The Endgame Labyrinth
" Oh r'ly? Then please explain to me what GGG is basing their metrics on? When I run the lab, do they count me as a lab supporter? Because I *really* dislike doing it, I'm only there because the current game design forces me to do it. The ascendancy points are too powerful to be ignored. |
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" +1 They simply can't rely on ingame stats, except they are looking for repeated lab runs on chars that are already ascended. Probably one should announce a lab-abstinence day/weekend on which anyone who does not like it avoids entering the lab so they can count ;) I came here to drink milk and kick ass...and I've just finished my milk.
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you will get same feedbacks as Perandus. its same things.
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" +1 as well. If GGG keeps telling that we, the labyrinth haters, are just a vocal minority then they should have a supporting data available (how else could they know we're minority). Therefore I'd like to see proper labyrinth statistics released for both SC and HC Perandus. The ones given back in March offered way too little information (https://www.pathofexile.com/forum/view-thread/1622774). What I'd like to see is a more detailed data from a longer period of time (like the last month of the temporary leagues). Also this data should focus only on Merciless difficulty (even in Standard almost no one seems to race Normal or Cruel Labyrinth so it's quite safe to assume that majority of the Labyrinth runs in first two difficulties are for Ascendancy alone). The data should show at least the following separately for SC and HC Perandus for the chosen time: 1) Merciless time spent in [Regular Zones / Maps / Labyrinth]% 2) Merciless instances created for maps, popular farming zones and Labyrinth 3) More detailed breakdown of the above Labyrinth instances created *% created by characters without the relevant Ascendancy points *% of finished runs 4) On daily average *% of players finishing [0 / 1 / 2+] Labyrinths *% of players finishing 1+ Labyrinths and not receiving Ascendancy points for it 5) For the whole period *% of players who have finished [0-3 / 4-20 / 21-50 / 51+] Labyrinths Even that data wouldn't take Challenges into consideration but would give somewhat reasonable idea of Labyrinth's popularity. Also all of that data should (at least I think so) be rather easy for GGG to collect. Last edited by kuukkeli#6751 on May 26, 2016, 6:34:32 AM
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First, I like labs. I think is a good mechanic for maps, but still not enough exploited. I expected a 4-tier labyrinth a a serial of new maps with traps within not only izaro again and again.
Now some unanswered questions: ¿Which level fourth tier labyrinth is suposed to be? ¿Considering current lab t3 isnt easy at all for average players and isnt suitable at all for certain setups, which will be t4 difficulty cap? ¿Its designed to be only doable by people with specific builds (like atziri's hut)? ¿Its designed for the fun of people with unlimited economies (buyers, TV streamers with thousands of slaves grinding for them etc.) Or it could be doable with reasonable time/spent the poor karui self.found way also? ¿T4 labs keys can be imbued with extra mods with orbs (alts, alchs, vaal etc)? ¿If yes, this does affect quality of chest drops? ¿we will be able to re-enter if dying or it will keep as "HC-like" area? ¿we will get any good "half reward" from risking in optional lab gauntlets? ¿We will get something other than keys by risking in trial gauntlets? ¿You will place a vendor in lab chill areas to clean bags? ¿considering we will have now maps at all levels, when a "labyrinth league"? Last edited by Halugar#0425 on May 26, 2016, 9:46:50 AM
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I love the lab, can't wait. I ran merc lab at least 75 times I think. I think the part I disliked the most was it was too low level to gain any meaningful xp. Will the new lab be a fixed level? What will that level be?
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Half the people grudgingly run the lab because Ascendancy points/skills TOWER above past passives in terms of strength: an absolute must-have if the build can do it. Some have to skip entirely either due to build, networking, or lack of skill to navigate.
Out of the other half, most just run it to get their points - no love or hate, just necessary for progression of the premier nodes. However, a small handful of the second half LIVE in the lab - running dozens and dozens of times for enchants. This isn't my opinion, it's fact. It will be changed in a positive way eventually, but it will take time like always when it comes to GGG. I'm the Ps guy: Psomm, Pso, Psong, pso-on and pso-phorth.
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Cant stand labs and quit poe as result checking in to see if they dialled down or hoping removed labs but looks like they are going in opposite direction. So i am out of this game for another year not sure if will be willing to check back in after that but gl hf everyone.
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" Truth is noone can, unless there is a poll at the end of the lab asking for feedback. No matter what website your poll is hosted on it's a small percentage of the pop, and you guys know it stop acting like you have the absolute truth ... Not even GGG have it. "Zazan":
*Cast On Damage Taken: The level requirement of gems augmented by Cast on Damage Taken may not exceed the level requirement of the Cast on Damage Taken gem. *Fixed a bug where people logged in to play |
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ouch...
everyone that i know hated the lab...so the answer is to make more labs and pre-lab labs? wth well i guess thats it for POE for me....its turning into a game I no longer will have consistent fun playing. I do appreciate the efforts to add new interesting content but my impression was that the labs were a failed experiment. I was either expecting it to go or to take a much more optional role for those who enjoy it instead of adding new layers to it. |
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