Some Ascendancy Statistics

Blame ZiggyD for the Solaris One farm.

There is also the time commitment for the Lab. It's a solid hour for myself - not something I easily set aside during the working week. I wish there was at least a half way point where know I can reach in one evening, then resume from the next evening.

Hmm Elementist is down the list. My own tendency to glass-cannon the witch class, really does not combine well with the Lab.
Slayer is good in HC, not sure why the numbers are so low
impossible to stun, always leeching, good defense through offense

I guess lag can make a big difference between him and the champ
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narbays wrote:
The problem isn't with players hating the Lab.

It's the fact that when you spend your hard earned playtime clearing the entire place, avoiding traps, making wrong turns, etc etc... And die to Izaro's 3rd encounter and end up in town... Well no one wants to keep doing that.

At the VERY LEAST you should have made "check points" in the Lab so it wouldn't boot you to town on death. The checkpoints are already in the game, it's the small room with the stash box that you encounter three times right before the three Izaro fights.



I don't agree; what difficulty are you talking about here?
nice stats!

dried lake 4 life!


but one thing: "time spend in lab" is probably even lower, because you can't leave the area and have to idle in there when you take a potty break or w/e
Last edited by PopeJo#5880 on Mar 18, 2016, 1:46:58 AM
The issue is not exactly that champ is opie, its that the game is too damn rippy and does not reward clear speed as much as it rewards face tanking.

What does it say about diversity when a bow class feels the need to blow an entire asc class for perma fortify. There should be a tempting tradeoff between getting loads more damage with beserker and getting boring perma fort with champ, but currently there is no contest. You dont need much dps to steamroll content.

Look at the hc players getting 1 shot by a random devo or freaking crit vagan.

Nerfing champ is not the best solution, re balancing monster dmg and monster dmg after map affix scaling is.
IGN: Arlianth
Check out my LA build: 1782214
Last edited by Nephalim#2731 on Mar 18, 2016, 2:03:59 AM
I extremely interested to know how many coins have been given to Cadiro so far.

This is what makes me most curious by far.
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Qarl wrote:
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Chameleon wrote:
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GeorgAnatoly wrote:
Surprised lab time is that low, hopefully it goes up.



I'm surprised it is that high. I think most people just want to get their Ascension and then never set foot in the Lab again.


The Labyrinth content has been quite divisive. There are a lot of players that have loved the labyrinth and sent us very positive feedback. There are players who are very heavily engaged with it (and I suspect that will go up when ladders get added).

We also have players who have disliked it. I'm not sure of the exact breakdown, but it certainly is enough in each camp that it feels too close to call in either direction. I haven't seen many neutral opinions about it.



I'm fairly neutral on it as is. It's an OK change of pace but there is a lot of stuff gated behind it. I feel like ascendancy classes should go behind Malachai which would give us a reason to actually finish merciless and those that don't like the lab can skip it without screwing over you character. That or add checkpoints after each boss fight in the lab so that us pleb casuals can get to the ascension class even if we crash or die. Just make it so that if you do leave the lab, or die, or log out that you can't use the enchanter and your time doesn't count when that gets enabled.

Come to think of it maybe just put the ascendancy classes behind Malachai and the lab that way one of the rewards for finishing the lab is getting your ascension points earlier than someone that wants to skip the lab.
It itches!!!!!!!!!!!!!!!
I don´t think there need to be so much balancing for the subclasses, but more something better to deal with physical damage. As ES or evade/dodger-Char you got no really cheap way to mitigate the phys damage. It is not like it is to high or so, but just some things to tank if you aren´t an armor/fortify-char.

And also the 4 lowest subclasses are not really weak.
I think guardian is so slow, because auramancers are an old way of playing. But for a low life tanker you need shavrones wrappings another expensive unique. So we could need more items like those two low-life armor, maybe a third for cruel difficulty.
Pathfinder is maybe the strongest subclass, but you need to know how to use flask effectivly, so only a pro-gamer class. And I wouldn´t consider myself as one.
Slayer is not worse then champion or gladiator, but when you got those two as options why take slayer?
Elementalist is fucking strong like the other witch subclasses, but you need to think a bit to get through the mechanics of making a strong char (60% fire penetration-mage hell yeah).

When it comes to the labyrinth, it would be nice if I do not have to be a overleveled char to clear it. So mainly Izaro and Argus are so much stronger then the mobs you put into it. Argus is not nessecary, so ok, but Izaro should be killable.
Last edited by griffinzero#7933 on Mar 18, 2016, 2:25:20 AM
Playing Guardian, thinking to myself - welp, I guess there is a ton of people playing Guardian, because he is so broken.

Lol, wat.

Seems that low-life has been swept from people's minds... :V Guardian is low-life build wet dream.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
I admit, I'm somewhat surprised Ascendant doesn't have a greater separation in the top choice, even for 80+ characters. I thought the margin would be more significant.
Jul 27, 2011 - Sept 30, 2018.

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