SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas]

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Pyrokar wrote:
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Turtledove wrote:
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Albinosaurus wrote:
Oh, the "Lab is optional" bullshit again? Yeah, nobody buys that. Try selling it elsewhere.


The dung beetle says, "I saw you sucking on poop the other day."

Beetle that doesn't normally eat poop says, "I was dying of thirst and hunger. That doesn't mean I like it."

The dung beetle says, "Doesn't matter you now have to eat poop everyday. I don't want to hear anymore complaints that you don't like poop. If you don't eat poop then you can't eat anything else but eating poop is completely optional. You spend more time complaining about eating poop than it would take you to just eat the poop. Eat poop and no more complaining! I have spoken!"

These anaalogies always make me laugh. Thanks for making my day man. :D


Truth is that I probably laugh at it harder than anyone else.
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!
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Albinosaurus wrote:
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Xtorma wrote:

so far the furthest I have had to go was shavronne.

Speaking of frogger, I am constantly playing it in maps because of bearers/volatile blood.

Buzzsaw / swirling blades traps? corrupted blood/poison. use those pots!

Spike throwing traps? porcupine beasts w/ poison mod. machinegun chickens.

Spikes from the floor? Brutus! leap away! leap back!


The frogger comparison is getting old.


Those aren't really valid comparisons because:

1) You can kill/cc the monsters. You can't interact with the traps.

2) The monsters are continually changing position and changing you around. It's not a "wait to move" game.

3) Many of those effects don't behave in the same manner as the compared trap.

If you don't like the Frogger comparison, you'll have to wait for Lab to be changed so that it doesn't play like Frogger, because right now it really does.


1. lab traps don't move, the difficulty offsets. you still have to avoid bearers/volatile blood by some means, and if you do not, you will die. I use movement skills or speed pots. for barers, Similar enough. The blade traps are nothing more than melee monsters that don't move.
2. I hardly ever wait to move in the lab, and if I do it is for no longer than it would take me to kill a pack of mobs in a map before I move on, but then I am not a very good player. Still similar enough if we are only considering time. the time it takes the best players to clear a gorge and the time it takes the best players to run the lab is pretty close to the same.
3. They are very similar. Spinning Blade traps and buzz saws are dots you mitigate by avoiding or potting same as poison and bleed. Porcupine quills from a poison map you avoid by either not killing or you have enough defense and pot charges to mitigate the damage.

there are differences between lab traps and mobs, but the way you deal with each is very similar to the other. you can either avoid them, or you can mitigate the damage.

The frogger references are not doing anything but insulting a whole lot of people who did a lot of work, that I am sure they are very proud of. the people who created the lab did not do it to piss people off, they did it because the creative team thought it would be a nice addition to the game. You don't think it is, fine. that is no reason to shit on them with frogger references and "the lab just sucks" posts, when there are many more differences between frogger and the lab, and the main game and the lab, and the lab sucking is purely subjective.

GGG is a company true, but it isn't run by robots. There are real people in there with feelings just like you.

I truly hope they remove ascendancy points from the lab for you guys, ot seems to be the most popular solution, but it will also make me sad, because it will only turn the lab into wasted content.
Against separation of ascendancy points from lab. Those two are tied together.

It makes sense as a fix for lab, but it doesn't make sense content-wise. Ascendancy points were designed with lab in mind, around the izaro challange. For that reason I have a feeling GGG won't ever do that.

Personally I'd much rather see lab rebalanced. (trap mechanics changed, obviously)
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Razis wrote:
Against separation of ascendancy points from lab. Those two are tied together.

It makes sense as a fix for lab, but it doesn't make sense content-wise. Ascendancy points were designed with lab in mind, around the izaro challange. For that reason I have a feeling GGG won't ever do that.

Personally I'd much rather see lab rebalanced. (trap mechanics changed, obviously)


Actually, Chris Wilson has stated that Ascendancy Points were originally designed separately from the labyrinth. Ascendancy points were envisioned prior to the release of the Scion. That being the case, it does not really nullify the rest of your point.
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!
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Razis wrote:
Against separation of ascendancy points from lab. Those two are tied together.

It makes sense as a fix for lab, but it doesn't make sense content-wise. Ascendancy points were designed with lab in mind, around the izaro challange. For that reason I have a feeling GGG won't ever do that.

Personally I'd much rather see lab rebalanced. (trap mechanics changed, obviously)


Appreciate the feedback on the topic but as you can obviously see besides that we also propose lab rework ideas that dont decouple ascendancies from the labyrinth so im sure you can agree with some of them.

As for the "doesnt make sense content-wise" GGG and Chris have different opinion, and because the result is actually lab gating ascendancies that does not mean that it wouldnt make sense otherwise. Here go to 34:40 and hear Chris talk about that. If you are bored he basically says : "ascendancy points started out as an awakening feature (the expansion that added a4, jewels, lockstep), giving class specific passives as rewards in act 4". Thats also an indirect answer to all those "lore will be ruined" doomsaying dung beetles.

Then he continues from where he stopped before that little "history lesson", to say how the team wanted to add a shiton of content inside the labyrinth to incentivize people to run it, in short implying that they knew the content is way too experimental to have the results they wanted, as it indeed happened, people received very poorly the labyrinth as an entity, and it wasnt until AFTER endgame labyrinth that the reddit posts against it stopped because guess what: They ADDED EVEN MORE REWARDS and CONTENT there. So there you have it, basically they sugarcoated the whole thing to seem attractive, and for a period of time endgame labyrinth was the most effective zone to farm until the nerf to treasure chests arrived bringing it a bit lower than uber atziri from a farming point of view.

In other words yes ascendancy points make a lot of sense even outside the labyrinth no matter what people are used to or what think of as "right".

Since you support lab rebalance, take your time to give feedback about the suggestions regarding that in the opening post if you please.

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Turtledove wrote:

Beetle that doesn't normally eat poop says, "I was dying of thirst and hunger. That doesn't mean I like it."

The dung beetle says, "Doesn't matter you now have to eat poop everyday. I don't want to hear anymore complaints that you don't like poop. If you don't eat poop then you can't eat anything else but eating poop is completely optional. You spend more time complaining about eating poop than it would take you to just eat the poop. Eat poop and no more complaining! I have spoken!"


Yeah these analogies always put a smirk on my face, with the occasional hard laugh as well. BUT brace yourselves, because Mr. Dung Beetle is definately coming. :D

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Xtorma wrote:

GGG is a company true, but it isn't run by robots. There are real people in there with feelings just like you.

I truly hope they remove ascendancy points from the lab for you guys, ot seems to be the most popular solution, but it will also make me sad, because it will only turn the lab into wasted content.


I have contemplated on the first part a lot of times, and i often realise how harsh i personally sound sometimes regarding GGG and in extent the developers. You are right to bring it up because we often forget simple/obvious things and missbehave. So i want to apologize to GGG staff for every impolite post i made adressing them. And i dont mean the harsh critisism i make from time to time they deserve but also understand it, but the wording and the attitude i often employ to those posts. Hope i can remain "clean" in that matter.

As for the second part, thats something that shouldnt happen if the reasoning behind why people like the lab is true. Lab lovers everywhere say : "lab is awesome because its an alternative to endgame", "its a break from the main game", "its gameplay is something new and refreshing", "lab navigation and traps are fun", "the rewards on merci/endgame lab are fucking OP". I genuinely cant see how decoupling the ascendancies will have any effect on that and thus making lab "wasted content", since the fun factor still remains there for all lab lovers and plus that the ascendancies can also remain there too if there is an alternative. So truly can you please elaborate on this a bit more? Cause is something that has been mentioned in the past too but never analyzed a bit more to actually make sense when seen more deeply.
Inundated with cockroaches, I am

https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions
Last edited by Regulator#4587 on Aug 4, 2016, 6:41:36 PM
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Turtledove wrote:
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Razis wrote:
Against separation of ascendancy points from lab. Those two are tied together.

It makes sense as a fix for lab, but it doesn't make sense content-wise. Ascendancy points were designed with lab in mind, around the izaro challange. For that reason I have a feeling GGG won't ever do that.

Personally I'd much rather see lab rebalanced. (trap mechanics changed, obviously)


Actually, Chris Wilson has stated that Ascendancy Points were originally designed separately from the labyrinth. Ascendancy points were envisioned prior to the release of the Scion. That being the case, it does not really nullify the rest of your point.


Really? Had no idea. Was a bad call to junction it, but it was really hard to predict prior to ascendancy release so how can you blame them. Still, now it has gone to a point where if you took out ascendancy from lab it just... wouldn't make sense. Unless one doesn't care about the labels that mechanics get or the lore, then it's fine. I do care though, because in PoE alot of what we get is explained in a really tight manner, would be a shame to waste that.

/edit: actually, no. it was not a bad call to junction it. There would have to be somhing that gates or introduces it in the progression. Mechanics that "gate" the content is what is the problem here, not the fact that the content is introduced to us in a compelling way. Fix the mechanics and it's gonna be fine.

example: if it was not a lab, it would be a map with a boss. Izaro himself could pop up and be like "im gon **** yo **** up." (would be bad storytelling but that's not the point). If it would be gated behind a plain boss and that boss would deal % ehp damage, people would go batshit just the same.
Last edited by Razis#4500 on Aug 4, 2016, 6:52:32 PM
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Razis wrote:
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Turtledove wrote:
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Razis wrote:
Against separation of ascendancy points from lab. Those two are tied together.

It makes sense as a fix for lab, but it doesn't make sense content-wise. Ascendancy points were designed with lab in mind, around the izaro challange. For that reason I have a feeling GGG won't ever do that.

Personally I'd much rather see lab rebalanced. (trap mechanics changed, obviously)


Actually, Chris Wilson has stated that Ascendancy Points were originally designed separately from the labyrinth. Ascendancy points were envisioned prior to the release of the Scion. That being the case, it does not really nullify the rest of your point.


Really? Had no idea. Was a bad call to junction it, but it was really hard to predict prior to ascendancy release so how can you blame them. Still, now it has gone to a point where if you took out ascendancy from lab it just... wouldn't make sense. Unless one doesn't care about the labels that mechanics get or the lore, then it's fine. I do care though, because in PoE alot of what we get is explained in a really tight manner, would be a shame to waste that.

/edit: actually, no. it was not a bad call to junction it. There would have to be somhing that gates or introduces it in the progression. Mechanics that "gate" the content is what is the problem here, not the fact that the content is introduced to us in a compelling way. Fix the mechanics and it's gonna be fine.

example: if it was not a lab, it would be a map with a boss. Izaro himself could pop up and be like "im gon **** yo **** up." (would be bad storytelling but that's not the point). If it would be gated behind a plain boss and that boss would deal % ehp damage, people would go batshit just the same.


You make good points. Remove both from the game. WIN.
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Regulator wrote:


Appreciate the feedback on the topic but as you can obviously see besides that we also propose lab rework ideas that dont decouple ascendancies from the labyrinth so im sure you can agree with some of them.(...)

Since you support lab rebalance, take your time to give feedback about the suggestions regarding that in the opening post if you please.


Damn, I just quickly glanced through your original post (I usually disregard walls of text, I'm sorry) and it's actualy full of content and reference points. Looks like gold to me. I'll read up on it when have a chance and comment.

/edit omfg this is gonna be so much fun! you gathered and catergorized every aspect of the issue that we're having. TY OP!
Last edited by Razis#4500 on Aug 4, 2016, 9:43:09 PM
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Xtorma wrote:
1. lab traps don't move, the difficulty offsets. you still have to avoid bearers/volatile blood by some means, and if you do not, you will die. I use movement skills or speed pots. for barers, Similar enough. The blade traps are nothing more than melee monsters that don't move.
2. I hardly ever wait to move in the lab, and if I do it is for no longer than it would take me to kill a pack of mobs in a map before I move on, but then I am not a very good player. Still similar enough if we are only considering time. the time it takes the best players to clear a gorge and the time it takes the best players to run the lab is pretty close to the same.
3. They are very similar. Spinning Blade traps and buzz saws are dots you mitigate by avoiding or potting same as poison and bleed. Porcupine quills from a poison map you avoid by either not killing or you have enough defense and pot charges to mitigate the damage.

there are differences between lab traps and mobs, but the way you deal with each is very similar to the other. you can either avoid them, or you can mitigate the damage.

The frogger references are not doing anything but insulting a whole lot of people who did a lot of work, that I am sure they are very proud of. the people who created the lab did not do it to piss people off, they did it because the creative team thought it would be a nice addition to the game. You don't think it is, fine. that is no reason to shit on them with frogger references and "the lab just sucks" posts, when there are many more differences between frogger and the lab, and the main game and the lab, and the lab sucking is purely subjective.

GGG is a company true, but it isn't run by robots. There are real people in there with feelings just like you.

I truly hope they remove ascendancy points from the lab for you guys, ot seems to be the most popular solution, but it will also make me sad, because it will only turn the lab into wasted content.


As far as the trap mechanics comparison goes, I still don't agree. You're stretching the logic a lot to achieve that kind of thought process and I don't buy it. However, regardless of the semantics involved, calling it Frogger isn't about insulting the devs; it's a description of the gameplay in comparison to the rest of the game, and that has been the main problem all along. We want to ascend by playing POE, not Frogger.

I actually do appreciate that the devs put a lot of hard work into making the content, but that doesn't mean the content is good. It's not. At all. Lab was a mistake, and they should just admit that and fix the issue (that it's not really optional from a practical point of view). Gating Ascendancy behind it was a mistake. Trap gameplay was a mistake. Keys/Doors were a mistake. One shot mechanics are toxic as hell and undermine the decisions a player makes in their build.

I absolutely loved this game and recommended it to everybody before Lab existed, and now I don't even want to play it. It's that big of a mistake. Ascendancy was one of the coolest things they ever added to the game, and they stuck it behind the worst thing they ever added to the game.

It would be naive to think that Prophecy is why people didn't stick around this time. Prophecy has issues, but as content goes it was fine. Perandus was popular because item accessibility enabled people to play more builds, but we were all hoping that Lab would be fixed in Prophecy. It wasn't. We're sick of it. Prophecy is a ghost town.

I realize that some people like the Lab, though I cannot see even one redeeming quality in it, so I am not advocating that they delete it, but it must become optional if they want any form of player retention. My only hope is that enough people stopped playing this league as to put a dent in their bottom line so they will wake up to the reality that most players don't like Lab. When Chris made the statement that a lot of people were running it, he seems to have missed that it was only for Ascendancy, instead assuming (wrongly) that all those players actually enjoy the Lab itself.
Tired of trolls? Ignore them.
https://www.pathofexile.com/forum/view-thread/1473168
Huge props to OP for gathering all the issues we're having here. Since you made it so structured and civil with all the arguments clear, we're free to put out our personal view of it - which I intend to do now. I'll try to get in line with the structure that you created for the discussion, but no promises.

Preface - opinion
The root of the problem for me is the fact that traps have arbitrary damage mechanic.

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Regulator wrote:
In a game like PoE where the skill tree and character creation is the main attraction surely people's choices must be (and are) very important. Well... labyrinth and especially traps say FUCK YOUR CHOICES, if x person used 50points on his basic skill tree to get hp and armour while y player used 20 points for hp and armour, regarding traps the person with the less hp has actually an easier time in case he gets hit by a trap. WHAT???? How is that possible you may ask, well its easy, healing pots restore higher percentage to the player with the less flat hp pool. Yeah that happens, and its even worse for certain hybrid or pure ES characters. Ofcourse one's players damage and movement choices are unaffected by the labyrinth. So traps ignore and negate specific mechanics while they allow others to trivilize them.So yeah very well thought and fair system.. not.


This is the exact point that I brought up and tried to explain to some degree in my own post. https://www.pathofexile.com/forum/view-thread/1708352

Because of the % ehp dps mechanic, traps prove to be extremally dangerous for some builds, and are a cakewalk for any regen build. That doesn't fall in line with all the defence option customization that we have in game (essentialy wasting the potential that GGG worked so hard to achieve). Given that the lab is mandatory content to get insanely powerful ascendancy points, it hinders build diversity.

I'm not against gating something powerful like that behind content. Contrary, I think it needs to be gated because otherwise it's meaningless and you might just as well remove ascendancy classes all together. The two are not mutually exclusive you see - you can have gated, rewarding content that does not feel like it's a different game altogether.


Lab Issues Breakdown - opinion


I'll do every issue because I feel like I fall to each category at the moment, **** me. Let's see.

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Regulator wrote:
a) Objections to the trap gameplay per se. If you think traps of this nature don't belong in PoE because it is too harsh a departure from the existing gameplay, if you think traps of this nature don't belong in any game that is a D2 successor, if you think traps of this nature don't belong in any game subject to network hiccups, or if you think traps of this nature don't belong with a mouse+keyboard control scheme, your objection probably fits in this category.


I agree that the trap MECHANICS don't fall in line with the rule system that PoE has established, and that's just wrong. You don't change the ruleset of a game mid-game, because it looses meaning. As stated above, if traps don't care about your build, why should you?

That being said, traps as an IDEA are perfectly fine for an arpg and PoE in general, especially that GGG went through the effort to make their existance compelling.

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Regulator wrote:
b) Objections to the non-optional nature of the content. If you think AC points make this content a de facto mandatory part of the game, and you think it should be optional to the same extent other non-expansion additions to the game are optional, your objection probably fits in this category.


We're going back here to previous points. Gating the content using exotic ideas is fine. It breaks the routine. I'm having no issue with the fact that lab itself is mandatory, and not even what's inside that lab that's bothering me. What's bothering me is what underlines what is inside, and that underlining mechanic is in odds with everything else established in the game so far. Get it?

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Regulator wrote:
c) Objections to the reward structure. If you run the labyrinth despite hating it, believe that content should be intrinsically fun, your objection probably fits in this category.


I like the fact that it's tied up in a manner that makes sense. I also find lab really thrilling and stressfull as hc player, which is a good thing. It really gives you an interesing "tempo" or "rythm" in your overall gameplay experience. The thing is the mandatory component is crucial here, because it builds the rythm. You could argue that boss fights are not fun and we should get rid of them as mandatory, but that way you would loose the anticipation, momentum of the gameplay on larger scale. If lab is pure optional as an alternative to maps, you nullify that feeling. To maintain it, you need that great reward that you just have to get asap. Would not like it if that went away.

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Regulator wrote:
d) Objections to GGG's approach and implementation. If you think a divided, toxic community is an unhealthy community, and that the labyrinth as it is currently implemented is causing exactly that, your objection probably fits in this category.
-This specific one is very crucial and somewhat new part to why the labyrinth as it is currently causes discord. Might not seem like a big issue, but dividing the community to that point only causes problems.

Everyone hates a divided and toxic community unless you're a sociopath feeding off the discord. We all like this game. I like to think we want what's good for it. On a sidenote (feeling like this falls into this category) I believe that hc is suffering in particular, and personaly picked up this subject because I would hate to see the hc community eroded over time because of it.

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Regulator wrote:

e) Objection to the difficulty of the traps and/or labyrinth. If you think the traps and/or Izaro encounters are too difficult and should be nerfed, your objection probably fits in this category.
-Mostly an issue relative to new players and the problems they have with the labyrinth. It might not be a big one but its definately there


This is the one subject that I feel like people misunderstand. I'll put it this way: I'd rather have "harder" traps dealing MORE damage to an average chatacter for an average level for that content - but falling in line with the rest of the ruleset that is established in PoE. Mechanically, think of them as regular mobs that do damage to you as you walk past them.

Not arbitrary, arcade damage. It's not an arcade game. For me personally, it's not even a game about killing monsters and getting loot, I just treat it as a way to test the build.

For me it's a game about builds and building characters. If you put out mechanics that DO NOT CARE about the build at all, it's bad for this particular game. If it would be mario or anything arcade, no one would even notice that damage dealt is in fact % and not a determined flat number, because there would be no built in mitigation to affect it. Guess what - we have all that built in devices that we can use to mitigate, but they just won't work. All the effort of players figuring out how to use the tools, and devs putting up the good work of providing the tools, is nullified.



gonna add notes on next paragraphs when I have more time. Great work again, OP.

/edit/tldr:

my main point here is that people mistake the lab as the ultimate evil and just want to get the ascendancy points because they like those.

I think the core of the problem is in fact the trap mechanics.
Not even traps themselves. The mechanics behind them.

/edit 2: Even if you feel like you disagree and mandatory lab is a pain, but I think you might actually miss it if it's gone. Let me get you a quick metaphore:

There is a building called "Fallingwater" made by frank lloyd wright.
Leading up to the huge *** hall with great view, is a tiny *** corridor. It's dark and unpleasant, one person fits through. You might ask, why the **** is that corridor so tiny in a multi million dollar villa (priceless atm though). What, they run out of money to make it bigger? Is it lack of skill from the designer or what? Nope. The corridor is there to highlight the hall. When you walk through it's like you just took a breath of fresh air. Think about that in terms of game design.
Last edited by Razis#4500 on Aug 4, 2016, 10:57:29 PM

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