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

I think that lab reworks have done some good changes to the state of the laybrinth but overall the quality and the fun implied in running this mode is kinda low compared to the frenetic pace of the maps. Espcially uber can be kinda frustrating because a little distraction or a bad move can imply a total restart and this kinda of mechanics isn't the problem by itself but when combined with the cluncky animations the reactions times and some shit put there to just frustrate you, the lab starts to fell pretty boring and counter intuitive. Especially when you encounter traps that can not be anyway skipped or avoided, this kinda make exploration feel like a chore and the only reason you will explore is for getting treasure key. Everything else is pretty useless and skippable especially for pg builded for farming uber lab since now is a good viable way to farm some secure drops. Im kinda conflicted with the lab because a part of me like some of the mechanics but the fact that the same mechanichs are forced upon the player for the completation of the lab itsfel is kinda dull and bring me to the point where why the hell should a player be forced to run into traps instead of finding a way to avoid them? that's counterintuitive and takes away the fun that otherwise the lab could bring me. A nice way that the traps could be implemented is that of putting them in the shortest path. In this way people who would rush lab and get fast to itzaro for farming would be forced to use trap, but the people who like to explore and takes is time to exploring could find a lesser dangerous second path without any excessive trap tileset. In this way you accomplish two things the first is the ones who enjoys the trap system and it's way of working could be rewarded by taking the fastest path to itzaro, the other half who instead hates the traps could use a different path that would assure that they won't die to traps if they invest a good amount of time in finding the good passage. And i thinks this way makes more sense because traps should be used for barring main path and not here and there at random.
I honestly like the improvements to the Labyrinth, and it seems it should be much easier to learn for new players. Izaro still takes some sweat to defeat even in the normal Lab, but the fact it's shorter and the additional rewards like silver caches actually seem more rewarding makes it a lot more fun and easier to get into.

Not sure about the later ones yet, but this was definitely a step in a very good direction. I loved the whole game when I first played it, but playing the Labyrinth first felt like a punch in the face, and not in a motivating/challenging way.
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SerMannerino wrote:
I think that lab reworks have done some good changes to the state of the laybrinth but overall the quality and the fun implied in running this mode is kinda low compared to the frenetic pace of the maps. Espcially uber can be kinda frustrating because a little distraction or a bad move can imply a total restart and this kinda of mechanics isn't the problem by itself but when combined with the cluncky animations the reactions times and some shit put there to just frustrate you, the lab starts to fell pretty boring and counter intuitive. Especially when you encounter traps that can not be anyway skipped or avoided, this kinda make exploration feel like a chore and the only reason you will explore is for getting treasure key. Everything else is pretty useless and skippable especially for pg builded for farming uber lab since now is a good viable way to farm some secure drops. Im kinda conflicted with the lab because a part of me like some of the mechanics but the fact that the same mechanichs are forced upon the player for the completation of the lab itsfel is kinda dull and bring me to the point where why the hell should a player be forced to run into traps instead of finding a way to avoid them? that's counterintuitive and takes away the fun that otherwise the lab could bring me. A nice way that the traps could be implemented is that of putting them in the shortest path. In this way people who would rush lab and get fast to itzaro for farming would be forced to use trap, but the people who like to explore and takes is time to exploring could find a lesser dangerous second path without any excessive trap tileset. In this way you accomplish two things the first is the ones who enjoys the trap system and it's way of working could be rewarded by taking the fastest path to itzaro, the other half who instead hates the traps could use a different path that would assure that they won't die to traps if they invest a good amount of time in finding the good passage. And i thinks this way makes more sense because traps should be used for barring main path and not here and there at random.


SerMannerino, thank you for voicing your opinion on the low fun labyrinth. I've added you to the list of names that have voiced a similar opinion, now at 926. Your suggestion is a good one and is what I would consider the equivalent to idea 5.

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5. Give every player who joins the labyrinth the choice between 2 ways of defeating the labyrinth. The current labyrinth and the arcade playstyle is one way, the other more classic and true to the core game.


I've also added Regulator to the list of people that have voiced their dislike of labyrinth after the 3.0 release. It seems that despite the improvements made to the first two labyrinths in 3.0, new people are being added to the list at a similar pace as before. Which is a bit surprising to me. Of course I've been surprised by that similar pace being seemingly constant over the past many months.

https://www.pathofexile.com/forum/view-thread/1702621

edit: TheLiberation also added to the list at number 927. Thank you, TheLiberation, for voicing your opinion on the labyrinth, nice post. And I'll also thank GGG again for improving the first two labyrinths in 3.0. It's much appreciated and I'm looking forward to seeing how you decide to improve labyrinth further in the future. :-)
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 Aug 31, 2017, 8:08:52 AM
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Turtledove wrote:
Which is a bit surprising to me. Of course I've been surprised by that similar pace being seemingly constant over the past many months.

Just so you know, Turtle, feigning surprise was a serious offense at 17th century French court.
I don't think a stern verbal warning would suffice for that one, you'd likely get flogged.
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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raics wrote:
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Turtledove wrote:
Which is a bit surprising to me. Of course I've been surprised by that similar pace being seemingly constant over the past many months.

Just so you know, Turtle, feigning surprise was a serious offense at 17th century French court.
I don't think a stern verbal warning would suffice for that one, you'd likely get flogged.


Raics, I appreciate the thoughtful warning should I ever find myself in a 17th century French court. (Although I appreciate the laugh even more.)


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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Xavathos wrote:
<Stuff from Zaludoz and some random bloke here>

I don't always have time for a lengthy response. Also, responding to posts made against the Lab here is a little like trying to put out a fire with petrol. Anyway, here we go again:

TL2 has very dangerous traps that can easily kill a character built to be extremely tanky in a matter of seconds. A character built to be tanky in PoE can go AFK in spike traps and never die. Also, you don't deal with those traps for some extra ascendancy passives either, they are in core maps of the game and block any progression. You HAVE to pass them if you want to play at all. In PoE, you only have to if you want those passives.
You just finished showing a high level of interest in having a conversation about how misleading it was to suggest that trap gauntlets are not typical ARPG gameplay. Then you're adding responses that purport to support your argument, but that really don't.

TL 2 is a modded game, meaning you get to enjoy the game in a variety of ways. You are not blocked in any way, shape, or form from progressing in your character in TL 2 and you have total control over the level of lethality of traps and mobs in TL 2 because of choices about the difficulty level at which you play the game. That is completely unlike POE, which has become more linear and dev-driven in 3.0 than ever before with the gating of maps behind A10 Kitava.

You also seem to be implying that prestige class skills in POE are no big deal, despite the game being balanced around having them. Cool, let us all know how to build that melee Marauder or Duelist and have them do well in endgame POE.

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Xavathos wrote:
But that's just it, isn't it? The condition is set and you know exactly what you have to do, yet you do not agree to it and won't do it as a result. As Izaro would say "An emperor must know precisely where he stands."
What you seem to presenting as a failing or error on the part of those who dislike lab is a natural response to being presented with an unenjoyable gaming experience.
Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
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EnjoyTheJourney wrote:
TL 2 is a modded game, meaning you get to enjoy the game in a variety of ways. You are not blocked in any way, shape, or form from progressing in your character in TL 2 and you have total control over the level of lethality of traps and mobs in TL 2 because of choices about the difficulty level at which you play the game. That is completely unlike POE, which has become more linear and dev-driven in 3.0 than ever before with the gating of maps behind A10 Kitava.

You know, if we compared adjustable difficulty and traps, the latter would be more common in the genre. Think of the top difficulty setting as the only one because anything lower is not aimed at players like us, it's there for a bit of family bonding, with grandparents most likely.

It would be interesting to know how much are the lower difficulties being used in TL, or how much is this genre attractive for the casualest of the casualest in the first place. If I didn't like fiddling with numbers at least a bit I can't imagine it being more fun than a proper action game.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
I am so not reading 717 pages, oi.

I just wanted to note that I like the lab a lot (always have), I think the reworks on all 4 difficulties are fantastic. Easier to get ascendancy/early points than before, much more rewarding overall. The new darkshrines are very powerful and can definitely make the lab much easier (my last Eternal run with 4 shrines had +1 key, traps in the Izaro fight turned off, all traps doing 50% debufs [I could pretty much stand on the burning floor traps after that], and impenetrable shrine which gave me 1500 ES).
Support a free Hong Kong.

I do not feel obliged to believe that the same God who has endowed us with
sense, reason, and intellect has intended us to forgo their use.
-Galileo Galilei
Reading through the last two pages or so, it seems impossible to reasonably discuss with the anti-lab fraction.

However, just remember: What the game entails is decided by GGG, not by you. You can dislike it, but you cannot tell that it is "not PoE-like", since what PoE is is up to GGG to define.

Besides, there are other core aspects of PoE that have nothing to do with the "run and kill monsters" theme either. Including most master mission, anything that has to do with socketing/linking/coloring or crafting maps, for example.

I am impressed though by how long you stick around and how much time you spend on something that, by now, should be clear to be a lost cause.
Remove Horticrafting station storage limit.
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Char1983 wrote:
Reading through the last two pages or so, it seems impossible to reasonably discuss with the anti-lab fraction.

However, just remember: What the game entails is decided by GGG, not by you. You can dislike it, but you cannot tell that it is "not PoE-like", since what PoE is is up to GGG to define.

Besides, there are other core aspects of PoE that have nothing to do with the "run and kill monsters" theme either. Including most master mission, anything that has to do with socketing/linking/coloring or crafting maps, for example.

I am impressed though by how long you stick around and how much time you spend on something that, by now, should be clear to be a lost cause.


You can thank us for the improvements to the first two labs in 3.0.
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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