SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas]
" MA Andromeda for instance, some main campaign fights are very long on higher difficulties and you have to do it all over again if you mess up, we aren't talking hours but I could probably do the lab in that time. It was an unexpected change from previous installments and kinda nostalgic, never realized I've even missed it. Hmm, other modern games... maybe Survival mode in Street Fighter 5, you need it to unlock costume colors, it takes ages and there are obviously no checkpoints. 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 Sep 2, 2017, 7:18:34 PM
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" It would be naïve to suggest or believe that the largest Labyrinth changes were not due primarily to the flood of unceasing negative feedback, by a huge mix of players, both old and new. " That's one thing they did. The other, which I see pretty much no one here talking about, was randomize certain rewards. This gives a higher (relative) advantage to players who think using Reddit to cheat is BS and/or don't even know about poelab. That is important because non-randomized rewards published on reddit was a very important factor in the Labyrinth discouraging exploration. If we consider "Labyrinth discourages and punishes exploration" to be a problem (applicable equally to new and old players, imo), the three most obvious solutions are as follows: 1. Render the issue moot, by heavily decreasing the amount which can be explored. 2. Individualize the experience more, in order to make players feel less punished for stepping off the beaten track and/or not exploiting reddit. 3. Make the content 100% optional. GGG has applied #1 to the earlier labs, and #2 to all labs. #1 is the more obvious and dramatic change (thus everyone talks about it), but its substantive impact is arguably much smaller. #2 is an actual revision to content, as opposed to a band-aid solution of reducing the content, and as such deserves more attention. I'm not saying their work is done (far from it), but any useful critical evaluation of the current state of things must acknowledge and consider the totality of their revisions so far, in order to guide their trajectory moving forward. Wash your hands, Exile! Last edited by gibbousmoon#4656 on Sep 3, 2017, 3:00:47 AM
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" Sorry. Took it the wrong way i guess. Thanks for the CoC changes! 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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" What about #3? Whats your opinion about it? And since I'm interested in everyone's opinion about this. Scenario one it takes time and costs money to do #3 mentioned above, scenario two no hustle at all to implement it. Personally i support it in both scenarios. Scenario two is a win-win-win anyway (GGG-haters-lovers) so no much analysis on that. Scenario one. I firmly believe in old content revision from time to time. For example, PvP had its chance but failed due to many imbalances and lack of dev experience on the matter and I don't believe its coming back as a main focus ever again. Forsaken masters where heavily tweaked some patches ago, to make it less frustrating and boring to level them up and do their dailies, but there is definitely still room for improvement. Pale council was recently reworked a bit and made chains more rewarding decreasing by a lot the "too-much-hustle-for-almost-nothing" factor. In some degree even the "new" acts 6-9 are actually revisioned content specifically targeting the boredom of redoing the same content for leveling purposes. And lab belongs in that category, besides being controversial since day one due to many reasons, its also something you do and redo for character progression (which is very similar to leveling). The recent changes are only a band-aid to help alleviate some of that boredom and definitely there is plenty of room for changes. Changes that only money can bring to GGG, and the biggest example is TD who bought a supporter pack for Harbinger besides being one of the front-runners in this campaign simply because he liked those changes (and i salute him for this cause if GGG cares he sent them a clear message). Hoping for the best, but keeping a small basket at the same time. Inundated with cockroaches, I am
https://www.pathofexile.com/forum/view-thread/1609216 - labyrinth rework ideas/suggestions |
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" Ambivalence. Ideally, all of the issues would be sufficiently addressed so that the question is moot. Kitava2 is a horribly designed fight along the lines of Labyrinth when it first came out, but I don't think about fixing Kitava in terms of making him optional. I think in terms of making him realistically defeatable by all major build types, and fixing any other problems he has. Now, some people think Kitava should be optional (i.e., don't lock maps behind him). But his defeat still awards 2 passive points, so even then he wouldn't be 100% optional. In short, I believe in fixing broken content, not rendering it irrelevant. If GGG can't figure out how to fix the Labyrinth so that it becomes a fun part of the PoE experience rather than a chore, then yes, they should render it optional (and irrelevant to the lion's share of PoE players). But only as a last resort. Wash your hands, Exile!
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"You're writing as if there's only one appropriate way to offer prestige classes in a game, or at least in a game that's well designed and fun. But, there are a variety of ways prestige classes are offered in RPGs / ARPGs / MMOs. And, you can't lump all games into the "well designed and fun" category or "the other" category based on whether prestige classes are offered to players in the way you seem to prefer. 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? Last edited by EnjoyTheJourney#0109 on Sep 3, 2017, 9:28:33 AM
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" No, I wasn't. I was talking in the context of PoE and how they have Ascendancies set up only. 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 |
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" Truth is that there's also a degree of self serving selfishness in getting the supporter pack. The currency stash tab and essence stash tabs are very nice QOL improvements. The div card and quad tabs are just so-so since I have more tabs than can be reasonably used anyway. 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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In another thread, Boem, had a suggestion that I think should be considered for addition to the OP of this thread. Here https://www.pathofexile.com/forum/view-thread/1989534#p14851128
I think that I may have seen this discussed previously? It is to simply reduce the number of labs from four to three. Allocating the points 3-3-2. Eliminating the normal or cruel labyrinth and the trials associated with it. The idea kind of goes along with the changes in 3.0 lab. That is less bad content makes for a better game over all. I mean it doesn't fix the bad content it just eliminates some of it thereby improving the game. It wouldn't be my favorite pick of the ideas in the OP but from the point of view of ease to implement it makes it very attractive. Maybe we could see something like this next release instead of or in addition to something else 2 years from now? 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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The easiest solution would be just to adjust the Damage done by Traps. There is no reason that a lvl 70 should die to spinning spiketraps that are offscreen in normal difficulty. Just set the traps to deal a certain amount of damage, so that characters can actually gear/tech for them. There is no reason that traps should deal a % of life at all difficulties. They should deal static damage to provide a gear check. Maybe at the highest difficulty they can deal % based damaged, as you should have all your ascendancy points you need at that stage.
This would be the best solution that I can think of and requires the least amount of work from the dev team. The can literally patch/hotfix this and I would be 100% satisfied. Last edited by lijoe408#5701 on Sep 11, 2017, 3:35:01 PM
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