SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas]
" I do agree it isn't correct in that form. A connection between how much lab kicks your ass and how much enjoyment you're getting out of it is certainly there, it's just much more complicated than that. " I'm not implying anything, it means what it says. Sometimes people can know your feelings better than you and there are entire science fields dedicated to knowing what's good for you better than you do yourself, but none of that is on my resume. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Jun 24, 2017, 10:11:12 AM
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" And you are entitled to your views. My view, on the other hand, is that when you place a labyrinth, a "structure" designed to be frustrating in its self, in an isometric game, where precision placement is rather "inaccurate", and fill this labyrinth with puzzles and traps to avoid, you are bound to get A LOT of unhappy players. There are A LOT of us that straight out dislike platform games and everything they stand for, including puzzles. When they designed this addition to the game, that is so "untypical" a Hack'n Slash ARPG, they should've made an alternative. It's not like it is game breaking for me, but for a lot of other players it is. I know I would've made A LOT more characters if I knew I wouldn't have to run the lab with them. The lab is not a positive thing for build diversity. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you. Last edited by Phrazz#3529 on Jun 24, 2017, 10:12:48 AM
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" If you dug up some of my posts from before you'd see that I agree lab wasn't a good choice if they wanted content that is certain to please as many players as possible, otherwise we'd gain ascendancies by running endless ledge. Trying something different on that scale was pretty gutsy and I wouldn't want them to stop trying new things in PoE even if they can't afford a fallback option, as was the case with lab. You mean to say it's affecting replayability for you, not build diversity? The way I see it, they sometimes rely too much on cyclic, league-centric nature of PoE, we're doing it all over again every three months, masters, atlas, trials, gathering wealth, and we're also levelling each character from scratch, ascending and gearing it in smaller cycles. If we look at the grand scale of PoE design, maybe ascending is their way of puffing up those cyclitos because the playerbase is higher now so gearing up became too easy. It's quite possible someone there worked out the optimal number of characters an average player should make during a league, maybe it got too high recently so they're looking for ways to reduce it to slow down the longterm burnout. I've tried to keep myself spoiler-free about 3.0 but Pantheon hunt might be another thing that was meant to extend the checklist. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Jun 24, 2017, 10:31:37 AM
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" Both. I view myself as a fairly creative person, wanting to try A LOT of builds. I can beat a lot of the end game (high tier maps) with creative solutions, combining certain defenses, gear and key nodes on the tree. Designing those builds are fun as hell, and give me a lot of joy. I've beaten The Minotaur with 2900 life with a VERY special, strange (and maybe idiotic) character. Bringing this guy through the lab was a fucking nightmare, as the traps ignore ALL base defenses in the game, except the pool. Which means that the lab, as the ONLY thing in the game, "forces" you to have a certain pool, unless you want to use 40 minutes in there. And to be fair, to be able to "trivialize" the lab, you build in such a way that you can run through the traps - so you don't have to spend time avoiding them. It's not HARD or DIFFICULT to reach the threshold the lab requires, but it IS limiting, as you can do most of the end game without those "requirements" if you know what you're doing. HENCE; it is limiting build diversity AND replayability, if that's even a word. And yes, maybe the lab is a result of certain statistics. I've often though of the lab as GGG's way of forcing players to meet certain thresholds to be able to face the end game, with the result of players spending hours in the end game BEFORE running the lab. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you. Last edited by Phrazz#3529 on Jun 24, 2017, 10:56:46 AM
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" I assume it was some kind of Pathfinder? I've seen those killing Minotaur with a non-amount of life. Dunno, man, that's an advanced, gimmick build in my book, not something I'd like to see devs adjusting the game around. PoE does technically force you to get a certain pool size or get out, because it's so tricky to mitigate all damage types at once. Already said about building for it, if you want to farm some part of the game you certainly want a build that would enable you to do it in netflick mode, there's nothing new about that. Sure, if they suggested reworking traps to ignore everything I'd be up for it, but I don't think it's an issue. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Jun 24, 2017, 11:13:32 AM
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" Ebola is fair too, since the monkey who bites the person doesn't discriminate. Aids isn't as fair since most of the people in this forum will never get it since it requires sex. Fair or not, Lab is boring and a waste of time. And who wouldn't watch a drunk viking do magic like throwing knives at his new partner? Especially after what happened to the old one :). Last edited by Zalhan2#1986 on Jun 24, 2017, 11:28:44 AM
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" It was a MoM, dualwielding Gladiator. I'm not advocating for an "adjustment based on certain" builds in the lab. I just want the game to reward creativity and knowledge of the game, instead of streamlining builds into certain thresholds, like I feel the lab is doing. But this is just a minor issue of mine, as the end game will fuck you over if your build isn't solid anyhow. I don't want traps to avoid everything. I think maze runners are fine. If you enjoy the lab, run the hell out of it and enjoy the rewards. I feel that if you heavily specialize in OTHER defenses than "reduced physical damage taken" and "Health Regeneration", it should reward you in some sense too. Because it is kind of annoying to specialize in a defense, and to have a relatively large portion of the game ignore it. It kind of reminds me of an RPG I played some years back, called "Two Worlds 2". Like any other RPG, you specialize your character via choices, gear and points into certain stats. The only problem there, was that the final boss had to be beaten by these stationary, huge crossbows at a ledge, shooting it at certain timed intervals. Your choices, your creativity, your gear and so on had NOTHING to say at the end of the day, and you could beat him with no points allocated - naked. While the lab doesn't do that, it does not reward creative choices regarding defenses. It doesn't reward ANY defenses, apart from the pool. It is kind of sad, in my eyes. But still, this is just ONE of many points that in my mind makes the lab a boring content. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you. Last edited by Phrazz#3529 on Jun 24, 2017, 11:43:36 AM
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" Sure, that would be a better approach, but it's much easier to have them just ignore everything than try to utilize every defensive method and it kinda amounts to the same thing. It's a lot like bosses with penetration, you know you have to take a lot of damage from them, regardless if you invested in defense or not. Design-wise, we might say morphed Dominus or Malachai are worse than the lab, there's little space to work with and they also do physical damage which your build might not be able to handle well. They're also act bosses which means you have to defeat them and the amount of farming you can do before them is limited. If they did serious damage instead of gnat bites and you weren't able to just zerg them if all else fails we'd have riots here. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Jun 24, 2017, 12:04:40 PM
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" There's not many bosses ignoring both elemental resistances, armor, evasion, block, spell block, dodge and spell dodge. An experience player knows that one defense often isn't enough, you need layers. In the lab, you can have four layers being ignored. Rewarding? Hardly. And I do think (agree?) that limited "working space" on bosses also is something that is streamlining builds into certain thresholds, taking away lot of freedom and creativity. But don't let me start debating the whole game. Then you will start to notice my utopic wishes for the game, and that is another discussion. No, the lab is PoE's "Achilles' heel", and I think it is taking away more than it adds. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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" I suggest that you incorporate it in XVI as a combination option. Add a three sentences such as: Two character tracks might be made available to choose between additional passive points or ascendancy points. The ascendancy track would remain the same as to day. The additional passive points tracks might be married with one of the other ideas in this OP most any of the options with the possible exception of VIII might work for this track. edit: My thoughts on this suggestion is that if the passive skill track was almost as powerful as the ascendancy track then, it might also open up some other interesting options for builds as well as possibly some additional interesting options for leveling paths, assuming GGG also provided a way to switch character tracks, like they do for bandit quests and passive skill point refunds. 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! Last edited by Turtledove#4014 on Jun 24, 2017, 1:28:17 PM
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