Changes to the Labyrinth

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NickK_GGG wrote:
This also means that a failed run will generally feel less bad...
Less bad is a terrible thing to shoot for in your game. I'm sad for those at GGG who feel passionate about the Labyrinth.
Online delenda est:
When the lifecycle of PoE will draw to an end many years from now,
there needs to be a final patch making it available offline.
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MadAndrew wrote:
I pity all the whining fools who do not realize a single unique - Springleaf - makes any shitty build akin a Juggernaut when it comes to neutralizing all lab traps.

Besides, it only takes 20 minutes to learn all lab and Izaro mechanics and a number of runs to practice. Creating lists, making online petitions, going on a strike does not matter when a dev can look up your hilarious lab fails only to realize you decided to facetank Izaro fully charged and buffed with conduits or essences AGAIN. You people need to stop being incompetent and learn about encounters during Izaro phases and how to disable some of them.

Making a lab runner character and running uber lab over and over made me realize it's really simple, not that bad a design and can be actually quite challenging and fun.
Stereotyping others isn't very humble. Nor is your portrayal of a very large number of people concerning whom you know nothing particularly accurate, either.

The next time somebody offers you a food you find disgusting, think about how much fun it would be to eat that over and over again. Then you'll begin to get a better sense of why people actually dislike lab.
Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
Last edited by EnjoyTheJourney on Jun 29, 2017, 9:01:32 AM
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The next time somebody offers you a food you find disgusting, think about how much fun it would be to eat that over and over again. Then you'll begin to get a better sense of why people actually dislike lab.

Apologies for being blunt, I do agree that lab has to be made truly optional: either through damage scaling caps based on difficulty, no rewards/non-hardcore mode or entirely different way of allocating ascendancy points.

Especially since players actively voicing their concern normally constitute only a small percentage of total number of players being literally forced into an existential crisis by challenging content.
Last edited by MadAndrew on Jun 29, 2017, 9:29:16 AM
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MadAndrew wrote:
Making a lab runner character and running uber lab over and over made me realize it's really simple, not that bad a design and can be actually quite challenging and fun.

Have fun and play the content you like.
But do noy force it to other's people throats.
Plain and simple
Last edited by Nishrek on Jun 29, 2017, 11:47:45 AM
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Nishrek wrote:
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MadAndrew wrote:
Making a lab runner character and running uber lab over and over made me realize it's really simple, not that bad a design and can be actually quite challenging and fun.

Have fun and play the content you like.
But do noy force it to other's people throats.
Plain and simple


Wat. You're playing a game with mechanics to get rewards. I freaking hate and will forever hate Act 2 yet I have to do it to continue in the game, lab is no different
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Imaginaerum wrote:
(...) Act 2 yet I have to do it to continue in the game, lab is no different

Lab and A2 are not different? Sorry but you are wrong here.
+1 for an option where we can do the Izaro fights without having to go through any lab area. Only the three encounters. Rewards would be the two ascendancy points, no treasure keys, no enchantment. This way the lab could remain unchanged for people who like it, but also would be avoidable for people who don't like it.
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Dahaur wrote:
+1 for an option where we can do the Izaro fights without having to go through any lab area. Only the three encounters. Rewards would be the two ascendancy points, no treasure keys, no enchantment. This way the lab could remain unchanged for people who like it, but also would be avoidable for people who don't like it.


Dahaur thank you for voicing your opinion on the labyrinth that it could be improved further in future releases. I've added your name to players voicing similar opinions to the list now at 907 names long. That includes 114 or 115 names from just this thread alone! As the list grows longer our voice grows stronger. Over 330 threads discussing labyrinth problems with over 890 posters in support
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will apparently eventually implement a different method for ascension. Yippee!
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Turtledove wrote:
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Dahaur wrote:
+1 for an option where we can do the Izaro fights without having to go through any lab area. Only the three encounters. Rewards would be the two ascendancy points, no treasure keys, no enchantment. This way the lab could remain unchanged for people who like it, but also would be avoidable for people who don't like it.


Dahaur thank you for voicing your opinion on the labyrinth that it could be improved further in future releases. I've added your name to players voicing similar opinions to the list now at 907 names long. That includes 114 or 115 names from just this thread alone! As the list grows longer our voice grows stronger. Over 330 threads discussing labyrinth problems with over 890 posters in support



i prefer the current system however, a great reward behind a glass door. i think that these changes are more then sufficient to prevent the lab from being a drag. people had a point if you consider how in normal and cruel your character wouldn't be as geared compared to merciless, and could take up way to much time in order to obtain a crucial element for characters build and powerprogression. but the further into the game aspecially after aquiring beter gear and your first ascendancypoints this becomes less true. while characters get faster and more powerfull they can much easier hop skip jump from point A to B and increasing the length of the lab seems to be self-evident. cutting down earlier labs adresses this perfectly. if the complaint is simply that you have to do hard content in order to obtain a crucial element for your character any complains about the lab seem unfounded.

there is this game however called Diablo3, no effort required for any content and everything is given to you without having to use a single braincell.

dont get me wrong, nothing is perfect and improving any content in the game is Always a good thing, but wanting a free pass to skipp the line in order to get your quick powerup personaly seems like a cheap bailout.

i do want to propose an alternative. every first area after you enter the lab or fighting the boss could include a secret or puzzle that wil open a secret passage straight to izaro's next fight. leaving players options on how they want to approach their labrun.

lastly i do think the reward for exploring the lab more extensively is quite underwhelming, these silver keys are a waste of time. those silver chests should drop a key for the final loot imo. also the challanges allong the way feel just as unrewarding, upgrade these aswel and maybe increase their density and variation and people would probably mind doing labs allot less, since it wouldnt be just a road with 2 points at the end.
Let's put in balance everything is good and bad about POE.

Good: Everything, minus the concentrated cancer called labyrinth.
Bad: The lab.

Why is this piece of shit still in the game? Just give us another means to get the ascendancy points, and leave the lab to the cancer lovers.

EDIT:
May i add one more thing. There is reason behind removing the labyrinth as it is, and even if GGG does not listen to reason, they do want money. And people left, are leaving, and will leave the game not willing to deal with this shit, and that means less money for GGG. I don't buy any more MTX because i might not play this game anymore, for one single reason, i am tired to deal with this cancer called labyrinth.
Last edited by kakamakaszopjafaszt on Jun 30, 2017, 8:44:07 AM

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