The Labyrinth is everything I dislike about games in one package.
" speak for yourself, ok? making such assumptions and pretending these are facts and you know it all and understand it all is just rude |
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" I don t want argue about you intelligence, it was not point of my post. I know you know things and done things and are smart. Just saying game surprise us again, it surprise you for at least 4 try until you find about poison darts. Also " You do also assumption about knowing game engine and all. We all do. Mine was assumption about other things. We all have opinion no need safe space we debate. I was not attacking you personally but your opinion. You gave your I gave mine, no personal attack just debate. peace. Poe Pvp experience https://youtu.be/Z6eg3aB_V1g?t=302 Last edited by Head_Less#6633 on Mar 5, 2016, 3:52:12 AM
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I haven't tried it yet, cause I'm playing league and I think I'll go through most of the game, before deciding the Ascendancy nodes. But it sounds like everything I feared the Lab will be. I dislike everything pointed out in the OP: a forced long (45min - 1h per run, seriously?) chore with dead playtime (backtracking, waiting, dead-ends).
Since I cant really comment on it right now, I'll just hope OP is exaggerating :) When night falls She cloaks the world In impenetrable darkness Last edited by morbo#1824 on Mar 5, 2016, 3:50:30 AM
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" If that were true we wouldn't be seeing these hilarious posts by high level players getting ganked by a single trap, sid. Yes, I've been known to dash through and pot afterwards. Not often, but sometimes. And there have been times when it's seemed like there was no actual path through. But there always is. And with lockstep in play, they can definitely do precise-timing based traps. Edit: weird typo. Blame the tablet. https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable. Last edited by Foreverhappychan#4626 on Mar 5, 2016, 8:05:22 AM
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" The OP is not exaggerating. Sorry. https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.
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" after playing a bit more it boils down to this - trap density matters. there are just SO MANY of them that instead of being intriguing they are just 'white traps' you want to skip on the way to the unique trap (Izaro - this fight is very interesting indeed) this makes traps a tedium and set a scene for mass skipping and just not giving a damn. not a good sign when new and incredibly hyped content get TEDIOUS after less than 2 hours - subtle-time-wasters (golden doors/keys) are.. just that - time wasters. not fun - map layouts. there should be NO dead ends. the zones can be long or short, twisted or not, connected in funny shapes - but back tracking in labyrinth just sucks. i managed to do merc one in under 9 minutes. with little knowledge about traps (i still do not know what half of the switches/levers do) and with basic understanding of what is happening. but it is a content i already want to skip as soon as possible on the way to a) ascendancy points (mandatory) b) cool enchants. item rewards are dwarfed by map runs and the XP gain is pretty sad. if the layouts were better, traps more sparse but impactful and all this labyrinth wasnt just a time sink by design.. i might have enjoyed it more |
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" Doubt it all you want - I remember the SC and HC players alike begging GGG not to change the Malachai fight, and other aspects of act 4. They loved the danger and the difficulty. I also clearly remember the patch notes - that specific note in particular - reading something like: "While we wanted Malachai to be a challenge, he is slaughtering a few too many exiles, we're nerfing him". I suppose to be further constructive I could edit the OP to refelct what changes I'd make if my name were Chris Wilson. FWIW I have softened my thinking on the topic to some degree because of this thread. You're right to say that broadly, the Labyrinth is consistent with PoE not being for casuals, and consistent with the idealized niche they [GGG] have claimed for themselves. It's also right to say (I think it was someone else) that this is permanent power creep for your character, do we want it to be free? No, I suppose not. But fortunately this issue isn't nearly that black and white - they will have data on how many people are attempting and succeeding at Ascending, and I'd bet that the number will be surprisingly low - on the 'succeeding' portion that is. I'd further imagine that they have a target number in mind for what % of their playerbase will have succeeded, and if it falls well short, will be improving (yes, I know you replaced that word with nerfing in your head) the overall Lab experience. |
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" Except they were nothing when you look at length. The labyrinth is far too long; I personally felt extremely fatigued going through it and died on Izario (who would have thought overtuned as expected) and am now questioning if I even want to play this league. The labyrinth idea? Pretty solid. But man they need to cut it's length by 1/3 if they seriously want people to play through them. In fact just the thought of doing them on every character I have makes me want to put the game down for a long time and go play something that I find far less tedious. Last edited by shaunus#5724 on Mar 5, 2016, 4:07:15 AM
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I have to admit, my first impression of running the Labyrinth in Normal diff was very negative.
edit: and I missed out on trading my early vaal haste, twice, because you can't leave the thing. We tested it extensively Last edited by Icholas#7287 on Mar 5, 2016, 4:30:33 AM
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