Before we start, it is important to state that this post is a very personal opinion. I do not chase the chimaera of persuading other players or, God forbid, Blizzard to shun it and throw away as a failed experiment. It definitely has its pluses and audience, but I’m not there. And I’ll try to summarize why.
First of all, I do not hate Torghast per se. Whenever I have to go there, it’s not rolled eyes, and I’m having my moments too while doing the obligatory quests/Soul Ash runs. But keyword here is: obligatory. If I had a choice, I would never enter the tower on repeat.
Let’s start with the issues, the most important of which would be class and spec balance. When I was required to go Torghast at the early days of fresh 60 alts, I’m simply amazed how forgiving it is to some, and how cruel it is to others. I’ve yet to try it with tank and healer classes/specs, but range of difficulty for DPS is just insane.
At 151 just-got-here ilvl, mages would crawl like a turtle on layer one, and rogue would simply lack survival or DPS means to finish the final boss. Then we take a shaman with sufficient self-heals, and while it’s dropping to 50% more often than not, it’s quite well sustained and moves through the rooms quite a lot faster. Then comes paladin which can AoE decent packs without precision pulls. And then goes hunter (survival in my case) that does not seem to need anima powers at all, because she disintegrates everything on her way. Mind you, ilvl is the same in every case!
So, just to be on the same level of easiness, a mage or a rogue should surpass a hunter or a paladin by at least 10-15 item levels, or so it feels. It has nothing to do with how skilled I am at playing the class or spec, as I’m equally moderate (or good? bad?) with all of them. But as your mage gets teleported on a platform in the midst of 5-6 non-skeleton mobs, the only thing you can do is die and take at least a couple with you to make the next try a bit easier. In the very same situation a pally or a hunter would slay them all without a hiccup.
Yes, get geared up and even a mage or a rogue starts to shine – even in the desperate situations as described I can now just AoE the whole crap, but we’re talking of the class/spec equality in the same conditions, and the gap is simply ridiculous. Remembering too well how I suffered with mage and rogue, I just cried when I tried it on a hunter – it was ridiculously easy!
Second, it’s the boss chokepoint at the end of the dungeon. Long story short, you could have a moderately easy time throughout the first 5 rooms, only to find out in the end that you DPS/survival is simply not enough to slay the final big bad – whatever you do. I had a moderately great time on my rogue once, only to find out that I cannot kill the boss, even if I perfectly understand the strategy, my cooldowns and abilities, my anima-power altered rotation, and dodge/kick what is supposed to be dodged and kicked.
Third, it’s the random. In said example, you could retry the run and have another boss pop up which could prove a lot easier for your class/spec, and you could get other anima powers. But are you ready to waste another 30-60 minutes to see if it’s possible, or is it yet another boss that will have those 5-10% you cannot burn through under any cirumstances?
Fourth, it’s rewards. You get absolutely nothing if you failed at the final boss – so it means that you’ve wasted your precious gaming hours down the drain. You’re only motivated to retry if you raid/mythic+ company wants your legendary to be ready by reset – talking of obligatory runs. And cosmetic/fun items are non-existent aside from Twisting Corridors, also not very motivating: you would get a Maw mount on the hardest mode (Twisting Corridors final layer)… to ride the Maw where you play to make Torghast easier? Huh?
I’d say what they need to do about Torghast is:
- Ensuring that anima power drops would empower the character and thus make the boss possible to kill. If a mage only gets night fae fox, polymorph and maw rat abilities, there’s nothing a mage can do in the grand finale of the run if not overgeared for the current layer.
- Adding minor rewards so that failure doesn’t seem like time-wasted. At the very minimum all mini-bosses should have an anima award worth of world quest, also a minor cache of Soul Ash – say, 50 – would be great in the intermission broker 3rd room.
- Obviously, adding other rewards. I’d say some small things like pets, anima and crafting mats’ stashes to be random-found/looted during the run. And I’d say a Torghast mogging set – with a guaranteed token drop from the final boss and/or currency you could get from mini-bosses.
But at its current state, it’s not worth re-runs, and I’m reluctant to rush there even for the one and only legendary I want for my alts.