Labrynth = not fun
" Is this Diablo? NO. I didn't play Diablo BECAUSE of the goddamn puzzles and traps! I come here to unwind and enjoy the engaging combat (you guys with one-click builds are really shortchanging yourselves on what POE has to offer), not apply for goddamn Puzzle-MENSA for idiot-savants! Quoting Saltychipmunk: ...I look at the new act 5 boss where you have to hide behind the statues to survive the bullet hell and all I can think is... how the fuck are zombies going to survive that? They don't know what hiding is... they don't know what dodging is... they are morons. Last edited by joachimbond#0494 on Mar 5, 2016, 12:44:49 PM
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Hate it, from hack and slash to (puzzles) and mazes, hate it, hate it, hate it. Hope this isn't a new direction for future expansion. New higher tier maps and more end game content would have been a better option in my opinion. Very disappointed.
edit: traps not puzzles Last edited by dandyandy#1400 on Mar 5, 2016, 2:52:45 PM
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" I totally agree. For those who say, "Try it a few times and maybe it'll get better", it's the first impression that matters the most. If we weren't having fun within the first 15-30 minutes of playing PoE in the first place, we would have never played it again. I tried it, I didn't like it, end of story. |
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I actually was looking forward to this update - new skills looked interesting, the idea with labyrinth was interesting, new class build promising. But the implementation...
First of all: the entrance. Game gives no hints about the 6 (at least I think it is six) places to go through "puzzles" (going to push a switch is not that puzzling). If you have to google basic stuff of your new content that means it is not introduced properly. Also putting it in maps people avoid (like the maze in act 3) is a nice touch. Labyrinth itself: first idea that pops into the mind is tedium. At first it may look interesting - branching paths, key puzzles (again if getting a golden key for golden door is consider a puzzle, then Duke Nukem is a puzzle game), interesting new mobs, traps to avoid. On paper sounds fun. You know what is not fun - having to do it 3 times, making boss difficult only due to cheap shots and HUGE amount of health, DC = redo, death = redo. You explain in game that GOLDEN KEY GOES TO GOLDEN DOOR, but that you can weaken the boss in some way - nope, but you can google it so it fine (?). What kind of maps are played the most? Is it the ones with narrow paths, sharp corners that catches some skills, maze like builds, annoying mobs like the Hedge Maze? Or is it more open, with structure, or even linear maps like docks or ledge? If you make a map that is 2 hours of hedge maze, put boss with too much hp at the end and every dc or death = try this again, well then I guess fun factor was not a part of the game. P.S. Saying that people are underleveled at the level the map is only shows that it is implemented poorly. Why make it a level 34, then make it a 40+ just to deter new characters of entering. Also it is mandatory to get ascending classes - don't kid yourself that the game wont be balanced around these new overpowered skills that can totally change your character with only 6 points... |
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Agreed, there is a reason I don't play legend of zelda, portal, and like minded games, I absolutely despise puzzles. I can do puzzles I just hate (actually loathe is a more appropriate word) for me they are unfun, tedious, slow, and obnoxious to the point where I would rather be doing just about anything else. I would rather blast Justin Bieber music so loud the neighbours could hear it, and beat my head off a wall while singing along, than do any puzzles. I want to make it clear that i'm not just picking on ascendancy, this is how I feel about all puzzle games. I have never played a puzzle game I liked. In fact by puzzle game standards ascendancy may be great, I wouldn't know because my opinion is just that an opinion. One point of view, which is neither correct or incorrect but I would like to point out that I lack the ability to look past my own biases in this case, so if it's great I hope everyone has fun with it and I hope the game continues to be a success. If the general consensus is it's terrible, I hope it get's removed like the cancer I see it as. I apologize if I seem harsh hurting feelings isn't my intention, but this is my actual opinion.
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I'm not a fan, at all. Started with a friend, we kill the first phase, he then gets some random error from PoE and he's out. I keep on, I get past the 2nd fight and almost done, and then I click on a Darkshrine and get some random error and my game crashes.
Terrible idea that there isn't some checkpoints or some way back in. Can't the game tell if you died or just get DC'd/crashed? |
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Sorry to hear you find Izaro difficult Lukin,
I don't find he's difficult to kill at all. I've never been one shoted. I've killed him several times in merciless without dying. It's kind of a "basic" POE boss fight, it's not that hard. Not sure what mean by huge amounts of health. I kill him in about 1 to 2 sec. I would be more then happy to group with you, you can just coat tail and pick up the scraps if you like. And, you never know, we may even use the silver key. |
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" Lab is optional just like killing your first monster is optional. You can just stand there and not advance, or, you have to kill the monster. You have to do the lab, even if you find it incredible boring, in order to advance your character correctly. But technically, yes, it is optional just as is killing your first monster. Guess I'll log in just to Twilight Strand just to watch the waves come in choosing not to kill the monsters. Yes, that is why I installed all those gigs. What's worse is that not every build is suitable to complete the lab. Just tough luck for those sorry SOB's I guess as they spend hours retrying just to complete it or just not advance their builds? Last edited by Siochan#3258 on Mar 5, 2016, 11:20:42 PM
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I love, LOVE the labyrinth. My favorite characters all focus on maneuverability and positioning, because that's my favorite part of the game. For me, the Labyrinth is exactly what I wanted it to be. I even wish they'd take those traps and put them in the ordinary game, except that I don't want them to do that because I know a lot of people would hate it. But if it were my game, that's what I would do. I love dodging traps, I love fighting mobs in traps. I like the Izaro fight, where you have to run around hitting pillars and killing things and sometimes even dodging traps too. I love that the Labyrinth is a series of different zones with secret passages and keys, instead of just one big straightforward area like maps are. For me, Labyrinth = FUN!!!
The only thing I don't like about the Labyrinth are the times when Izaro gets charges and you have to push the pillars to reset them. I think GGG should remove the limit of 3 resets, and Izaro could generate charges faster to compensate. As is, those ones are completely impossible for low- and mid-dps characters, since Izaro has so much health. builds: https://www.pathofexile.com/forum/view-thread/1663570/
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" You're funny. One of my builds mind numbingly just simply runs through them while another lightning warps past all the traps. You must be making this way more difficult then it really is, or are really easily pleased. Just get a fast casting, shortened duration lightning warp or a guy with really high fire res/life regen and an ample quicksilver flask. Either skip or run through. How fun is that? Now the long dead-ends that do nothing but waste your time running... now that's where the real fun is and why I play the game! |
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