands test. Please check back here for information about further updates to Torghast as they are made.
Thank you for your testing and feedback!Fuente
With this week’s update to the Shadowlands Alpha, testers will encounter a number of changes to Torghast:
- Mounting has been disabled everywhere in Torghast.
- Developers’ notes: This was a bug. We apologize for any misunderstanding it introduced. Our goal is for Maw Powers that grant movement abilities to be powerful, valuable choices. We feel that this is the way to continue building interest in moving around the space efficiently.
- Priest Anima Powers which previously only affected Flash Heal now also affect Shadowmend. Several other existing Priest Anima Powers have also been adjusted.
- The Tarragrue is tired of being bullied and has bolstered his defenses.
- Developers’ note: Please continue trying to bully the Tarragrue.
- Torghast escort NPC’s can now be stunned temporarily if they take too much damage.
- Urns are now named Ashen Phylacteries.
- Many bug fixes.
- Many more bug fixes.
UPDATED April 29
- Warriors now have Anima Powers available to them and can now access Torghast, Tower of the Damned.
- Priests have received new Anima Powers.
- Fixed an bug that allowed creative testers to play classes that weren’t quite ready for Torghast yet.
- A new cell block, The Soulforges, is now available in Torghast. Speak to the Wayfinder to access it.
- Flask-Torghast has also taken up residence in Revendreth’s Pridefall Hamlet.
- Anima Cells have new Maw themed visuals.
- The Anima Power “Bloating Fodder” should appear less often.
- Maw Sentries and Maw Guards now disarm their opponents less often.
- Fixed a bug in which the Random Portals floor caused portals to be a bit too random.
A note about testing during the last week’s Alpha, in which some testers were able to look at classes in Torghast that were incomplete:
Fortunately, most warrior abilities were in place and functional last week. Nonetheless, today’s new Alpha includes additional warrior powers and bugfixes.
On the other hand, there were testers who looked at shaman abilities that were a remnant of an internal Torghast prototype from over a year ago. While the spirit of some of those abilities may be seen in future shaman Anima Powers, no one should expect them to have survived intact.
Few things survive in Torghast.Fuente
Updated May 6
Torghast, Tower of the Damned
The following classes now have Anima Powers available, and can access Torghast, Tower of the Damned:
The following class has received new Anima Powers for testing:
A new cell block is now available in Torghast. Speak to the Wayfinder to access Coldheart Interstitia.
Most bosses have been slightly increased in difficulty. This includes increases to boss health and damage, as well as some new abilities.
Updated May 13
We have a major update to Torghast in this new Alpha build for testers to experience.
You will now be assigned a Covenant when entering Torghast, including that Covenant’s signature and class abilities.
- Your test character’s Covenant will change daily, cycling through all four Covenants.
- Developers’ notes: The goal here is to get a look at some abilities before we’re able to fully test the Covenants/Zones they belong to. Please note that Anima Powers do not yet exist for Venthyr, Necrolord, or Night Fae abilities. Additionally, paladins, rogues, and death knights are not quite ready for Torghast, but they’re coming soon™.
The following classes now have Anima Powers available to them and can now access Torghast, Tower of the Damned:
- Developers’ note: Monks are still missing a few powers, but they can begin testing.
Starting Room of the Damned
The Wayfinder in the starting room has been removed, and “Easy”, “Normal”, and “Heroic” runs have been removed. Please pay your respects.
- Developers’ note: F
The Torghast entryway is now a room that allows you to pick which cell block you wish to attempt, through a series of portals. The portals are:
- Twisting Corridors
- Skoldus Hall (quest)
- Fracture Chambers (quest)
- The Soulforges (quest)
- Coldheart Interstitia (quest)
- Developers’ Notes: To emulate Easy, Normal, or Heroic runs, enter the Twisting Corridors. Other doors will take you to the 6-floor quest runs, which are currently limited to floors 1-6.
All Twisting Corridors runs now end after 18 floors, regardless of difficulty. Delving deeper into the Twisting Corridors unlocks higher floor checkpoints from which to start a run. After entering the Twisting Corridors portal, speak to the Wayfinder to select your starting floor number.
· Gameplay Changes
- Deaths are now measured on a per-run basis:
- 1 player: 5 deaths allowed (Tarragrue on 6th death)
- 2 players: 8 deaths allowed
- 3 players: 10 deaths allowed
- 4 players: 13 deaths allowed
- 5 players: 15 deaths allowed
- Players can no longer ascend to the next floor without first defeating the Empowered creature guarding the portal.
- Players who release their spirit after their party members have ascended to a higher floor will resume on the higher floor.
- Ashen Phylacteries no longer require a killing blow to trigger Maw Power effects that are triggered by destroying them.
- Shackled Brokers now have more distinct names, and if you snuff out their life force, that broker will remain dead for the remainder of your run.
- The Broker’s Purse now drops less Phantasma than before, and this amount is now affected by group size.
- Vendors should now instantly update their displays for all players when a player buys a limited-stock item.
- Animimics now have a chance to drop something valuable.
- The first Anima Cell of each run can now be found once you traverse through a portal.
The Jailer’s Torments
At higher floor difficulties, you’ll now find yourselves subjected to additional scrutiny from the Jailer in the form of stacking debuffs that will make your ascent more difficult.
- A safe area at the beginning of each floor protects players from the effects of the Jailer’s Torments. Players remain safe until they leave the safe area, enter combat, or loot something.
- The Torments differ by cell block:
- Eye of Skoldus: The hounds of Skoldus periodically seek out players while they are out of combat.
- Fracturing Forces: Mawsworn ambushers periodically hunt and stalk players while they are out of combat.
- Soulforge Heat: The burning heat of the Soulforges constantly sears players for a percentage of their maximum health as Fire damage.
- Breath of Coldheart: The life-sapping breath of the Coldheart Interstitia reduces player damage the longer they remain on a floor.
- Mort’regar’s Echoes: Ghastly echoes of the dead haunt players, increasing the magic damage they receive the longer they remain on a floor.
- Might of the Upper Reaches: The Jailer’s might crushes opposition, increasing the physical damage players receive the longer they remain on a floor.
- Developers’ Notes: Much like Mythic Keystone dungeons have dangerous affixes at higher Keystone levels, those who ascend Torghast will endure the Torments of the Jailer. This is very much a work in progress and an early look at a system we’re iterating on. Please post your feedback on it in this forum thread.
We agree that one of the best things about Torghast is that you can play at your own pace, without feeling rushed. We certainly don’t want to make Torghast into a fast-paced, timed game mode. We have instead added Torments, which are designed to provide some additional texture for players at high levels, and to solve a problem that arises when extremely difficult content meets our often cooldown-based class design.
Here’s what Torments should do.
Imagine a perfectly-efficient Torghast group. They are willing to do whatever it takes to climb the tower. At the highest difficulty they can manage, that means waiting for all cooldowns on every pull – unless there’s some reason not to do so. This is our problem: that’s not fun to play, but it’s the right way to play if you want to win.
Torments should apply just enough pressure that this group can still kill every single creature on the floor (which takes a while, since these enemies have lots of HP), while still being careful, using crowd control, taking a few seconds to rest or strategize between pulls, and even then, maybe sometimes waiting just a little longer for a cooldown before engaging. If that is the most efficient way to play Torghast, then we’ve hit our mark exactly. If that perfectly efficient group has to skip big portions of a floor because Torment debuffs are getting too out of hand, we have a problem.
Here’s what Torments shouldn’t do.
- Make Torghast into a fast-paced, time-constrained feature that feels too similar to existing timed features like Mythic Keystone Dugeons, Horrific Visions, or Island Expeditions.
- Prevent you from taking a break when you need one.
- Intimidate casual players from playing Torghast altogether.
How can testers help us tune it?
Playtest Torghast, and let us know how it feels. We appreciate all feedback, and the most valuable feedback for this feature will come from experience in Torghast, rather than discussions about time-based difficulty that aren’t informed by in-game experience.
If something feels bad, let us know why.
- Did you feel rushed when you didn’t want to? Was that pressure because of actual game difficulty, or was it simply the presence of the Torment itself?
- Were you unable to defeat a level because of Torments, even though you were playing at a normal pace?
- Did you want to take a break mid-run but felt like you couldn’t?
- Do you feel like Torments are appropriate, but should be introduced at a higher level than they currently are (12)?
- Alternately, did a particular Torment feel underwhelming? Do you still feel like you can wait 10 minutes between every single pull without threat of being overwhelmed?
There are several different Torments in the current Alpha. Some affect spawning and environment, and others affect your character directly. Some increase over time, and others remain at a fixed difficulty.
- How do they feel in comparison to one another?
- Does a particular Torment feel more punishing or unfun than the others?
We’ve seen some emotional response to this change, which we take to mean that you care about Torghast being fun. We do too.
Please keep up the productive discussions, and we’ll keep listening.Fuente
All classes now have Anima Powers and can venture into Torghast.
Many classes have received new Anima Powers that affect their Covenant Class abilities.
Torments no longer scale with time.
Torments are now additional challenges based on the floor types you have encountered on this run.
- Developers’ notes: We’ve heard your feedback that Torments were adding too much time pressure. The Jailer may still torment you on higher levels of Torghast, but Torments will not scale with time.
Breath of Coldheart now increases the health of enemy monsters by a flat percentage based on the number of Coldheart Interstitia floors climbed.
Mort’regar’s Echoes now increase the Magic damage enemy monsters inflict by a flat percentage based on the number of Mort’regar floors climbed.
Might of the Upper Reaches now increases the Physical damage enemy monsters inflict by a flat percentage based on the number of Upper Reaches floors climbed.
- Developers’ notes: The changes above were inspired by feedback that Torments that reduce your power feel worse than torments that affect your enemies. As always, we will continue to tune and keep a close eye on difficulty.
Rewards and Access
Legendary materials now only drop from cell block runs, not from the Twisting Corridors.
- Developers’ notes: Looting a Resonating Chest may generate a message that says that you have received “bonus materials” for a “timely completion”. This is an artifact from a previous design that has since been removed, and can be ignored.
Chests in the Twisting Corridors now drop Twisted Dust, which will be used for cosmetic rewards.
Portals to the six cell blocks (not the Twisting Corridors) now take you to fully-randomized 6-block runs, rather than the pre-set quest run. This includes a Wayfinder on floor 1 that allows you to choose your difficulty.
Two of Torghast’s six cell blocks are open per week. For testing purposes, the available blocks will change daily. They will change weekly in the final version of the game.
Access to the Twisting Corridors will always be available in addition to the two theme blocks.
- Developers’ notes: Players who seek Legendary materials alone can do so in Torghast’s cell blocks, and can earn more materials by climbing higher. Players who are looking for cosmetics, or who simply want to play without pressure, can do so in the Twisting Corridors.
- This build includes many bug fixes. Thank you very much for your bug reports!
- Remember: Alpha is alpha. Things will still change, especially rewards, tuning, and Torghast’s interaction with outside systems.
- We really appreciate all of your testing and feedback.
Updated June 17
- The magnitude of the Tower Sentinel’s slowing effect is now greatly reduced when far away from the Sentinel.
- A number of classes have received new Anima and/or updated Powers.
- This week’s build includes numerous bug fixes and small tweaks.