Labyrinth,the worst content ever made in POE?

Personally, I agree 100% with the complaints --- the trap-gameplay in the (basically required) Labyrinth feels exactly like enforcing PvP on PvE players that have no interest in it (and I already had to level up Leo in Talisman to where I needed him).
Proud member of the Vocal Minority
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joachimbond wrote:
So basically locking the best character upgrades ever behind this lab says to people like myself "Piss off, we don't need your type here".


This is my major problem with it. I have some serious issues with the length of the Labyrinth and how traps were implemented (in short I think they are tedious, boring, and completely unimaginative), but I generally like that players into the Labyrinth gameplay style get a chance to play it. What I really hate is that GGG gated such powerful character progression (Ascendancies) behind the Labyrinth. I get that they likely did this to make people try out the Labyrinth in the same way that they made Leo daily missions require players to play PvP, but unfortunately I think this will have the same outcome - much of the player base hates Labyrinth-style play and loudly complains, in the same way people seem to hate PvP and loudly complain.
like 8 rooms with out a break is retarded, also try playing in south america with the brazilian servers getting lag spikes from 80 to 300 then 160 stable.

lab is painfull to run cause is long as hell and boring.

the games crashes and you loss the hole progress, overpowered izaru to make the lab seems like fun but in the end everyone is running lab with like 10 levels ahead.
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joachimbond wrote:
So basically locking the best character upgrades ever behind this lab says to people like myself "Piss off, we don't need your type here".


Well the best loot and exp is locked behind mind numbing maps, so I guess we're even.
Uh, it isn't mandatory.
Censored.
The lab is the most tedious, boring, anti-POE content ever made. Dodging spikes doesn't give you EXP or gear, so why the f*ck do it? The LAB has no place in a grindfest like this game. Wtf? It takes so long to get through that it actually encourages you not to kill anything and instead rush as fast as you can. The only reason to do it is for an enchantment. There is no joy in it because who the hell enjoys dodging cheesy spikes? It takes so long to get through too. All the enemies are too weak and Izaro is a freaking joke.

I've run the lab 75 times and I have not gotten a single melee enchant on my bringer of rain yet, let alone one of nine enchants I genuinely need. SEVENTY-FIVE RUNS. That's about 13 hours and for what, 15% iAPS? That's about 3k DPS for me. Why am I doing this?!!!

But the temptation for the "free" power-up is too hard to resist. BUT THE TEDIOUS GAME MECHANIC IN THE LAB ENCOURAGES YOU TO RUSH BY ENEMIES, rather than to kill them. It goes completely against the normal kill-to-succeed mechanic of the game, therefore making the entire lab the pursuit only of enchantments, not leveling or gear or boss fights or pride or character development. This Lab is so far off the beaten path for a game of this kind it makes me want to quit POE forever.

Furthermore, why is the area lv68? What about higher level areas? What about lv94 guys like me? What are we supposed to do? There is even less reason for people of high level. So for high level characters like me, going through the lab dozens of times there is no reason to kill a damn thing. In fact, the only way to make it through without killing yourself in real life is to rush as fast as you can. The entire concept of this lab makes no sense!!
Dual Striker Leech Tank, creator since 11/2014
https://www.pathofexile.com/forum/view-thread/1533986/page/1Umbra_the_Wolf
Last edited by Umbra_the_Wolf#0636 on Mar 6, 2016, 9:31:34 PM
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kolyaboo wrote:
Uh, it isn't mandatory.


Neither is playing.


What's your point, again?
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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Umbra_the_Wolf wrote:

Furthermore, why is the area lv68? What about higher level areas? So for high level characters like me, going through the lab dozens of times there is no reason to kill a damn thing. In fact, the only way to make it through without killing yourself in real life is to rush as fast as you can. The entire concept of this lab makes no sense!!


Considering there is a next step of Enchantments for lvl 75 (Word of is for lvl 32, Edict is for lvl 53, Decree is for lvl 66, and Commandment is for lvl 75), one must assume that there will be a new more difficult higher level version of the Labyrinth coming soon where those come from.
Alexis
*smiles*

=@[.]@= boggled
=~[.]^= naughty wink
Last edited by Kwonryu#3444 on Mar 6, 2016, 9:31:56 PM
I like the general idea behind the labyrinth. But besides ascendancy skill points the rewards vs. grind is worst this game has to offer so far. Not to mention that some of the new ascendancy talents are so bad they aren't even niche.
While some see them as tedious, boring, and completely unimaginative (I partly agree) it's one of the more creative concepts since the introduction of maps.
I just wish GGG would actually finish their content. It always feels like they stop halfway through. Same with The Awakening: "Here have some boss fights, fuck level design."
It's pretty interesting how much pushback there is over this new content on the merits of it turning the game into a platformer.

Like, what do you think separates the trap mechanics from the boss fight mechanics? It's all the same conceptually. Malachai fight is built on constraining the size of the area in which you can move, restricting areas that you can move to at certain times due to persistent AoE effects and moving your character to dodge telegraphed abilities that shoot some forth of projectile with a location based target

Traps in Lab are about...constraining space you can move to, restricting areas you can move to at certain times due to persistant AoE effects and moving your character to dodge location based projectiles that are telegraphed and move at a time paced.

Is the real issue here the fact that the damage is percentage based and you just can't outgear the content, making tactical stragety useless in the face of just facetanking and bursting?

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