WoW: Shadowlands: Torghast should not rush - feedback welcome

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So far, players in the WoW Shadowlands alpha have been able to explore the endless dungeon of Torghast at their leisure, take breaks, and then jump into the next battles fully prepared. This is a refreshing change for many adventurers, especially compared to the Disturbing Visions of Battle for Azeroth. But in the latest alpha build, special debuffs have now been added that many a Torghast-goer interprets as rushing. Called Torments, they punish loitering in an area for long periods of time. However, community manager Kaivax has stated in an official forum post that Torghast isn't meant to be a fast-paced, rushed experience at all.

How do WoW's developers want Torghast to play?

"We certainly don't want to make Torghast a fast-paced, time-oriented game mode," Kaivax's post reads at the beginning. Rather, the so-called torments are meant to ensure that high-level groups with perfect setups shouldn't have to wait minutes for cooldown spells between every fight. "That's our problem: It's not fun to play, but it's the right way to play if you want to win."

Torments, then, in a perfect world, are meant to make it possible for groups to defeat all enemies in a level of Torghast, be careful, rely on CC effects, and also pause for a few seconds between pulls. "If such a perfectly coordinated group has to skip large chunks of a level because the Torghast debuffs get out of control, we have a problem," he points out, though - the new debuffs need a lot of fine-tuning. That's why Kaivax also lists three things that aren't part of Torments' intended design:

  • Torghast isn't meant to feel like a time-oriented feature à la island expeditions, Mythic+ dungeons, or visions.Torghast isn't meant to prevent breaks when you want one.Torghast isn't meant to discourage casuals from even setting foot in the endless dungeon.

Here's how alpha testers can improve Torghast with feedback.

Kaivax is asking all players with alpha access to test Torghast and then report impressions. After all, the most valuable thing is real gameplay experience, not discussions about time-based difficulty that isn't based on in-game experience at all. For feedback, he gives testers specific questions to ask:

  • Did you feel rushed when you didn't want to? Did you feel like you couldn't complete a level because of Torments, even though you were playing at a normal pace? Did you want to take a break during the run, but felt like you couldn't? Did you feel like Torments were fine, but should only appear at a higher level than the current 12? Did a certain Torment effect even feel too weak? Do you sometimes feel like you can still wait ten minutes between each pull without fear of Torment debuffs?

The developers would also like to know how you find the Torment effects compared to each other. Do some feel significantly more punishing or fun-blocking?

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