Labirynth is forcing hardcore on standard players. Why would you do that??

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Vaalamity wrote:
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kamil1210 wrote:
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mop wrote:
Game is too hard please nerf


lol


Just get better gear, level up, fix your build and Labirynth will be easier and faster.


And it will still suck.


It does (just confirming, as someone who can run through the merc lab without impaling myself on a spike now)
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.
Ever wondered why small indie companies churn out roguelike and rng based games constantly? Because forcing you to repeat content due to a small slip up on your part or a bad roll of the dice makes their games seem bigger/longer.

Its a gaming trick in other words. PoE's new expansion is not that big to begin with but making it 1 try only will surely give the wrong impressions.
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Johny_Snow wrote:
Ever wondered why small indie companies churn out roguelike and rng based games constantly? [..]

Its a gaming trick in other words. [..]


And here i thought the success of the Souls-Games was due to the "difficulty" (before learning the game properly) and tension and the thought/patience you had to use to survive.

But ah, it was just a trick...
.........what? The souls games are big as it is, I didn't mean them. They also don't delete your character with a perma death, nor the RNG there is as huge as in some dice based games. So again, what the hell are you talking about?
If you want examples of what I was talking about think about the dankest dungeon where a lucky RNG crit can wipe out the entirety of your party and they'll stay dead.
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Johny_Snow wrote:
If you want examples of what I was talking about think about the dankest dungeon where a lucky RNG crit can wipe out the entirety of your party and they'll stay dead.


Dank memes of Dank Dungeons. XD

Darkest Dungeon is a great game, tho. So yeah, there you go mate.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
https://joeduncan123.imgur.com
https://joeduncan1234.imgur.com
All other arguments aside, the whole lore and concept around the labyrinth and the ascendancy classes revolves around them not having died in the labyrinth! It's not the 19 Souls that somehow made it through after being magically resurrected x times. Those are the 19 Souls that did not perish. You already have a huge advantage that not a single one of them ever had, something the game knowingly ignores within it's storytelling: You can try again.

Technically, neither one of us who died during any labyrinth run ever "deserved" even a single ascendancy point. Instead we get to try again, memorize trap patterns, improve and well yeah basically endless free 1-try-maps in 3 different tiers instead of drop-reliant 6-try-maps in a virtual gazillion tiers.

Now this sounds a lot like basic l2p flame, but I want to stress that it's not. I mean to encourage. Someone before me mentioned how rewarding labyrinth can be. If it would be any less difficult, then the whole thing would just be another stretched out tidal island meh-skillpoint quest.

So keep trying, you'll feel so damn good when you finally succeed! :)
That is not an avatar, that's how I really looked when I wrote this post!
Last edited by I_ysk#3668 on Mar 9, 2016, 5:06:19 AM
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Johny_Snow wrote:
Ever wondered why small indie companies churn out roguelike and rng based games constantly? Because forcing you to repeat content due to a small slip up on your part or a bad roll of the dice makes their games seem bigger/longer.

Its a gaming trick in other words. PoE's new expansion is not that big to begin with but making it 1 try only will surely give the wrong impressions.


The difference here being that if I lose a round of Binding of Issac, I'm usually still walking out with a powerful unlockable item that will enhance subsequent runs. A good roguelike is designed to make "failure" less a punishment and more of a small step forward in a bigger continuing struggle. You died, but you'll be stronger next time.

When I die in the labyrinth, all I get out of it is "fuck you, try again scrub."
This is a buff™
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AkuTenshiiZero wrote:
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Johny_Snow wrote:
Ever wondered why small indie companies churn out roguelike and rng based games constantly? Because forcing you to repeat content due to a small slip up on your part or a bad roll of the dice makes their games seem bigger/longer.

Its a gaming trick in other words. PoE's new expansion is not that big to begin with but making it 1 try only will surely give the wrong impressions.


The difference here being that if I lose a round of Binding of Issac, I'm usually still walking out with a powerful unlockable item that will enhance subsequent runs. A good roguelike is designed to make "failure" less a punishment and more of a small step forward in a bigger continuing struggle. You died, but you'll be stronger next time.

When I die in the labyrinth, all I get out of it is "fuck you, try again scrub."


Knowledge is power.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
https://joeduncan123.imgur.com
https://joeduncan1234.imgur.com
"
AkuTenshiiZero wrote:

When I die in the labyrinth, all I get out of it is "fuck you, try again scrub."


So you're ignoring all the currency you can get in the labyrinth? In Average if I do fail a run I get at least 10-20 of Currency or at least Equipment which I can vend for Chromatic Orbs. And even then if you're that deep in a run usually you'll get more than enough XP to offset the death... usually.
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