Throughout the alpha so much love was sent by testers and the community towards Torghast, WoW's take at the a rogue-like gameplay experience. Since beta with so many features finally being in the game, a lot less testing has been put into showcasing Torghast, and preach's most recent video highlights a lot of changes that happened and several issues that have been created:
https://www.youtube.com/watch?v=cUaYJbYrOQs
Not here to just talk about preach's opinions on it but more on my issues with the changes and Torghast as of current iteration. If you want to know the general changes TLDR:
Torghast has been split into 2 modes, one with an 18 floor run with checkpoints to start future runs at intervals of 6(1-18,6-24,12-30,etc.) which are not for legendary currency. The other mode is set environment runs of 6 floors, 6 types in beta. You have to play all 6 as an introduction to Torghast.Torghast brokers also carry specific class powers.
These changes have resulted in a pretty negative experience of Torghast. 6 Floors isn't really enough to experience the fun peak of builds and results in basically 3 levels of a slower clearing of floors (which is fine) to reaching the first broker always at floor 3, and becoming immensely more powerful off of the number of guaranteed power increases with stat powers and now set class powers. This is then followed by absolutely stomping the last 3 floors with no challenge. First issue is the 6 run isn't really satisfying of an experience because it lacks progression and flow, but is okay an an intro. However doing 6 of these off the bat feels terrible and like a grind, and creates a bad experience of torghast. Having a cleaner progression of 1 18 floor intro run or only 3 would be way better to new players. Secondly because of how the 6 floors runs are designed, you essentially cannot fail because of how easy the first floors are and the sheer power you receive from brokers. Because only the 6 floor versions reward legendary components, to craft your legendaries you have to participate in especially auto win content (like islands/warfronts). This is a massive problem because the nature and fun of rogue-likes involves failure and bad runs. To me it seems that blizzard didn't want players to be able to lose out on legendaries because they are really fun improvements to overall gameplay and a large amount of power.
Even during beta Torghast had a lot of issues with mob scaling, players receiving too many powers, players becoming too strong too fast (off of things like brokers), no end boss or difficult challenge at the end like most other rogue-likes, and lack of variety of events outside of combat/traps that many rogue-likes have(Sts,hades,darkest dungeon,etc.) I really love Torghast and the type of solo repeatable content it could achieve and am still really looking forward to it, but I am worried that the recent changes make it more of a gimmick feature of the expansion which will take away some of its fun to support wow's end game power progression and the system will be abandoned at the end of SL. I really want them to focus on making torghast its own piece of content and iterating on it through SL's patches and hope that this type of content could become a permanent gameplay experience of wow. Just want to get my concerns out now.