The labyrinth is both boring and frustrating
" Well, it seems that any build where you end up getting close to him can be one-shot in this way. In general, I just don't think bosses should be able to do this unless you're REALLY weak going against them. But especially here, in this case, that seems a little unreasonable. Loving the floor spikes though. Sometimes I don't notice they're there until it's too late. Keeps me paying attention. :) -VG- Invited to Beta 2012-03-18 / Supporter since 2012-04-08
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We are agrea, The Labyrinth is so boring and... "frustrating" it's the word.
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"P.S: yes, it truly is optional, ascension is optional."
This pseudo discussion whether things are optional or not is kind of irrelevant. If some people feel that doing lab is pretty much mandatory for optimizing chars (which I would claim is the absolute core in a h&s game), then for them it IS mandatory and other peoples opinion on mandatory-definitions becomes irrelevant and annoying. If 1 percent of the poe-gamers find the lab boring and frustrating yet kind of mandatory then it's pretty much their own problem. However, if we are talking 25 percent or more, then gating skill points behind a frustrating experience becomes a bad decision from a business point of veiw. Maybe GGG can get away with such a decision once without major consequenses for the fan-base size. But I would dare them to do it two or three times in a row.. Some guy in the tread stated that "the lab isn't THAT bad". I guess it sums up the problem pretty well. If an entertainment experience is measured by "not that bad"-standards, then there's something wrong for sure. If the game isn't fun or relaxing or whatever people wants from their free-time, then why turn on POE at all?? Work can be frustrating and tedious, so can school and a lot of other things in life. If I wanted a frustrating experience in my free-time I would play Super meat boy, stoned and with unstable hardware. Cheers P |
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+1 to the OP
Inundated with cockroaches, I am
https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions |
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First attempt at merc lab. I was surprised how well I was doing. I got to the fire grates after izaro's second form, and guess what? Client Crash! There wasn't even anything interesting going on. No mobs attacking me, just me running across the grate to the next island.
FUCK YOU AND YOUR "HARDCORE" mentality, whoever's idea it was to NOT put waypoints in there! Wasted yet another 45 minutes of my life! 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 8, 2016, 4:32:19 PM
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" No man, I'm sick and tired to dying because of imprecise controls and client bugs! And then having to start all over again as if it were my fault! i actually was starting to enjoy it a little bit, but then GGG flushed 45 minutes of my life down the toilet, laughing all the while, saying "hardcore! Git Gud son!" 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. |
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" This is quite accurate. For a server that was never truly reliable, the forced Hardcore mode in labyrinth is sure to annoy many people. I don't mind them even making it harder, but add some freaking waypoint, or a limited number of portals like a map. Spending half an hour then fail, either by our own mistakes or game problem is not a good experience. |
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+1 to OP.
PoE has never been about clicking with the precision of a pixel and a split second. and now a whole major expansion does exactly that. oh, and if your build relies on permanent summons (zombies, spectres, golem, guardian) or is a pure summoner - have fun. you can not properly see what the heck the traps do and how they behave due to summons being in the way. so get ready to drop all summons and run traps and then face-tank the next rare mob around the corner on your own. trap damage mitigation? or actually being able to estimate how bad a trap is by seeing your summons damaged? forget it. whichever bright mind coded the traps didn't code properly for summons. swapping a summon for a movement skill? forget them - they will drop you into the traps as often as not. assuming that GGG will not reduce the HC features, at least give the summoners the ability to bleed damage off to summons :( |
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+1
Didn't expect anything so annoying.... Both hands down... |
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+1
At least they could do is put is a waypoint ffs. Actually I am done with doing it altogether. |
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