ZiggyD's Labyrinth Suggestion
Well not sure who really put the suggestion up but I guess it was just the two of them throwing out stuff from the community. Like how the Voltaxic Rift and Chaos Damage Meta.
And yep what Perq mentioned, Normal would have you only face Third Izaro immediately. Just another Forum Signature in a Sea of Signatures.
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" I thought GGG (Chris Wilson) specifically responded to this in the podcast. They think Lab length on Normal is fine, they want players on Normal to have the full experience. I think it was around the 39 minute mark. https://www.youtube.com/watch?v=Vwi6U7MojDQ |
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This doesn't make sense. If you were going to shorten the Lab for Normal, you'd still want all 3 boss fights. You'd just change it after the first boss fight to be a small room with a bunch of monsters (pot refresh) leading to the next boss fight. Now the Normal lab is less Lab and mostly boss, and it is now also significantly shorter.
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lol
R.I.P 4.B.
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It's a good idea, but not as good as this one: "Abandon it as PvP was and leave it as the sideshow it is turning the focus to improving the core game."
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They don't need to fix the lab. They need to fix how ascendancy classes are rewarded (by removing them from the lab). If you don't like the lab, don't do it. That's fine - it would be fine as is if it didn't give the best rewards in the game. Not because of the time or difficulty of the lab, but because of the style of it. They tried something new and merged something from another game genre. That's fine, that's how things like MOBAs came about. But putting the best reward in the game behind this new feature that doesn't fit the genre? That's ballsy, and in my opinion a bad idea. Add your weird, out of place new game system, but don't tie the best rewards in the game to it. Keep it with enchants only. The only reason to repeat the lab is for enchants anyway. Why punish players who like this genre and just want to play this genre by forcing us to do lab to ascend? The main reason I hate the lab is it goes against the flow of the game. Would you want to play a game of tetris or bejeweled after hitting lvl 10 to unlock a new gun in Call of Duty? Would that make any sense? That's how the Labyrinth feels to me (obviously this is an exaggeration of how different the game type is, but it's enough of a disparity that it feels kind of like this and I hate it thusly). The labyrinth is like playing a level of Gauntlet in the middle of PoE. It makes no sense to me to be there, and I don't want to play Gauntlet, if I did, I'd just go play that. There are puzzle/trap games out there for people who want to play them. I want to play Path of Exile, the Diablo series, Titan's Quest, Grim Dawn, and the other good games in THIS genre. The lab feels like a totally different game, and that is why I hate it. Not because of the effort to do it. Because it doesn't belong and you have to do it for the ascendancy classes.
IGN: Prospectus
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I also agree ascendancy classes shouldn't be gated behind the lab. But it works *really* well for hardcore to keep it like this. You really want those ascendancy skill points, but you need to risk your character in the labyrinth to get them. Sure lab might seem easy, but one mistake with those traps and you're toast.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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I don't think traps belong in the game at all, but again, I'm fine with leaving the lab as is if you remove ascendancy classes from it. They could add a new zone or two in Act 4 with Izaro as a boss there to fight and award the ascension. You keep whatever lore they made up for him intact, and you don't force folks who want to play PoE to play what is basically a different game to get the best rewards in the game. It being hard is fine, I agree that it should be. It should just be difficulty that makes sense as part of this game/genre. Folks who like the lab now will still run it for the enchants and speed ladder. That would appease the folks who hate the labyrinth, while still giving good incentives to run labyrinth. A lazier option would to simply give ascension upon defeating Malachai in each difficulty, but I doubt GGG would go that route.
IGN: Prospectus
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" Ok then, lets put 1 point behind the Infernal King, 1 point behind Ambrius, Legion Slayer, 2 point points behind Atziri and 2 point behind Uber Atziri. Would that work? (everything done solo, of course) Real knowledge is to know the extent of one's ignorance. Ignorance more frequently begets confidence than does knowledge. Last edited by Perq#4049 on Apr 20, 2016, 8:02:10 AM
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Bumping.
By the way, I'm not sure about the Ziggster, but my full suggestion is: * Only two Trials per Difficulty, each time introducing two NEW traps (no repeating Trials) * Normal Labyrinth is one-third its current length, uses two trap types, and you fight Izaro only once * Cruel Labyrinth is two-thirds its current length, uses four trap types, and you fight Izaro twice * Merciless Labyrinth unchanged; six trap types, three Izaro fights 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. Last edited by ScrotieMcB#2697 on Apr 20, 2016, 6:16:19 PM
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