How would you redesign torment?

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Biovital wrote:
Simple, I would remove it. Torment is dogshit and shouldn't even be in the game anymore. Replace it with Harbingers. If it must stay in the game, they need to speed up the possessing of yellow mobs by 100000000%


The only reason people want Harbinger back is cos of the currency drops. I'd argue Tormented rares and uniques are a lot more engaging than the slow-ass Harbinger encounters. Torment suffers because of implementation / execution, not the core idea. Whereas I'd say Harbingers basic design is uninteresting. If GGG were to fix up Torment so that we could rely on the spirits possessing rares / uniques, rather than running off randomly, I'd definitely prefer we keep Torment over adding in Harbinger. Multi-ghosted bosses are some of the hardest - and funnest - fights in the game.

As for the rewards, I'd say the rewards for Torment are bad mainly as a symptom of the general game issue of drops being shit in general - they certainly drop enough stuff to be worth it, but the likelihood of any of that stuff being good is just always so low anyway. That's something GGG has to fix anyway, for the game as a whole. And so it'll likely get better one day. As for the Harbinger currency rewards, I'd rather they not be gated behind Harbinger in the first place. Add them to the base drop table if people want it so bad. But the Harbinger encounters themselves aren't fun, imo, and I'd take actually possessed rares / bosses over that anyday.
Last edited by Exile009#1139 on Jul 14, 2019, 2:25:07 PM
Have them tether to the player and you have to effectively "paint" the mobs you want to be effected. Remove martyr. Let them only possess unique mobs not rares but when they do substantially increase the rewards so it isn't just a large difficulty increase for literally nothing.

Tbh server performance aside ghost busting was the only good use for torment. The new sextant mods are OK but I found in most cases I killed the ghosts before they possessed anything even though I was trying not to. In that vein maybe they should just make them unkillable and time out instead + move faster.
I think the mechanic itself is fine. So i wouldn't redesign.
The tormented spirits should spawn less frequent and should yield more loot when you see one.
They are just too common to be exited about them.
You have to remember to chase and catch your dreams, because if you don't, your imagination will live in empty spaces, and that's nowhere land.
The mechanics should stay as is but with changes to the spirit seeking code. When the zone is created, and a spirit is spawned, it should randomly determine a specific rare / unique that it will seek out to possess. If it passes near another one on its way to its target it gets a percentage chance to posses that one instead. If the target rare/unique is dead it will seek out the corpse instead, possess it, reanimate the monster and pack, and attack the player.
The mechanic of "wait a second or two while I possess this guy" needs to go. Today's game doesn't play well with "wait a second".
Make torment a map affix either prefix (haunting) or suffix (of possession).

Can have a combo of both on the map.

Each affix gives 3 to 5 ghosts per map. Ghosts can't be damaged unless they possess a monster.

Ghosts should spawn with a pack of monsters that contains a rare. On entering line of sight they posses the rare and influence the pack.
IMHO the spirits are minor and outdated part of the game. I don't care. If anything, they slightly annoy me by bringing nothing good while adding a litle more clusterfuck to already overloaded screen.

Given the amount of things we already have in the game, it makes perfect sense to retire spirits and remove drop restriction from Torment uniques.
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
Last edited by Sarganis87#5959 on Jul 14, 2019, 5:10:27 PM
remove them... or make it so it will not be area bound like now but rather affect random mobs in the area some on dead some from the start
3.26 when?
Don't abandon us. don't turn your backs on the ones loving poe.
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Kasapnica wrote:
I'd make them "posses" the player and give bonuses, with some drawbacks as well.

I think this is the best suggestion so far.
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codetaku wrote:
Give them like 100x more health, make them not go away on a timer, make them chase down the nearest rare or unique monster no matter how far it is, make them not die at 0 health, and make the iiq and iir increase of the possessed monster proportional to the amount of damage dealt to the spirit before possession. 50% iiq and iir at no damage, 1000% at 0% health left.

Simple solution imo.


This is pretty good. Wonder what they would do if there was nothing to chase after (all dead). Guess they don't get to join the afterlife yet.
Thanks for all the fish!

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