Quitting PoE after years due to Labyrinth System

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sidtherat wrote:
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Chadwixx wrote:
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JeremiahLoh wrote:
Ascendancy and Labyrinth aren't mandatory per say, you can still do Mapping and End-Game Content without using the Labyrinth's Goodies.

It's just the horrible optimization which came along with Ascendancy. When the game is way more stable pre-Awakening its a big turn-off and frustrates player experience more.


Many classes were nerf'd in order to make acd skills non op. I gained 600dps with 6pts. Its a slight increase but kinda broke even.

Would of lost 15% sheet dps + nerfed poison (both in tree nodes and gem). My beartrap is now called cubtrap with the bino's nerf as well. Did i mention bladefall got a 130% to 90?

To get back to where i was this was mandatory.



so the the broken as f.. mechanics were necessary to carry you trough the game? no wonder lab is 'hard' for some

i repeat that - it was the broken gems and poison multidiping that let you get to 90. not your skill. anybody could make a bladefall poison build.

a fact: poison multidip is still broken, just saying
a tip: bino's nerf did not cut your dps


This char is only 83. Lvl 90 is my witch. This is just the char i like most. Lvl 90 is like 55% xp and havent played in a bit, too riskey on xp loss.

I have others as well, but traps are fun, wish mine would take a % of their life ignoring resists :(
i honestly don't understand all the hate !?! thread after thread...really boring.
Qvis contra nos ?
The labyrinth difficulty is fine as-is, with how powerful the rewards are; if you absolutely need to challenge the labyrinth, then over-level normal/cruel mode, and run it to figure out how traps/Izaro mechanics work, or pay someone else to take you through it.

Yes, it is unfortunate if you lose your instance because you died or disconnected, but Wraeclast is an unfair place; once you're familiar with the labyrinth you can speed run it relatively quickly, if you ignore all the alluring treasures, and side rooms that will only waste your time. Make sure your flasks are up to snuff, keep an eye out for safe spots between traps, and maybe check around the forums, or global to get some details on the daily labyrinth layout.

The difficulty is a hurdle that requires you to be well prepared in advance and if GGG lowered it so everybody could get their ascension, then future balance changes would have to reflect this.

Emperors are not made through whining, and offering ultimatums; I did the labyrinth with a low-life summoner sporting an arms-length of light radius. Do you know how frustrating that is? Spikes taking off 3000 es, minions obscuring traps/pressure plates, and the darker interiors making it difficult to properly observe trap gauntlets, but you know what? I did it, and if I can do it, then I'm sure then you can too.
I can't complete Labyrinth and get those sexy Ascendancy points - I'm gonna Q___Q on forums, instead of trying to improve.

You say you quit? Well, bye I guess. :=)

Also, I gotta love people building their character around Ascendancy bonuses, which are otherwise garbage.

Need Ascendancy points to have a build - need build to have Ascendancy points.

GOOD JOB BRO, 101 LOGIC AND PLANING, LOL.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
Last edited by Perq#4049 on Mar 8, 2016, 3:52:49 AM
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Mooginator wrote:
The Labyrinth system is the worst "feature" I've seen for an ARPG. Requiring players to endure this tedious, unfun and horribly designed system is just absurd. Not sure who came up with this at GGG, but it's driving players away in droves (as seen in other threads).


1.) can you link me the forum entry with the thousands of threads of individual long term players who quit so that it really matters?

2.) half of them comes back anyway after sleeping over it. usually it's those i wished would leave for good
age and treachery will triumph over youth and skill!
Last edited by vio#1992 on Mar 8, 2016, 4:08:07 AM
I am severely disappointed in the difficulty spike as well. But not because of the traps or Izaro. Because of the reset from dying. Some people do not have much time to play the game and play softcore deliberately in order to prevent wasted time from starting all over again.

I do not understand why that mechanic is now forced onto everyone. If I want the fear, thrill and tension of hardcore, I would play hardcore. If I would not have to spend half an hour every time just to get back to phase 3 Izaro, I might actually be able to practice the fight and master it. But instead he just curbstomps me, I have no clue what happened and all that time was completely wasted. And wasted time is something many of us cannot afford.

So yeah. I do not see the harm in introducing checkpoints for softcore.
I am severely disappointed in the difficulty spike as well. But not because of the traps or Izaro. Because of the reset from dying. Some people do not have much time to play the game and play softcore deliberately in order to prevent wasted time from starting all over again.

I do not understand why that mechanic is now forced onto everyone. If I want the fear, thrill and tension of hardcore, I would play hardcore. If I would not have to spend half an hour every time just to get back to phase 3 Izaro, I might actually be able to practice the fight and master it. But instead he just curbstomps me, I have no clue what happened and all that time was completely wasted. And wasted time is something many of us cannot afford.

So yeah. I do not see the harm in introducing checkpoints for softcore.
If anything I hope they at least instead put a Lives Mechanic where after you die 5 (Normal) - 4 (Cruel) - 3 (Merciless) times you'll get booted out of that Labyrinth Run.
Just another Forum Signature in a Sea of Signatures.
I have more issues with the game's performance in the new content and how poorly tested most of it seems to be. Servers crashing consistently for the first days of release, game bugging out from new content, portals not working, and the list goes on. If this content were tested sufficiently I think the player base would be a lot happier. At this point I have to scratch my head a little and wonder if GGG tests things at all. Furthermore, the constant blaming of individual rigs/ISPs should be fully defunct at this point - there are clearly some underlying server side issues that these large rollouts highlight. I'm not saying 0% of it is player-side, I just don't agree with GGG's approach of saying 100% of it is player-side/ISP based.

The worst part of the rollout is not the labyrinth, but the laundry list of introduced glitches/bugs/crashes. Game performance issues are at an all time high and just months after being promised improvements to the netcode and game optimization. So much of GGG's focus seems to be on "add/new" when there is a huge need for retooling game fundamentals that gets consistently ignored.

I think at best the labyrinth is a mediocre rough draft. I fully expect there will be iterations to it (much as the rest of the game is an iterative process) and ideally it will eventually get worked into something that everyone can enjoy. I think the only people actually enjoying it now are the ones that stack enough speed/move speed/move skills that they can effectively bypass all the content to get the rewards at the end. I would hope that was not the original intention, no way to know though currently.
The arrogance of some of these posts is astounding. The simply fact is that this expansion is incongruous with the core game play of POE. It doesn't matter if you love the new stuff, the game has significant content many players don't want and cannot easily ignore. Doesn't matter how inferior you think these players are or how awesome you think you are. These customers have a valid complaint when the game they've been playing (probably for years and spent money on) is changing into some other game. I doubt these comments condescending to other players and rationalizing the changes are going to change anyone's mind.

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