Removed
I know I shouldn't be surprised at how bad some people are at this game, but to the BM hunters complaining about the difficulty, shame on you. Torghast is a complete and utter joke as BM. The only disappointment was being restricted to only layer three these first two weeks, which is incredibly boring and easy as a hunter in general, even more so as BM. I cleared both sides layer three at 142 ilevel last week (though admittedly, my power was higher than the ilevel suggests due to my OP BfA trinkets and HoA). It was incredibly easy. On the beta, I cleared all of layer four but the end boss in the pre-made 150 gear meant for layers 1-3, and the problems with the boss I encountered didn't seem like it was a gear issue, but me struggling to figure out the mechanics. I certainly wouldn't expect every class/spec to be able to clear so easily at 142, but it is doable by everyone at reasonable levels. If you're not able to clear it at ilevel 180 as a BM hunter, though, you've got some serious learn to play issues. It's not Torghast, it's you. Torghast is great. I spent late summer playing Hades like crazy and Torghast takes a lot of the great Rogue-like qualities Hades has and puts it in WoW. I think it's fabulous and I can't wait to get some non-hunters to 60 so I can try it on some other classes.
To all ppl saying "if you can't complete it in 180 ilvl" bla bla bla, you have serious reading comprehension skill issues. I can complete it, but level of difficulty is way higher than it should be.It feels like you are crawling through some annoying pointless slog, things die slow, take so much time so you just want to never do that shit again. It's not fun, it's boring as hell and it needs to be fixed ASAP.
On level 3 of the Fractured Chambers, a hidden mob will spawn after a certain amount of time being out of combat. One of the best things you can do to delay this as long as possible is to LEAVE MAWRATS ALIVE. Hit them once or twice so that they run away, and leave them. That will keep you perpetually in combat. It's probably not possible to keep them alive forever, but it helps A LOT!
So, I need to be in a group to progress in a content that looks (but apparently impossible) doable as single player. Why isn't it a dungeon then?
Solo Fury Warrior at 150 and I can handle the first two layers. Third layer I just die. So I need better gear to continue. No big deal(I can't get a legendary recipe anyway so Torghast is just kinda of there taunting me). Same with the Maw, once I get Jailer 3, the assassin, I'm just dead. I am curious about a line in this article that caught my eye though, "Mob scaling is reduced for 4 and 5 player parties." That seems regressive to me.
Scaling for three man groups is broken and needs to be fixed. Tank/Healer/DPS right now is impossible, with elites that have over 200K health. It's basically solo or 5 man, except for the randomly unbeatable solo boss at the end you may get. Runs are taking 30-40 minutes if you don't run out of lives.Torghast needs more tuning asap.
I have 2 questions that I don't see the answers to yet.(1) Is it possible to turn OFF an anima power if you get it and it sucks? I got one that made my main quick heal based on Phantasma rather than mana, right at the start of the run, and it made my healer almost unable to heal for about a floor and a half. Died 3 times just because the anima power was there.(2) Is anyone else finding the Mawsworn Shadestalkers from the Fracturing Forces torment to be overtuned? I'm curious if it was just me, or if other people were finding that the Shadestalker that spawned every time I paused or started combat with a long cast WAS MORE POWERFUL THAN THE FLOOR BOSSES consistently.