Just finished layer 4 of Twisting. Have been chipping away at it since.. 12 or 1. Layer 1 was quick, 2 was quicker, three was a slog (I didnt roll very good damage anima's until much later in the layer). Layer 4 seemed slower than layer 1, but faster than layer 3 with bad anima rolls early. I have Ve'Nari done, so I have plenty of choices for Anima Powers usually - which basically let me figure out which anima powers to prioritize and which ones to skip. Surprisingly, there are a few where the damage caps out far too early and they become a bit weak towards floor 16. Once you get about 75 Anima Powers, the pool of available options is really small and you end up getting undesirable stuff and %secondaries. Finished layer 3 with 96 Anima Powers, 411k hp, and 13448 armor.
Biggest take away is that it takes entirely too long to go through 18 floors, even if 4 or 5 of them are done in 5 minutes or less. As far as Anima Powers, when you have the entire bucket of them to choose from - you quickly see that the powers are really shallow. For Prot Pally, buffing Avenging Wrath and molding everything around Wrath is your strongest option and really, your only option. I didnt care for Torghast before this, and Twisting Corridor didnt change my mind.
Couple things they could do towards fixing Torghast to make it more enjoyable is:
1. Base movement speed without any anima powers should be at least 30%-50% more.
2. Floor design is just too large. Cut each ones size in half, at least.
3. Weaken mobs and condense them. If you're just rolling from pack to pack, a lot of the monotony is just not noticeable.
4. Put some flare into the bosses and mini bosses each floor. Each one is relatively simple, and only difficult through higher damage, higher HP, with progressively quicker casting/attacking. Hell, they could have ripped the bosses out of old raid content and used them and it would have been wildly more popular.
5. Floor design, even though they match a corridor in style, is just.. boring and predictable. If they pulled old raid mobs into Torghast and used them as the bosses (which even matches the lore, kind of) then they could match the floor to them. Instead of what we have now, with a little star wars pedestal giving us a hologram of what to expect.
6. Take out or consolidate a lot of redundant anima powers and put in anima powers that are related to the boss mobs that you fight. If Im on a floor with Molten Core mobs, give me anima powers that are a fire shield, fire attacks, etc. Since RNG put me into a corridor with Molten Core mobs, then one of the following floors should be Fire Lands related. That way the powers have another chance to grow.
Thats just a few ideas that I randomly thought of and quite honestly.. it didnt take much effort to even think of how to keep Torghast roguelike, but stay firm with WoW's identity. Hell, they had the perfect opportunity with Torghast AND the Maw to reuse art assets and it be okay. Even more so if they wanted to rip particle effects away from old raid mobs/bosses and use them as the particle effects for the floor related anima powers.
As a side note, I would love it if they went this far for Druid and covenants: