Labyrinth sucks
" I am not rly having problems. I just wanted to explore the whole Lab and take a look on Traps and secret Passages ect. Just take a closer look. The Problems were the dc's. ^^ Bring down the dark regime, I know how to unleash eternal power.
Lead us to order. I am the Lightbringer! |
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I have tried it, and my opinion is that:
1) There is a HUGE difference between challenging and ANNOYING. Challenging is something i can do with putting thought into it. Annoying is something that kills me because a) i get desynched into a trap (not the boss fight, regular map)b) i die because i cannot see what is ahead of me. 2) As a summoner, this is enraging. Specters? Well, lucky you if you get them through the trap hell! 3) The boss is really hard, but that is not my problem. On my very first playthrough, dominus was hard for me, and i learned and killed him. No, my problem is, that learning to kill this boss is ANNOYING. Because if you die, you can't just port yourself back to him or close to him, no, you have to run through the entire friggin lab again. 4) Why these unlimited mob spawns? They don't add challenge, they are just, i am repeating myself, ANNOYING. I run into them while walking on the fire traps, having not enough time to fight them. So while i can't see the way ahead, time pressing, these little f**** stand in my way. 5) The 6 Challenges during the normal campaign are extremely easy. And not challenging at all. HERE, the traps could deal MORE damage, wouldn't be too bad. In the lab itself, it is exactly the other way round. The result: you have it either too easy or too ANNOYING. Suggestion: put at least some kind of portal in front of the boss. So if i solved the lab to some point, i solved it, and don't have to do it over and over while i learn the boss' game mechanics. If there is something i forgot or didn't see. let me know. Last edited by SilencerX21#2900 on Mar 7, 2016, 2:25:32 PM
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from my experience (maybe biased because i didnt really pay any particular attention): traps in 'trials' and in labyrinth itself deal the same damage
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" True, most likely, only that in trials it is easier to avoid the damage, and, more importantly, there are much less consequences. |
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I'd recommend you to rest. If there is a controversial part of the labyrinth for sure is the forced hardcore, being so unforgiving. You shouldn't play tired anyway. Wait to the weekends, you need to focus to avoid silly deaths.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942 |
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" +1 and another problem: enhancement random system where 400 enhancements and all random, you can get only 1 per full run and its 100% random, plus GGG will add more and more gems so there 400 enhancement would be 500, 600, 1000 and random would be insane (it is insane right now, but would be much worse). Enhancement should not be random at all, gave us way to see and choose which enhancement we needed and use. Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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The cancer lab... can't believe someone made such a horrible decision coming up with it and someone else actually allowing it.
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" I'm pretty sure that the most controversial part of the labyrinth is the introduction of traps (and not just the odd exploding barrel, arrow trap, or secret room), which goes completely against the ARPG-type gameplay that PoE has always been expected by most players to have. Many hardcore players hate the labyrinth as well. Proud member of the Vocal Minority
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Well, the question is, do traps really go against ARPG? I am just not so sure about that. I personally think they fit pretty well, but it probably comes down to taste.
If all ARPGs were just like Diablo1, well, that would suck pretty hard, wouldn't it? Luckily they evolve. Remove Horticrafting station storage limit.
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" Absolutely it's a matter of taste. But for me personally the labyrinth goes completely against my taste in games, and if it continues to be required for character advancement (i.e. ascendancy points) I'll be much less likely to continue playing PoE on anything but an occasional basis, which won't involve going through the labyrinth. Of course that's my choice and you, or others, can certainly feel differently. But, to give an example, one reason I dropped Diablo 3 very quickly is that I prefer to play HC and I really disliked the way Diablo 3 locked you into boss fights with no exit and no portals. I understand why the D3 devs did that, to avoid cheesing boss fights through endless portals, but I'm just not going to play HC if I'm forced to go into situations that have no escape route (and Alt-F4 doesn't count as a viable escape method for me, though even that was disabled in D3 by the wait time to exit the game). And since I also prefer to play self-found, I have bad gear and I'm often in situations where boss fights can be potentially fatal. Other people may play PoE differently from me. Ultimately it's up to the devs how they design the game and up to me whether or not I want to play it. The devs are the ones who can see the stats, and they can determine how popular the labyrinth really is (I suspect pretty unpopular --- as opposed to the Perandus league, which I'm guessing has been very popular --- but who knows). I hope, with the stats and all the negative feedback from many players about various aspects of the labyrinth, that GGG will reconsider how they implement it. I have no problem with the labyrinth staying so long as don't have to endure it. " Well, Diablo1 is my favorite game of all time, so it wouldn't suck at all. ;) Admittedly, the 640x480 resolution and the incredibly slow walk speed of characters might need some improvement these days. Proud member of the Vocal Minority
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