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

I just wanted to pop in, and support the notion that we need to be free of the labyrinth tyranny.
I know some people like the labyrinth, but I (and many others) absolutely hate it (I was tempted to write hate in caps just to stress my point about how much I really truly hate this part of the game).

And I really just can't understand why GGG won't remove this labyrinth tyranny when so many people really truly do not want this shit in their experience.

For the love of good gaming experience: Do remove the ascendency points from the labyrinth. And do so from 2.3. Anything else is just taking a shit on your players. I know those are harsh words, but you really are taking a shit on us. Really.
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Turtledove wrote:

I've seen people that don't really understand, state that darts coming out of the wall in Diablo 2 or cold patches on the ground in maps prove that traps belong in ARPG games.

Traps are part of action-adventure games, the very definition of "arpg" includes elements of action-adventure games therefore they absolutely do have a place in arpgs.

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Turtledove wrote:

The point being that those occasional "traps" in the game are not sufficient to change the fundamental game play. When one must navigate a computer screen of traps then the fundamental game play of the game is changed for some people.

Nope, it's the same. You're still having to manually avoid things, it changes nothing.
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Turtledove wrote:

It is enough for some people to feel that the basic game play has changed. Many do not enjoy that kind of game play.

Many also don't enjoy the leveling process. Should we also be asking for free pre-made lvl 80 chars while we're at it?

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dickhole_mcghee wrote:
You probably chased away poor Shovelcut again behind that.

Yeah this whole argument is fucking stupid. It feels like a bunch of entitled people wanting something for nothing.
Just a lowly standard player. May RNGesus be with you.
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Pyrokar wrote:
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dickhole_mcghee wrote:

in a thread about what and/or what doesn't belong in an ARPG

Offtopic. Read OP again. Stop generalizing.

Yes, you sound mad. Mad can have several meanings you know, like the word gate. And oh boy, you certainly seem to qualify for some of them.


Offtopic, good god...

Also, I like how you mentioned 'gate' having several meanings, like it was a super sweet burn, when that's was my entire point with that.

p.s. No srsly, offtopic? I don't think you're even trying anymore. Or maybe trying really hard, not sure.
"Dude he fucking said hotdog racist.

Like I can't even make this shit up." - gj

1.0.0 Forum Posters now have 50% less Critical Thinking skill per Patch
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Shovelcut wrote:

Traps are part of action-adventure games, the very definition of "arpg" includes elements of action-adventure games therefore they absolutely do have a place in arpgs.


AArpg = action adventure role playing games
Arpg = action role playing game

People dont like selling items. Shovelcut claims we should take the items out of the game. Trying to keep up with the terrible examples you provided.

Lab sucks, just move on to another game since this so called xpansion pack has nothing new to offer. 6 asc points arent game changing after nerfing our skill and buffing the monsters, its the same thing with more annoyances.
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Shovelcut wrote:
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Turtledove wrote:

I've seen people that don't really understand, state that darts coming out of the wall in Diablo 2 or cold patches on the ground in maps prove that traps belong in ARPG games.

Traps are part of action-adventure games, the very definition of "arpg" includes elements of action-adventure games therefore they absolutely do have a place in arpgs.


Irrelevant. The point being that trap game play is boring tedious and not fun for many people.

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Shovelcut wrote:
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Turtledove wrote:

The point being that those occasional "traps" in the game are not sufficient to change the fundamental game play. When one must navigate a computer screen of traps then the fundamental game play of the game is changed for some people.

Nope, it's the same. You're still having to manually avoid things, it changes nothing.


It may not change the fundamental game play from your point of view. It absolutely does for many people. Your disbelief in that fact simply means that you are ignoring that piece of reality. When faced with the reality that there's a large number of people saying that it is a different game play for them and saying everyone else must be lying (or something?) is not really being rational.
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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Turtledove wrote:
When faced with the reality that there's a large number of people saying that it is a different game play for them and saying everyone else must be lying (or something?) is not really being rational.
When you ask people what type of coffee they like to drink, the overwhelmingly popular response is a rich, dark roast.

When you look at what type of coffee people actually drink, the overwhelmingly popular choice is weak, milky coffee.

Assuming most people lie is irrational? Sorry, no, I'm going to need to side with Dr. House on this one.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Turtledove wrote:
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Shovelcut wrote:
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Turtledove wrote:

I've seen people that don't really understand, state that darts coming out of the wall in Diablo 2 or cold patches on the ground in maps prove that traps belong in ARPG games.

Traps are part of action-adventure games, the very definition of "arpg" includes elements of action-adventure games therefore they absolutely do have a place in arpgs.


Irrelevant.

Very relevant when you're constantly saying it's a different genre. If it's not relevant then why to do you keep bringing it up?

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Chadwixx wrote:
Arpg = incorporates elements of action or action-adventure games


Fixed that for you...

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Chadwixx wrote:
People dont like selling items. Shovelcut claims we should take the items out of the game. Trying to keep up with the terrible examples you provided.

I think you've misunderstood my sarcasm for a genuine statement. If you wanna talk about terrible examples..."remove ac from laby because I find it boring". That is basically what this thread boils down to.
Just a lowly standard player. May RNGesus be with you.
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Turtledove wrote:
I've seen people that don't really understand, state that darts coming out of the wall in Diablo 2 or cold patches on the ground in maps prove that traps belong in ARPG games.


I absolutely agree. The definition of an ARPG is obviously a subjective thing, but those traps were one-time events that did damage appropriate to their level. To me the two key elements of an ARPG are real time combat and character development. The Labyrinth meets neither of those criteria. Its traps are like totally indestructible mobs that you cannot skip/park and which do lvl-independent damage (even if it can be somewhat mitigated in other ways).

I can't think of any other ARPGs that I've played that had a similar mechanic (Diablo, Diablo 2, Diablo 3 -- which has other aspects I really disliked --- Sacred, Divine Divinity, Dungeon Siege, Hellgate London, Grim Dawn, Torchlight 1,... ) even RPGs (Daggerfall, Morrowind, Oblivion, Dragon age, Gothic, Witcher, SWTOR, ...) but maybe someone can remind me.

I'm all for expanding the boundaries of traditional ARPGs, but the enforced PoE-Labyrinth isn't the way to do it. If someone is convinced that Donkey Kong is an ARPG, then I don't suppose I can convince them otherwise. But no one will convince me that the PoE Labyrinth is ARPG-as-usual.

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Who are you going to believe, me or your own eyes?
Proud member of the Vocal Minority
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ShaUrley wrote:
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Turtledove wrote:
I've seen people that don't really understand, state that darts coming out of the wall in Diablo 2 or cold patches on the ground in maps prove that traps belong in ARPG games.
I absolutely agree. The definition of an ARPG is obviously a subjective thing, but those traps were one-time events that did damage appropriate to their level. To me the two key elements of an ARPG are real time combat and character development. The Labyrinth meets neither of those criteria. Its traps are like totally indestructible mobs that you cannot skip/park and which do lvl-independent damage (even if it can be somewhat mitigated in other ways).

I can't think of any other ARPGs that I've played that had a similar mechanic (Diablo, Diablo 2, Diablo 3 -- which has other aspects I really disliked --- Sacred, Divine Divinity, Dungeon Siege, Hellgate London, Grim Dawn, Torchlight 1,... ) even RPGs (Daggerfall, Morrowind, Oblivion, Dragon age, Gothic, Witcher, SWTOR, ...) but maybe someone can remind me.

I'm all for expanding the boundaries of traditional ARPGs, but the enforced PoE-Labyrinth isn't the way to do it. If someone is convinced that Donkey Kong is an ARPG, then I don't suppose I can convince them otherwise. But no one will convince me that the PoE Labyrinth is ARPG-as-usual.
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Who are you going to believe, me or your own eyes?
I'm a Lab fan and totally behind keeping it mandatory, but I do see a point here for you guys. I can certainly understand why some traps would do level-independent damage (or even some monsters), but I really can't fathom why ALL traps do level-independent damage. If you just pump max HP then that provides zero benefit against traps, while I think the best design would be "benefit against these traps, no benefit against those traps."

Note that this is an execution flaw, not a concept flaw. I have no core issue with threats which you can't kill and must avoid. But why have ALL unkillable threats deal level-independent damage, and have ALL killable threats deal level-dependent damage?
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
I agree with the general idea you're proposing. Leave the lab, put the AC points somewhere else. Good post.

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