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Major Torghast Nerfs Coming Very Soon

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Blizzard will be addressing the Torghast issues that have come up, including making the runs shorter, improving the performance of some specs, and giving players additional options in tacking the tower.

Among the most significant changes are better anima powers at the start, more options to choose from individual cells later, as well as a lot of tuning for bosses and enemies, including HP, damage and ability nerfs.

It's not exactly clear WHEN the changes are coming, but it should be today or tomorrow.

Blizzard LogoTorghast Changes (source)

Since the launch of Shadowlands, we’ve been constantly evaluating and reacting to the player experience in Torghast, Tower of the Damned. In previous weeks, we’ve made surgical changes to address pain points. This week, with the opening of a much more difficult section of the tower, we’ve seen a great deal of feedback from players that we feel is best addressed with a whole slate of updates. Some of these changes have already gone live with hotfixes over the last 24 hours, and the rest will be applied to the game today (and possibly tomorrow).

In summary, we want to reduce the length of a Torghast run, increase players’ success rates for a few specializations that are struggling more than the others, and give players more options in dealing with the challenges that Torghast presents. Here are the changes we’re making:

Torghast, Tower of the Damned

  • Health and damage of all creatures in Torghast reduced by 6% at Layer 1, increasing to 26% at Layer 8.
    • Developers’ note: The net effect should be that Layer 8 is now roughly as difficult as Layer 6 was prior to this change, with other Layers’ difficulty is reduced proportionally.
  • Health of all creatures reduced for players in groups by up to 25%.
  • Damage of all creatures reduced for 4- and 5-player groups by up to 20%.
  • When the Empowered enemy at the end of a floor is a spellcaster, they should now have a longer delay between their basic magic damage spells.
    • Developers’ note: The goal of this change is to make powerful spellcasters less punishing for specializations that lack a frequent interrupt.
  • For all classes, major cooldowns will now reset when you transition to a new floor.
    • Developers’ note: This functionality should mirror the way cooldowns reset at the end of a raid encounter, or when starting a Mythic Keystone dungeon, affecting most abilities with a cooldown of 3 minutes or longer.
  • Anima Powers/Cells
    • The starting Anima Cell in Torghast now offers a stronger selection of Anima powers.
    • Anima Cells dropped by rare creatures within Torghast now always have at least 3 choices to choose from.
    • The chance for an Anima Cell to drop from a creature on any given floor has been increased.
    • Unnatural Power no longer provides immunity to crowd controlling effects at 10 stacks.
  • Enemies
    • Massive Crusher’s Armor Plating cast time increased to 3 seconds (was 1 second) and can be interrupted and/or dispelled. Recast time increased to 16 seconds (was 8 seconds).
    • Tower Sentinel’s Oppressive Aura haste reduction and slow now scales up to 10% (was 25%).
    • Deadsoul Chorus’s Death Blast now reduces healing received by 15% and stacks 5 times (was 25% and stacks 4 times).
    • Skeletal Remains and Lumbering Creation’s Bone Shrapnel now marks the ground and then explodes after 2 seconds, giving players time to move away (was instant).
    • Deadsoul Stalker now fades away after 15 melee attacks (was 7) and remains hidden for 15 seconds (was 30 seconds).
    • Deadsoul Devil now reincarnates with 15% health remaining (was at 40% health).
  • Bosses
    • Elder Longbranch’s Bounty of the Forest cast time increased to 4 seconds (was 2 seconds), time between casts increased to 45 seconds (was 30 seconds), and Hardened Shell now only requires 6 attacks or skills to remove (was 9 attacks).
    • Decayspeaker’s Hardened Shell now only requires 6 attacks or skills to remove (was 9 attacks).
    • Goxul the Devourer’s Health and damage decreased by 10%, and time between casts of Mass Devour increased to 36 seconds (was 18 seconds).
  • Torments and Upper Reaches
    • Fracturing Forces and Eye of Skoldus enemies’ health and damage reduced by 50%, now increase assassin health by 5% per stack (was 10%).
    • Fracturing Forces and Eye of Skoldus enemies will no longer ambush players who have recently been in combat.
    • The Jailer’s Directive now increases health by 10% (was 50%).

You’ll find all of the changes above noted in our ongoing Hotfixes Update post soon after they go live.

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Idk why people are so mad about torghast,i manage to do all the layers alone,its very difficult,but very rewarding,my lv3 legendary are amazing,today's world wants everything for free and 0 difficulties,if u die,come again,wait for better anima powers,clean everything or not,try try and try,cmon ppl

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Well this bites, its gonna be easy and boring in no time at this pace, just gonna pull the whole floor. I liked how Mage Tower was hard as heck at first if you didn't have cheese leggo's and over time you worked and geared up enough to blast it. If anything, keep the difficulty curve but half the time it takes to run it somehow.

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2 hours ago, Shinhadou said:

Idk why people are so mad about torghast,i manage to do all the layers alone,its very difficult,but very rewarding,my lv3 legendary are amazing,today's world wants everything for free and 0 difficulties,if u die,come again,wait for better anima powers,clean everything or not,try try and try,cmon ppl

Got preening?

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2 hours ago, Shinhadou said:

Idk why people are so mad about torghast,i manage to do all the layers alone,its very difficult,but very rewarding,my lv3 legendary are amazing,today's world wants everything for free and 0 difficulties,if u die,come again,wait for better anima powers,clean everything or not,try try and try,cmon ppl

Not everyone has unlimited time to "try try and try". 

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Though there are definitely issues with the current Torghast, I feel that a LOT of people complaining are casual players that can't beat the highest layers. And I don't think that should be a correct reason to complain about it. It's the highest difficulty for it so far, it should be challenging and it shouldn't be beatable by just everyone. It should be tuned enough so it's doable for players in full M+/raiding gear, but players in full normal dungeon gear should stick to the lower ones. People are just too used to being able to clear everything, they shouldn't.

Just last week a hunter with ilevel 152 was complaining that he couldn't beat layer 6 last week like his friend, who was a hunter with ilevel 181. Appearently the first hunter didn't play a lot while the other one was playing very actively and for a long time. Those 2 people should NOT be clearing the hardest content of something with the same ease, and I almost get the feeling we're going that way again.

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6 minutes ago, Pandabuffel said:

Though there are definitely issues with the current Torghast, I feel that a LOT of people complaining are casual players that can't beat the highest layers. And I don't think that should be a correct reason to complain about it. It's the highest difficulty for it so far, it should be challenging and it shouldn't be beatable by just everyone. It should be tuned enough so it's doable for players in full M+/raiding gear, but players in full normal dungeon gear should stick to the lower ones. People are just too used to being able to clear everything, they shouldn't.

Just last week a hunter with ilevel 152 was complaining that he couldn't beat layer 6 last week like his friend, who was a hunter with ilevel 181. Appearently the first hunter didn't play a lot while the other one was playing very actively and for a long time. Those 2 people should NOT be clearing the hardest content of something with the same ease, and I almost get the feeling we're going that way again.

It was definitely over tuned, but this is looking like too much of a nerf hammer. I got pissed last week after a 2 hour run on my warlock, only for the last boss to be impossible, all but 1 death to that, then the tarkjnfkjnd thing came and kicked me out. Needing an interrupt/dispel and tank pet made it just impossible, even at 184. Tried layer 8 earlier on druid tank, and got rekt by the caster end boss to floor 2, figured i needed more gear (being 194) although 7 was easy. But then tried again some 4 hours later and it was an absolute breeze... 

I enjoy having some hard content, needing more gear this early in makes perfect sense, and 40 ash isn't going to break me. Hence being ok with 8 being beyond me this week. But equally, a boss being impossible solo due to either healing himself if I don't interrupt/dispel, or crushing me in 2/3 hits without a tank pet is too much. Need some middle ground here...

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1 hour ago, Pandabuffel said:

Though there are definitely issues with the current Torghast, I feel that a LOT of people complaining are casual players that can't beat the highest layers. And I don't think that should be a correct reason to complain about it. It's the highest difficulty for it so far, it should be challenging and it shouldn't be beatable by just everyone. It should be tuned enough so it's doable for players in full M+/raiding gear, but players in full normal dungeon gear should stick to the lower ones. People are just too used to being able to clear everything, they shouldn't.

Just last week a hunter with ilevel 152 was complaining that he couldn't beat layer 6 last week like his friend, who was a hunter with ilevel 181. Appearently the first hunter didn't play a lot while the other one was playing very actively and for a long time. Those 2 people should NOT be clearing the hardest content of something with the same ease, and I almost get the feeling we're going that way again.

From what I've seen, the complain seems to be the lack of reward for too tough a level.

Like if I've already done Layer 7, and only left with layer 8, there's no reason to spend 1.5hours or risk multiple deaths just for 40 soul ashes. It's just no rewarding, it's not like regular dungeons, where you will most likely spend 45minutes at most for a run, unless you got a bad group, and even so, you have a chance at a reward, gears/anima/gold/conduit.

But for Torghast, there's nothing else, especially if you've already collected your legendries and in the end it only gives you gold.

But yea, people shouldn't be handed things for free, however, it's not a bad deal for those that are actually good at the game. It just means they now have more time for M+ and more attempts at raids.

I personally have to choose between Torghast or M+ during non raid days, because I only have enough time for 1 content apart from finishing work and real life. Just yesterday I was supposed to do Torghast with 4 other guildies, but we had to go for M+ because a couple of them had RL issues came up and me and the other 2 had to pug for M+, and this week is crap for M+.

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The changes arent active on EU as far as i was able to test.

Mob Health was the same in Layer 7 and they were just as hard.

While

16 hours ago, Staff said:

Fracturing Forces and Eye of Skoldus enemies’ health and damage reduced by 50%, now increase assassin health by 5% per stack (was 10%).

seems like its online.
 

Imo its just a huge mess like this...

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On 12/18/2020 at 12:46 AM, VictorVakaras said:

Not everyone has unlimited time to "try try and try". 

I get your point, and sure there should be a middle ground here, but an MMORPG like WoW shouldn't cater too much to "finish fast because people have 1 hour a day to play". Basicly what made LFR a thing my dude --> probably what will lead to big nerf to anything hard in game too. 

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