The labyrinth is both boring and frustrating
New player here from like 4-5 weeks. I'll chime in and add my impressions to the lab experience. Disclaimer: Didn't read the 32 pages.
The first reaction I had was, this thing doesn't belong in an ARPG game. The fights are OK, but the mechanics involving traps and just waiting/jumping/running/clicking on things just stop the rythm I expect in an ARPG. It feels just too disruptive. Then, it's way too long. Unless you overgear both, mobs and traps, and can run through them (something that for me, as a SSF player, is difficult), it takes a quite a long time to complete. And last, but certainly not least, the rogue nature of it meaning that if you die (DC or lag), you lost all your progress and have to start again: The biggest offender, by far. This alone, makes the whole experience frustrating. It would be much better if, when you reach an Aspirant's Trial, the game would save your progress. Too bad it's tied to Ascendancy points. I ran the 3 "normal" modes, but certainly won't bother with Uber. Gonna save myself some mental health. |
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"Nice alt account. Harvest sucks! But look at my decked out gear two weeks in!
Labyrinth salt farm miner. "But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years. |
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" ??? Not sure what you mean. My char's name is Reina_Mab in Legacy. Playing in the Brazilian server (I'm from Argentina). |
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" Thank you for voicing your opinion. You're the 726 person to have voiced a similar opinion in this forum and placed on the folowing list. Over 290 threads discussing labyrinth problems with over 720 posters in support " Number 727 on the list " number 728 on the list, BTW, I guess what TFH is referring to is your statement that you've stated that you've been playing for 4-5 weeks but your account was created just a week ago? You may want to ignore Tin_Foil_Hat. He never really has anything constructive or helpful to add to these discussions. (BTW, if you have another account name and that name is already on the list then please PM me and let me know so that I can remove one of those account names. Thanks) Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired! Last edited by Turtledove#4014 on Mar 14, 2017, 11:53:56 PM
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" Thanks for adding your input. Ignore the resident trolls, as it's important that ALL players have the right to voice their opinions about things they find terrible about PoE. Cheers & have a good day. :) |
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Full disclosure: I have not read all 33 pages of this post but I got the gist from what I have read. I also posted something similar in a smaller thread on this subject, but this seems to be more the main thread so I'm posting my suggestion here as well. I am not a fan of Lab as its currently implemented for many of the reasons cited in this thread.
Here is what I'd like to see happen with the change to a single play trough and 10 acts: I'd like to see a different way to get your ascendancy points beyond the first two. I'm fine with an act 3 labyrinth granting your initial 2 ascendancy points. But it needs to be better written into the script of the game. Right now, it is very much a side game and doesn't flow well with the rest of the game. No NPCs send you there, there isnt any real lore or compelling story line reason to go into the labyrinth. We simply do it to get acendancy points because we know its there. Since its difficulty is much higher than act 3, the story line should send us back to act 3 to do this content when we are strong enough to complete it. After receiving these two points, I don't ever want to be required to revisit the labyrinth. I would rather like to see the remaining ascendancy points awarded from susequent act bosses. This would bring ascendancy into the main narrative of the game. For those who love this aspect of the game I'd like to see a difficulty setting allowing them to enjoy uber lab runs to their hearts content. With commensurate loot and enchantments. In this way we all win, those who would rather not do more difficult labyrinths need only do the basic one and those who love labyrinths have higher difficulties to master. Last edited by timewarden#5596 on Mar 15, 2017, 3:55:13 AM
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I think the Labyrinth is a good example of being an interesting idea but having bad execution in places.
The traps in the ascendancy trials in the main game were interesting, as they provided a different kind of challenge to break up the usual hack and slash gameplay. There was an added slow down and think element. The problem is that the traps in those smaller, more easily digested mini-trials were balanced around the traps being essentially broken and overpowered and are placed in ways that allow you to feasibly get by without getting hit. The traps in the Aspirant Plaza are placed haphazardly (anyone know how the RNG on this works?) and often you will see things like floor spikes spanning whole hallways with the timing on when the alternating spike grids will activate being unexpectedly off or floors surrounded by lava with spike pillars with hugely oversized boxes and the lava itself able to tag you at the very corners where you look like you should be safe. Which leads me to what I think is one of the biggest flaws: the spike pillar hitboxes are way too big. You can't do things like swerve between or around them because they'll just hit you anyway. You also can't hide in corners or other places that look safe because the damage radius on them are so deceptively big that it just isn't going to happen. Some other problems are that the traps in general are designed to require much tighter movement than Path of Exile allows. You often need to make quick stops but the game is designed to move the character to the mouse cursor which is often some distance from the character, making it harder to precisely slow down. Next, the trap damage from spike pillars and spike pits need to apply damage like other attacks, like for example a spike pillar doing damage per timed interval instead of the damage-per-frame model that exists now that just punishes anything less than optimal movement. Only the sawblade roombas make sense having damage like this. Finally, there's no indication that the challenge to escort the bubble pillars and defend it from monsters isn't ever mandatory. With the labyrinth sometimes randomizing layouts that require you to navigate traps to get keys to unlock doors to get to the boss even at the start, it's easy to think that a challenge that is most likely going to kill you could be mandatory if you don't know what other option you have to progress. The length and difficulty of the boss would be fine if the traps that deal fixed% weren't the biggest obstacle in completing the whole thing. I like the idea of ascensions being gated and an epic triumph that forces the player to consider waiting until having made their character stronger before taking the test and thinking about how strong their build is without the ascendary classes in mind, but as of right now the traps having oversized hitboxes and a poor damage per time model add more problems than I like to think the devs had intended. On that note, I think the ascension concept is poorly presented. It definitely feels like it's supposed to be a test for already good builds for good players to become even better, but it is treated like a mandatory part of builds and most players feel expected to do it when it's a very hard to access aspect of leveling a character especially if you're new to the game and wouldn't be able to win the trials bosses on your own and are still learning the other aspects of character building. |
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Labyrinth would be much interesting with less traps, harder monsters, and smaller areas. A combination of trap cluster avoidance and challenging fights along your journey. Ambushes. Trap rooms with special encounters which lock you in when you enter and require full clear. Etc.
Instead, it's a clustefuck of countless annoying traps, one hard boss to fight at the end, and nothing in between. Instead of a rogue dungeon, they created dumbed down frogger, and this concept is simply out of place in this game. A terrible execution, got to admit. This is a buff © 2016
The Experts ™ 2017 |
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with average profit of 20-25 chaos per run i wonder what are you all complaining about.
no pain no gain. not taking into account, that uber lab is too easy for that yields. No rest for the wicked Last edited by mezmery#2042 on Mar 15, 2017, 4:57:44 AM
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"Lmao you literally just acknowledged its an alternate account. Fucking top luls, or do you think that you can play the game for longer that said, in addition chime into aspects of the game whilst having ZERO achievements done ? You want to be taken seriously and you call other people trolls for noting the true reality of the situation, lmao. Harvest sucks! But look at my decked out gear two weeks in! Labyrinth salt farm miner. "But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years. Last edited by Tin_Foil_Hat#0111 on Mar 15, 2017, 9:42:42 AM
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