Torghast could have been a good alternative for DPS to get gear (besides legendary) but no they do not want that, instead they made it so boring and not rewarding, that almost nobody enjoys doing it.
How about loot improvements? Give a loot bag at the end. The more challenging the run is, the better quality loot bag you get. Have island expedition style rewards, so there's a reason to go to Torghast.
I would need Torghast climbing the tower to consist of one layer every level. To feel gusto to try it out. As it stands currently with 8 layers per level, I don't want to bother to go. I know my friend was in that boat too.."not sure if I would have enough time to do a level." I'm wonder how many other players are in this bracket.. this should be consisting of one layer per level.
Make a hard wing corridor. One layer per one floor. I don't care for difficult content that much but if the rewards were there. I would probably go participate. Here's an example what I would think would work for me. Not sure if it would work for the majority of the playerbase:
Floor 1 - A pet
Floor 2- Currency
Floor 3 - Currency
Floor 4 - Boots
Floor 5 - Currency
Floor 6 - Currency
Floor 7 - Gloves
So on and forth for a couple levels, added in some sleek gear in the mix.
Floor 11 - New currency (To unlock a piece at vendor. Possibly a weapon/backpiece that can be upgraded that appearances change while upgrading.)
Floor 12 - New currency.
Floor 13 - Another pet
Floor 14 - New currency
Floor 15 - New currency
Floor 16 - Some type of mount
Etc, etc.
Floor 21- Another empowered currency (Goes towards upgrading the weapon/ back piece that is specific reward for Torghast. Alters the appearance if you are able to get enough currency.)
Etc adding mounts, pets in the mix. Probably have a full boss armor set by now too.
By the time you reach higher levels you have the currency to empower the weapon or backpiece fully. (That of course looks outstanding) Add at the end of the tower one of the most boss mounts you ever seen. Let's do two, one for just completing the tower in general. (That people signify what it means) Another that consists of having all currency from several different layers to craft the ultimate looking mount. (Like an Atma or bahamut from FF)
Replayability is there. Don't make it a limited time. Make it so it's scaled (all these corridors seemed instanced to me) so players can play it and have challenge for the remainder of this game.
This all sounds so much better to me. An ultimate piece that can be upgraded and changes in appearance (weapon or cloak etc.), two mounts that are groundbreaking with weaker ones thrown in the mix while scaling the tower. Amazing armor sets. Possible another set in higher levels. Some pets and toys thrown into the mix.
To me it's just that simple. Then with only one layer per floor. I would like to see if participation is much higher. That will be for a long time.. so Torghast isn't a throw away. Can keep the challenge there if scaled. In all reality I can't expect them to do this... as it would be already implemented. While it might seem like much work, I believe it isn't with singular floors and they already have the groundwork. It's just not being cheap on the rewards. But they can go the way of less work and make 7 or so different challenges that can stay there for the remainder of the game scaled or not. (Or however many armor slots, to create a boss looking set) Torghast made appealing to all types of players. Rewards are still not there.
Last edited by Icelin; 2021-04-28 at 12:55 PM.
The mage tower is a weird one. Couldnt they just have mage tower being carried over to the next xpac? Like with brawlers guild. Or atleast, after Legion they could have made a new feature like mage tower and call it something else(if needed for story reasons in legion).
It could be placed in SW & ORG, were each xpac gives the mage tower its flavour. Now its SL, so mobs/bosses that comes from that universe. BFA could have had bosses from that world. In there we could obtain mounts, tmog gear, titles. Whatever. Its a feature that could have lived on easily. Maybe with scaling and all we could have a choice of doing the legion challenges, then bfa,then SL and so on..
Torghast is not the same, and its a utterly waste of time and resources on Blizzards side. Never, ever have I disliked something so quickly in wow as that place. And its supposed to be a main feature whole xpac..
I had great fun with mage tower, even though I failed SO many times. It was something you could quickly do whenever you wanted and didnt require longer sitdowns.
It needs to be alot quicker. It sucks running about just aoe stuff down to collect stuff just so you can kill last boss. I dont understand why they made the whole feature such an ordeal. Whats even worse, its no fun either.
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yeah its to much now. Im sick and tierd of all these systems being piled into the game. Last part of BFA I gave up on knowing what systems were in place. SL is the first xpac I cant be bothered at all to research all thats needed to know.
heh looks like Devs enjoyed Hades.
These passive talent trees they keep doing that are tied to expansion content rather than the classes themselves are so incredibly boring and I'm surprised it's the same people who decry Classic talent trees who also support stuff like this.
This shit is fucking lame. There's no other way to say it. Collect resources, spend points to make content easier. Rinse and repeat. There's nothing else to it.
WIthout more rewards, this is too little, too late.
"Adding a new mechanic to an existing system" is not "abandonment". It's literally the opposite of abandonment. This is like saying I abandoned my empty coffee cup because I poured coffee in it, absolute nonsense.
And the player base disliked 40-player raids once the novelty wore off, and the logistical nightmare of actually keeping a 40-player raid functional revealed its ugly head. Granted that took until BWL and Naxx to sink in, when boss mechanics required all 40 players to not be AFK and pushing more than one button the entire time.
Because they were near impossible to balance while maintaining some semblance of factional flavor and class fantasy, a large and vocal chunk of the player base hated it, and dev team resources were plain and simply better allocated elsewhere. Same goes for racial class skills. To the point the difference between SoV and SoB alone was the difference between Horde paladins being high-tier DPS/utility and in strong demand, and Alliance paladins relegated to heal and cleanse bots for another entire expansion cycle.they abandonded faction specific classes
You can't say Blizzard "abandoned" something when, in fact, they were responding to the player base's criticisms of design choices.
Nobody tell this person the percentages were actually the same, and all Blizzard did was figure out increasing the level cap without some form of diminishing returns on deprecated gear, meant level 60 raid gear would still be BiS at least until starting level 70 raids, and trivially easy to obtain at level 70.they abandonded stat %'s
Apparently, deciding to clarify instanced content as being intended for a single party of five players as dungeons, and instanced content requiring more than one party as raids, is "abandonment".they abandonded dungeons and raids coming in only 1 size/difficulty
Just, never mind that nearly every dungeon in vanilla WoW could originally be done with ten players. Never mind how players quickly figured out that wasn't necessary, and generally just ran everything but BRD, Strath, Scholo, and BRS as a single party...and if players were mostly in tier 0-0.5 gear, those could be done with a five-player party as well. And thus, Blizzard catered to community trend.
But I mean, what is a "raid" by this illogic, anyways? The need to attune? Players had to attune for the "dungeons" of BRD, Scholo, and UBRS. But I mean, I guess that's one thing Blizzard "abandoned" as well, multiple wings of a dungeon in the same instance? Because everyone who played vanilla WoW loved that and ran the entire dungeon from beginning to end every time, right?
I mean, other than unlocking a raid instance for the winning faction that was relatively simple and dropped tiered gear. And enabling an expansion-wide buff that allowed bosses to drop currency, that was traded for endgame recipes, crafting materials, enchants, gems, and heirlooms. But I mean it's technically accurate to what you said as Wintergrasp didn't buff everyone in the zone (I mean, except for Tenacity), it buffed everyone on the continent.andthen the best part. "Wintergrasp aswell as small pvp areas in certain zones" please tell me in wotlk where you could capture towers and stuff to buff everyone in the zone? [...] ...which has no real effect on everyone outside the zone. and the zone itself was literally ONLY for that purpose, you couldnt while leveling go do some pvp to help you and your fellow levelers get some extra exp or do extra damage.
But other than that, nope, no effect on anyone who didn't participate in the PvP at all.
The queue-less PvP zone, that anyone could enter into from any point and at any time they desired and leave identically, which is pretty much the definition of open-world PvP....but wintergrasp is not an "open world pvp objective" its a timed battle...
I want a Torghast like the Ancient Cave from Lufia II.
Oh, the memories...
https://blizzardwatch.com/wp-content...WoWTalents.jpg