Sorry to disappoint you but in roguelike dungeons the LAYOUT and enemies are random not the abilities ....ohh and santa does not exist either...(btw...in roguelike dungeons have "permadeath" I hope you missing that too....You die and all your anima powers down to the drain....Not to mention the turn base..)
FYI: http://www.roguebasin.com/index.php?...rce_management
Totally unnecessary nerfs IMO. Torghast was already on the easy side. I soloed layer 8 at ilvl 179 as a DPS and it was easier than several of the Mage Tower scenarios.
Because thats more or less how Roguelikes often work. You have super difficult runs because RNG and super face roll runs becasue RNG. You know how many Rogue likes have class or character selection that further mess around difficulty in major ways? Kinda same here.
You want a good middle ground? Pick a class that is that middle ground. Some classes are just going to be better at Torghast, ussually due to some design that makes them excel in such an environment that nerfs or buffs cant change without effecting them outside Torghast.
No, in roguelikes the abilities are ussually random. Have you not played Binding Of Isaac (I mention since its thee most popular roguelike)? The fun is the random abilities and how they synergise.
the random abilities is pretty much thee most known part about them. Spelunky, Dead Cells, even more traditional ones like dungeon crawler stone soup have severe RNG based on what you can find on each floor which is randomized.
World needs more Goblin Warriors https://i.imgur.com/WKs8aJA.jpg
I haven't really checked other classes since I have yet to level an alt (since I skipped most of BfA, my alts are yet to level through that and I just unlocked BfA flying yesterday to make that prospect more bearable) but yeah, this is definitely the case for Warlocks. The only one that's great is Pact of Infernal Intimacy (and even then, only if you get it on an early floor) and I guess Soul Platter for Demonology. But the rares are still likely superior.
In some cases, quite directly. Take the Tainted Vial. It makes it so you can cast more Malefic Raptures. At the cost of kinda killing yourself. Except there's a rare power that gives each Malefic Rapture a 15% chance to restore all five Soul Shards for more Malefic Raptures. And it stacks. And if it doesn't proc there's still another 15% chance to get at least one Shard from Soul Conduit talent (and even if you don't start a run with it, there's also a rare power that grants you this one).
Yes... you are correct, nor did I ever contest that fundamental part of roguelikes... But ALL roguelikes go through balance phases to make sure the balance between highs and lows is in a good spot so you get overall a good experience for people who enjoy roguelikes... which is why most games alter dmg numbers, health points and abilities etc etc...
Just because it's a roguelike doesn't mean you should nerf so everything is a joke because then the random part of roguelike is irrelevant and not satisfactory. Most GOOD roguelikes tests the players ability and knowledge of the randomness to tilt the odds in your favor... in which your require a middle ground OVERALL and not a complete joke or faceroll.
Due to randomness you can absolutely get these low and high points, which I never contested.
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Could you please read the OFFICIAL link of what is roguelike and point out the random skills?
"Random environment generation
The game world is randomly generated in a way that increases replayability. Appearance and placement of items is random. Appearance of monsters is fixed, their placement is random. Fixed content (plots or puzzles or vaults) removes randomness."
That's indeed another problem. For Warrior, one of our Epic powers is gamebreakingly good (+10 000% damage on your first Shattering Throw on a floor and generates an Anima cell). Another makes you basically unkillable as Fury by reducing Enraged Regen's cooldown by 80%. The rest are pretty much trash. The balance between powers just isn't there, especially considering you should build towards survivability and single target damage given that the greatest challenges in there are always the floor and endrun bosses. And you have even Epic powers boosting movement speed which is useless.
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I never really minded the challenge of Torghast. The problem was the health scale for me. I mean sometimes I would just be beating up a creature that is absolutely no threat for a long time just because it had a super fat health pool. That just isn't fun right?
While you guys are on this argument about what and what isn't randomized in other games, try to remember that WoW is still an MMO and plenty of people who play it may not enjoy those games and may not be as open to having most of their success be decided by RNG.
If I wanted to play Binding of Isaac, I'd play that, not WoW.
If you find the new Torghast too easy, or just want more of a challenge in general, run it in greens. Easy enough to remedy.
The faster this is done the better. I'm surprised how fast Torghast has gotten so boring after a few runs, it should have been completely optional.
We live in an era of "me versus them", an era where something is done that you don't like means you are personally attacked. People whine too much.
Let us play video games and be happy.
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