SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas]
" Right, none, there's no single or multistage encounter I can think of that would be equivalent to trials + traps + triple linked boss fight. They could allow themselves to have a less challenging boss fight that any decent build can do because other parts of the package make up for it. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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" It's very hard to argue that the Normal labyrinth is more challenging than killing the Shaper... |
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" Uber lab is much easier than Shaper as well... Crit Shockwave Totem 650k +: #1657327 / Crit VMS (1 mil DPS): #1511368 / Crit self-cast spark: #1565708
1.3 crit firestorm: #1280086 / 1.3 crit Ice Nova: #1219809 / Flame Nova (sire of shards incinerate): #1359847 |
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" Well, precise equivalence is not a realistic goal. But the most approximately equivalent encounter is Malachai, since it requires the killing of three mini-bosses before you can even get to him. Some of those mini-bosses in Merciless can be challenging, too, if you have a poorly made and/or equipped character. There is no Labyrinth or trap gauntlets, granted, but I think most of us agree that that part of the game is not that hard, and in fact trivial with a bit of practice. It fits quite squarely into your "annoyance" category. Personally, I'd rather content be locked behind RNG than behind annoyance. (Yes, some people find having to wait for content--RNG--to be annoying, but like you I consider actively annoying content to be distinct in nature. And much, much worse.) Now, Malachai is a bad solution, for the reasons I stated above, but if the final boss of Act V has a similar structure, requiring the killing of smaller bosses to get to him, it could be approximately equivalent in challenge to the Labyrinth. More importantly, it could feature the kind of gameplay all of us love: Killing monsters and looting. Wash your hands, Exile!
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The Main Issues and some solutions:
* Disconnects causing start-over. (and massive wastes of time) 1 solution: a labyrinth alternative doesn't require zone changes, or allows multiple attempts/portals. This is the problem I encountered. This would make it more tolerable. Alternative solution in the current labyrinth: If there could be waypoints AFTER each Izaro battle, that saved his end-of-battle state until your next battle with him, disconnects would always bring you back to a point before the battle began, thus even if your flasks are re-filled (and if this is just an adjustment to the current Labyrinth with the current zone-changing series of maps), you still have to navigate from the waypoint, through the labyrinth, back to the boss each time you fight him (and his HP/etc would all be saved from the last time you entered that battle, not when you left it, until that stage has been defeated), so you can't just chip away at the boss by death-zerging. All waypoints would be reset after LEAVING the Labyrinth through the final exit portal, since this would include a waypoint after the 3rd battle as well, so a person can still get their rewards in the treasure room, even after a disconnect when leaving the 3rd Izaro battle - possibly the worst-feeling disconnect location)
Spoiler
They wanted a hardcore element added to the labyrinth on death even in softcore. They also didn't want people to be able to death-zerg or refill their flasks during the boss fight using town portals. So any "leaving" the labyrinth was bad due to their code always sending people back to town on dis-connect/re-connect. Re-setting the labyrinth on death or when leaving the labyrinth saved them development time in figuring out how to avoid this.
It is possible coding disconnects to send you back to the Entrance to the Labyrinth instead of back to town could avoid the town-flask refill thing. (races have disabled the flask re-fill thing in towns too, so it's not impossible) Implementing alternative portal destinations like to your Hideout would be a "killing 2 birds with 1 stone" use of resources, as that's also been asked for by many, unrelated to Labyrinth.) There was probably a racing consideration here too... so I'd suggest that any time a person leaves the labyrinth for any reason, their run is disqualified from the ladder. I know they'd rather fix the source of the main problem (disconnects) than design around it, but until then, people have to SUFFER through this severe punishment that is beyond their control. * Traps ignoring character choices. Traps being the focus of gameplay, rather than killing monsters. Essentially, making trap gameplay different than the rest of the game.
Spoiler
It's clear the design of the Labyrinth was meant to be a challenge that wasn't supposed to be "out-leveled", so they wanted it equally dangerous to anyone who entered at any time, even when potentially going after your first 2 points in normal, when level 100 with uber gear. These were perhaps un-intended consequences.
(Regen, (and due to %-based damaging traps) HP that approximately matches the highest tier of flask that can insta-heal you (sometimes lower life is BETTER? Yes, that's the case in the Labyrinth), (Energy Shield characters could benefit from faster shield recharge start-delay reduction) and movement speed... are really all that matters in there, until boss fights, which are the only remnants of the original game's gameplay in the labyrinth that take the rest of the character's build into consideration like normal. (in effect, the boss fights follow the rules, and the rest of the labyrinth ignores or changes them) 1 solution: keep traps as a hazard, but not nearly as dangerous depending on character choices (skilltree, armor, evasion, block, even curses - why not slow down traps with temporal chains or make them less dangerous with enfeeble?) Depending on those changes, their density in the Labyrinth maps would be far less, but still impact battles. On that note, increase the mob density. Add Mobs (not zombies) that have AI and abilities that interact with traps, such as "tractor beams" and "push away" or "blackhole" effects. Some mobs could even activate traps on their own, like a slam attack that pushes the spikes up from a nearby spike trap. Perhaps allow player attacks to freeze traps with ice attacks, or melt them with fire attacks, etc) Include methods to disarm areas of traps (like finding a lever behind a false wall) I'm a fan of my initial suggestion, if I had a choice in the matter: An alternative variation of the Labyrinth that is on 1 map, with 3 boss chambers for 3 Izaro battles. Waves of fodder mobs are fought between these boss rooms to refill flasks. The only reward is Ascendancy Points. This solution isn't perfect, but it would be a good placeholder alternative. I'd like to see the alterations to traps and waypoints above, so the existing labyrinth is more fun too, eventually.
Spoiler
Without a manifesto about the official motives of the game design behind the Labyrinth, the spoilers are my best guess at their thinking, speaking as a game designer myself (I helped run a MUD way back in the day - I'm 40, started in game programming at 17, close-beta-tested Ultima Online, self-taught flash programming as a hobby - would love to make and publish my own games beyond that non-profit MUD, but "real life" has always gotten in the way)
Last edited by Zaludoz#6325 on Jan 24, 2017, 9:35:35 PM
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" Oh wow, you really did not understand anything that I sad at the end ( or you are just trolling ). I just gave 2 more categories because you do not seem capable of actually thinking over it yourself ou completely missed them, good job lol. Wasting dev timem = no problem to you ? That is very selfish I see. Also is the obvious truth that GGG hasn't done anything yet because it isn't game breaking something that you are not capable of understanding either ? Or the other option that I can see there ..... trolling of course. Oh and giving the point of killing shaper is .... a mind-blowing idea lol ! It's so terrible for obvious reasons it's amazing lol. " Might be. But if it's trivial and cannot just be trivialized by overleveling it, people will still bitch about it ( maybe a bit less, who knows ). And I would rather have some content that gives me immersion by giving me an actual fitting objective, a quest or something like this, not something that they would have conveniently put there because well .... some people QQed about it (I still definitely think that it won't happen, we will see). " You can, especially if his HP would be saved, you can chicken out and rush through 2 or 3 areas to keep the zerging, which is exactly why there is no waypoint in there. Simulate the disconnection, and then zerg it like the rest of the game = not happening. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Jan 25, 2017, 12:09:49 AM
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" If the goal is to make it painful to get the points, then how about forcing the player to hit the "1" key 1000 times in 30 seconds. If the goal is fun make it part of normal non shitty progression. |
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Gold door needs gold key.
Jump around. Find gold key. Backtrack, re-find gold door. Such crap. |
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" That is a joy compared to the stupid lever puzzle crap I ran into in the uber trials. 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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" Every once in a blue moon, I go in to see if I can stomach the backward design of the lab. It's plain nauseating. |
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