The Labyrinth is everything I dislike about games in one package.

I think we've reached a point of impasse, innervation. Thanks for being civil and open minded.

I look forward to seeing community feedback after a week or so. As I said, it definitely took me more than a day to appreciate the Labyrinth. And it definitely takes a fresh start. I do believe it'd be very tedious on a character used to clearing maps rather quickly.


Cya. :)
https://linktr.ee/wjameschan -- everything I've ever done worth talking about, and even that is debatable.
After 50 minutes of being lost I met a stomping boss soon after first Izaro form. On level 40 he killed me FAST.

Everything from scrath. Not giving up yet but those are to big imo. It's very easy to miss that corridor you need and run for 10 minutes looking for the road.
"
Chadwixx wrote:

It should be more skill orientated. The fact that you died as a 99 to lvl 16 mobs says alot


One may assume he died to traps and not mobs , since the traps do the same damage on normal as on merciless and are %-based off your health. Lvl 16 mobs would not do much to a lvl 99 char.
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Last edited by Kwonryu#3444 on Mar 5, 2016, 8:47:18 AM
PLEASE just add dc protection, my internet dc's a lot making this amazing expansion almost impossible for me :|
Awesome how even with lockstep, my character keeps teleporting across the goddamn boss room multiple times and I get hit by things that aren't visually hitting me.

Guess the labyrinth's just the type of content you ignore until you are so overgeared it's just silly.

The last boss room has WAY too many moving things. Not to mention the endless armies of skeletons that keep blocking my attacks.

And here I thought there was some new content in PoE to play around when leveling. Guess I was wrong yet again.
I hate the traps, I would be happy if they rolled the servers and clients back to 2.1 and took 6 months to come up with new monsters and new zones to kill stuff in rather than add these stupid traps.

If they add traps to the rest of the game I am quitting and finding some other game to play

TRUE FACT

Your success in POE is entirely dependent on the time you have to invest in the game.
Your success in POE is entirely dependent on the time you have to invest in the game.
Your success in POE is entirely dependent on the time you have to invest in the game.
Last edited by krunchor#3932 on Mar 5, 2016, 3:13:31 PM
So, my experience the first day.

Died 2 times to non-moving traps that indeed was moving, just not visually in the game.
Got stuck in a zone where a wall was blocking the way I was supposed to go, and I had to restart the trial (GGG has promised to fix this bug).
DC'ed from the server 3 times after completing 70-80 percent of the trial.

I'm generally not a fan of trap-puzzle-maze-games, which is why I don't play them.

I like to optimize my caracters, so obviously I want to obtain the specialisation-points that is a part of the reward for finishing the trials.
I very much dislike the fact that I'll have to do this sort of content for every new caracter that I create, and I have a strong feeling that I will hate every minute of the process.

I wonder how many people will actually do the trials if it wasn't for the ascendency skill-points. I would for sure pass them by even if the end-loot was multiplied with a factor 10, hell even factor 100...

All in all, not a good day for me in the POE-universe... :-(

PP

Well that is the 4th and last time I'm trying to kill the 3rd Izaro on Merciless. If I wanted this level of frustration I'd be playing Diablo3.
Last edited by Buggsy2#1098 on Mar 6, 2016, 12:09:43 AM
The Labyrinth is... i understand the intention, but at the end of the day it feels like the worse kind of tedious and boring. You have to over-level for it for it to not be instantiate on touching anything of the some what wonky ghost traps be absolutely dead. And by the time you can run it, most of everything you get in there is worthless and the XP is bad. And this is SC so i can just do it after leveling and not just loose xp.

The time i did it there was an area that was sooo dark i was guessing half the time ware the 70% of all your life spike traps would pop out.

Its just the worse kind of infuriating and... so long. Maybe it did not actually take hours... but it felt like hours, the Labyrinth is measured in "Dentist waiting room time" its this unpleasant thing you have to do, and there is the possibility you will have to do it again..
Last edited by SnowCrash82#3729 on Mar 6, 2016, 12:22:15 AM
"
Head_Less wrote:


I hope GGG realise how far away from original idea they made the game to attract players with this kind of taste. Old school ARPG always had traps and puzzles, but GGG too long made people in POE think this game was just pew pew 1 click no brain.

MAybe with all those negative post GGG will see they attracted wrong people because they went too arcade-ish instead of old hardcore school-ish.


I'm not sure they designed this in the hope of attracting new players - in fact - I think they did the opposite and didn't consider enough the new/casual player experience.

That's not hard to visualize it it's true, what everyone says, about how it gets easier the more persistent you are. The people who created it had been running it in their minds since day 1 of development. I think they might have lost touch with that experience/persistence factor.

I'm worried that they've created something where the first wall is so ridiculously high and painful to climb, that people would rather walk away from it and enjoy the rest of the game than try to climb it again. That's why I like my last solution in the OP. An actual difficulty curve instead of having normal/cruel/merc lab length and difficulty be nearly identical.

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