Changes to the Labyrinth

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_Nikthas_ wrote:
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Turtledove wrote:
PoE could be improved by adding waypoints


Where exactly do I say this?
Do not put my name on any list or make false claims of such sort.


Sorry that I misunderstood, I don't know any other way to save progress. I'll remove your name.
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!
The survey given to beta players for lab is problematic in its construction. Essentially, it doesn't deal with critical issues that the following sample questions do:


Q1: Rate labyrinth on a scale of 1 to 5, where 1 = Not enjoyable at all and 5 = Very enjoyable.


Q2: For what reasons do you go through labyrinth? Please type "yes" next to all that apply.

1. To ascend
2. To enchant gear
3. To level up
4. Because I enjoy the time I spend in labyrinth


Q3: Roughly how many times do you run labyrinth, on a per character basis? Please type "yes" next to the best response (approximate guess is fine).

1-4 times
5-10 times
11-15 times
16-20 times
more than 20 times

There are plenty of other questions that might be helpful to inquire about.

If you're squeamish about asking question 1 above, which you might be because you can safely anticipate a metric ton of low scores for lab, then you can use questions 2 and 3 as pretty good proxies for the extent to which lab is disliked and hated by players. Getting that feedback might not be fun, but at least you'll be in a better position for internal discussions about what to do in the future, concerning 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?
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Turtledove wrote:
I don't know any other way to save progress.


When you die in a regular map, the game allows you to portal back in, either starting from the beginning or close to where you died (this, of course, has limited attempts). The mobs you've killed remain dead (do not respawn), thus your progress is saved in this manner, until the instance resets.

To clarify, the reason I objected is because you misquoted. I appreciate your efforts regardless.
There is no path.
Beyond the scope of light, beyond the reach of Dark...
...what could possibly await us?
And yet, we seek it, insatiably...
Such is our fate.
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_Nikthas_ wrote:
"
Turtledove wrote:
I don't know any other way to save progress.


When you die in a regular map, the game allows you to portal back in, either starting from the beginning or close to where you died (this, of course, has limited attempts). The mobs you've killed remain dead (do not respawn), thus your progress is saved in this manner, until the instance resets.

To clarify, the reason I objected is because you misquoted. I appreciate your efforts regardless.


You can portal back in because there is a waypoint! :-)
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!
Re:waypoints they simply do not gel with the labs core design. It's a one shot run and you either push it to the max and risk a powered Izaro or play it safe or simply speed run to the end for your points. Instead of punishing the labyrinth, I'd be pushing GGG to review and improve hosting services if your gateways are that unreliable that you could DC at any point of a lab run.

I understand the frustration I've had power cuts, disconnections, lag spikes on a trap, and all sorts in the lab, and I've also had some of the most intense fights with last phase Izaro.
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_Nikthas_ wrote:
My issue with the labyrinth is the instability.

+1

I try 3 uberlab for my last build in 2.6
- first : one shot by izaro :p
- second : lag => kill by a sawblade
- third : disconnection

It's more expensive for 2 points in Ascendency ...
Ten Thousand Ways To Die ...
Just make lab MUCH shorter (even uber) and boss damage smaller/lesser so more builds could run it.

And change prize system, make it random for top 100.
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60 pages and:
GGG doesn`t realize that 75% of the playerbase HATES the lab and its for sure the main reason of people quiting the game.a character without the 8 points its not a character , its just a shitty" wanna be" of whatever build you try ( except for marauder rf maybe ).
so yeah, fuck the uber lab , and probably fuck poe too if i cant do it with my leech+ vaal pact build in 3.0.
Last edited by merovingian223 on Jul 25, 2017, 6:38:47 PM
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60 pages and:
GGG doesn`t realize that 75% of the playerbase HATES the lab and its for sure the main reason of people quiting the game.a character without the 8 points its not a character , its just a shitty" wanna be" of whatever build you try ( except for marauder rf maybe ).
so yeah, fuck the uber lab , and probably fuck poe too if i cant do it with my leech+ vaal pact build in 3.0.


merovingian223, thank you for voicing your opinion on the hated labyrinth. I've added your name to players voicing similar opinions to the list now at 916 names long. That includes 118 or 119 names from just this thread alone! As the list grows longer our voice grows stronger. Over 330 threads discussing labyrinth problems with over 910 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!
While I don't hate the Lab as much as others, it does become rather tedious and I believe a fine balance would be make Normal and Cruel 1 room then Izario fight, Merciless be maybe a 1,1,2 then Uber the same length. Then in add a feature that albeit only affect SC players, but make it so there is a checkpoint system where after you beat one Izario fight that when you come back in you start from that checkpoint instead of from scratch. Of make it so that the first 3 don't have traps in the last Izario room fight.
Last edited by Rhata on Jul 31, 2017, 5:58:49 PM

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