SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas]
No you should't. Hold on to your humanity. If you join the trolls, legend has it, that you'll have to live under a bridge.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready. Last edited by Pyrokar#6587 on Jul 10, 2017, 5:11:22 AM
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" I agree. Even if this entire thread ends up having zero effect on the game and its content, it is still not for nothing. People are having issues and voicing their opinion. That's something already. Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more. 'Cause it's a bitter sweet symphony this league. Try to make maps meet, you're a slave to the meta, then you leave. |
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" Surely, but I was just pointing out that it was not related to the lab, and it was going off topic. But can you honestly say with a straight face that all lab "criticism" here are against any form of simplification ? I mean, we could count the number of people going with "let's just put the points behind Malachai" but .... " Well, satisfaction does somewhat come after having beaten something, here the lab + the rewards, I don't think that you can that easily separate both for the sake of the argument, you have to consider the whole thing to some extent. Not everybody does it ridiculously overleveled either. And you have to consider that some like some parts of the lab and not others for example. Some things that I find dumb for example : Darkshrines. They can be interesting, and some others .... give something that vanishes as soon as you move out from the current instance .... like wtf. You take a silver key and get "you skills cost no mana until the next area" ? like .... I like the experience of the lab itself overall, outside of the rewards, altho like everything else in this game, if there was nothing to get, I would probably seldom do it because GGG and the whole nature of the games pushes us to be efficient and use our time the best we can, otherwise we basically can't go anywhere in the game. " No, I'm not going to read for you because you can't do it on your own, I could not care less. And yes, you don't have the beta access, you don't know exactly how it goes, you don't know how the other versions of the labs are introduced, etc .... You know nothing, basically. I have not done the beta at all, because I will see it when it comes out, so I don't know exactly what they have done, which is exactly why I will be able to somewhat "judge" it when I have information about it. I would like them to put more emphasis on the lore, but 3.0.0 has the emphasis on the act 5 - 10 first, hopefully they will improve it in the future. " You can't be serious there, right ? " You know very well that it has gone far, far beyond this point .... and it has been like that for a long time already. 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 Jul 10, 2017, 7:17:36 AM
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" While I do agree - to evaluate the lab gameplay itself, if feels wrong in my head to base that evaluation on the rewards. Am I having fun, running Shaped Strand map over and over again, trashing mobs? Yes. Is that partly because of loot and XP? Of course, but far from everything. Am I having fun running the lab itself? No. Does the rewards have an impact on how fun it is to RUN it? No. Does it make it worth the while? Sure, but that's beside the question. So in MY eyes, they have designed a challenge that is uninteresting. It doesn't give me ANY joy, and the loot does not make it worth my time in any other way than 100% economically. And while the "economical" aspects of the game is important for many players, and I respect that, the enjoyment of the game itself is also important to many players. That's why I'm here, asking for changes. While the perfect scenario would be an alternative, I'm more than a 2% realist, so I can see (and respect) that that's not happening. One of my guildies came up with an idea I liked: voluntary bossfights to disable traps. IF you like to fight your way through via interesting boss fights, there a boss in every instance, that if beaten, gives you either a teleport behind traps, or disables them. If you like to rush, you can skip this boss, but have to deal with the rest. Choice. Bosses. Fights. What's not to like? :) Of course, it would demand some effort from GGG, and the lab isn't worth the effort in many people's eyes, because it's fine as it is. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Well, as long as it could not be grossly over-leveled .... but if such a boss would have attacks dealing % of life for that purpose, would people not complain all the same ?
Some puzzles/ extra bosses surrounded with traps could allow some hidden ways to be revealed I guess, something that would not be obvious and take more time, then ... I guess I would have no problem with that ( if it cannot just be trivialized by over-leveling ). But I hardly see GGG doing that every, to be honest. And I think that you are too very biased, because most of the lab at the end, is going through mobs, that give loot and xp, the same way rushing through a strand does. I guess the fact that there are traps somewhere draws your focus away from that, I can't really see why else would just completely forget that part ... And for example, the lab is graphically much more interesting ( and good looking to me ) than strands, by a very huge margin, and that is a factor in how much one enjoys a video game, it is far from everything of course, but definitely something to consider. 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 Jul 10, 2017, 7:51:19 AM
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" Never compare boss fights to traps, even tho both of them "deal damage to you". A trap is there to "be in your way", you can't kill it, fight it or use any of your offensive choices to "beat it", which, in some people's eyes, is the definition of an RPG. And yes, I might be biased, and I have said that my "hate" for the lab is purely subjective. If I was the only one "hating" it, I wouldn't speak my mind. But when so many people "hate" it, it may very well be the design. But let's not go into the "lot's"- or "many"-discussion again. And YOU feel that the lab is "graphically much more interesting", and you are allowed. I do not, because I dislike most of the tilesets used in there. I also dislike some maps, like Torture Chamber (etc), where you more or less HAVE to backtrack - but hey, the game actually give you a choice, not only to NOT run it, but a choice to never have it to drop. I hate backtracking, and feel that is an element this genre should avoid, like they do in Vaal side areas. But the lab is more or less built around it. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Fruz you seem to assume a lot of things i didn't say.
Or what do they call that? Strawman? A fallacy? O dear fruzy i thought you were the king of recognizing fallacies... The dumb! Don't strike me with it please for the love of the one true god, the flying spaghetti monster that likes to ride flying rainbowfarting unicorns. I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
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the 'trials by combat' would be soooo fun and could still include some traps in the arenas. I LOVE pseudo-PvP feels in ARPGs.
and the 'just have waypoints in the lab' idea would obviously fix enough to make it playable. either way, its obvious to everyone at this point that it needs to be made wayyy more fun, the mob has spoken. |
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" Not really, I just wanted to make sure whether or not you would agree that ["lab-haters" never want something more simple/easier than the lab] ... would be a really wrong statement. Since you did seem to imply that people defending the lab don't care (or not much) about the game becoming more of a "casual fest", and that "lab haters" don't want the whole thing to be more simple/easy ( that second part might have just been how I took some of your comment, but I could be mistaking since lots of sh*t is flying around here and it's hard to remember who said what at some point ). " It's exactly why I used "to me". But I don't think that you will deny the diversity in the different lab areas, the different atmospheres that it can have, and the fact that strand is much more simplistic and overall darker ( even though lab has some too dark areas imho, probably by design but I don't like it that much ). About the fight that a boss can be killed and a trap can't .. that's a good point, such bosses would need some innate special mechanics so that instantly killing them would just not be possible. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" Of course. I do not like that fact that you can "DPS" down bosses in seconds. Bosses are supposed to be encounters that challenges both your gear, choices and skills with their mechanics - but at the same time can be beaten pretty safely (not necessarily "fast") if your gear is good, your choices up to that point are solid, your skills are good and you master their mechanics. It's a tough balance, and I welcome the HP increase on bosses. A boss would be designed pretty badly if it wouldn't offer a more interesting challenge than a series of traps. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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