Why the uber lab is a fuck-up

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sidtherat wrote:
ive done lab runs long enough - on ANY character ranging from lab runner (leap slam + ms) via 2h melee ending with 2h dom blow and LL skeleton summoner.

it is all the same. do not get hit. know your way in and out and use gap-closers liberally - what difference it makes if you are build A or B? 2-3 minutes total.

when i farmed uber lab (~15 runs on day 2) most time spent was the hunt for silver keys and argus. my slowest and fastest character does traps with equal ease - one is faster, other is slower.

i really cannot see where it is difficult/near impossible for non-lab-runner. it is slower, thats it.

if you want to do it once - 12 or 15 minutes makes no difference. if you want to farm it - you create a farmer. how is that a problem?


please link your hardcore uber lab kills off youtube. you have 8 challenges for the current league, your character profile his hidden, and you were farming uber lab 2nd day? ok...
Last edited by Zaanus#7185 on Jun 14, 2016, 5:29:21 PM
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Vhlad wrote:
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Bars wrote:

- the uber lab is a paid instance. Combined with the various bugs and game crashes, this is on a whole new level of unpleasantness. I was getting instance crashes in the merc lab last league, it was the worst experience in Perandus league. When you get the same shit and know it costs you at least 5c (I don't know what's the price of offerings in other leagues), that's something else entirely.


This is really the biggest bullshit about endgame lab right here. On standard it's 3-4x more to buy an offering (15-20+c). I don't know what the fuck GGG is thinking or who they're trying to appeal to with a 1/350+ helmet enchant crapshoot combined with paid/scarce entry fee + one attempt only portal. Even if the game system was perfect and there were no crashes/dc's/ bugged levers/doors, it would still be complete masochism to grind a single helm enchant on one character for one build, let alone doing it for 10 characters (350*15c = 5250 chaos expected investment per specific helm enchant).

It's completely not worth it to even try because if you're playing standard and wearing expensive rares or alt arts or top roll uniques with 4 off colors there's an insufficient supply of comparable bases to trade for and enchant, so you enchant your largely irreplaceable item and override a potentially good merciless enchant with random endgame lab poop. And the offerings to the goddess are so fucking rare by the time you even find 350 to get the specific one you want we'll be on patch 9.5 and whatever build you were planning no longer exists. Fuck I don't even want to wipe an ideal merciless enchant off my gloves/boots to try to get the endgame version. Helms are complete insanity.

This is the kind of grind that makes me quit games.

And fuck everyone who says grinding endgame enchants is optional. This is a forced online only game with competitive pvp, a competitive economy, and item/craft quality balanced around trade. If there was a solo self found league or offline mode (with appropriately balanced drop/craft tables for solo play) yeah then it's optional but throw competition in and the only real option is to suffer through it and remain competitive or quit. I'm leaning toward quit.


I agree, I really want to like this game. I came here from Diablo 3 and omg I fucking hate blizsuck. However it is pointless atm to play since the servers are fucking ass. I constantly have issues and monitoring the status of all the login servers I see severe latency issues happening off and on all day long.
Of course GGG is mum about it or just following the reddit trolls in saying "must be your isp" while ignoring any well written forum posts / reddit posts.

I've spent less on this game then I usually do for the length of time I've played it so over all I feel like I win. I had fun for awhile but now I'm seriously annoyed with GGG's fucking bullshit. Maybe if I could run 1 lab on a good layout day without the server going down once, I wouldn't be so annoyed. However the servers are fucking trash.
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kuukkeli wrote:
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sidtherat wrote:
- unavoidable damage. false, didnt bother reading that point further


Well, maybe you're a labyrinth god but I've never done or seen a lab run with no damage taken from traps. As you seem to imply that you consistently do such runs could you possibly make videos from all über trials and über lab without taking any trap damage? I'd really like to see such wonders.


Well, I already declared Sidtherat the King of the Labyrinth. This is after watching a youtube he posted. He may have exaggerated a bit about taking zero damage, I seem to remember him taking some damage. But he was racing instead of trying to avoid damage perhaps that was why.

Regarding uber lab being a fuck up, I have to agree but the fuck up is somewhat mitigated by the fact that this was under development before Ascendancy was even released. So GGG apparently decided to go ahead and finish it for the minority of people that love the trap game play.
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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Vhlad wrote:

It doesn't work on standard. Many enchants (even the merciless versions) are still absent from poe.trade searches. There's no supply on standard. I can't even buy the enchant I want.


lol standard.
Yes the uberlab is rather insane and rushed,seriously who thought of endless annoying and sometimes deadly(yes porcupines) mobs spawning during the payload gauntlet?
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dreynar_swag wrote:
Yes the uberlab is rather insane and rushed,seriously who thought of endless annoying and sometimes deadly(yes porcupines) mobs spawning during the payload gauntlet?

more mobs, more flask charges, more fun.
No rest for the wicked
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Bars wrote:
When the lab was introduced, I was part of the 'minority'.....

I'm still a member of the minority and everyone I used to play with is also. ^^
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
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sidtherat wrote:
yeah, read it again

- unavoidable damage. false, didnt bother reading that point further

- tech issues. agreed but it is sloppy time-pressure-managed-release more than lab design itself

- some builds have it easier? no sh.. Sherlock.

note: lab DOES NOT PUNISH you for not completing it. it wasnt here in 2.1, uber lab wasnt here in 2.2 - you managed fine. it is YOU who force lab on yourself. you and only you. since when EVERY OPTION has to be taken? this approach creates extremely unhappy people in real life.

and a final note: 4th ascendancy is a reward for completing a challenge. CHALLENGE. not a hand out. cannot complete it? maybe you do not deserve it.
first I have no problem with any of the lab.... but...

lab's trap punish you heavier by being high life/ES build. *facepalm hard. tank build hurt more than glass cannon.

What is the logic behind this?
Last edited by Darkkrows#6635 on Jun 15, 2016, 7:38:15 AM
tank builds do not get punished more . traps are a function of your life pool true , but most tanks also get more passive life regen.. which happen to also be a function of your life.


thus tanks are in a much better spot for the lab. especially since it is piss easy to get to 10% life regen


a better way to look at this is that builds reliant on non constant sources of replenishment are in a bad spot


your pure es builds if they have no way to replenish the es mid gauntlet
your low regen builds
your builds heavily reliant only potions

those builds are kind of forced to stack movement speed or cheese movment skills like WB to make it through the lab
Last edited by Saltychipmunk#1430 on Jun 15, 2016, 8:43:15 AM
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Saltychipmunk wrote:
tank builds do not get punished more . traps are a function of your life pool true , but most tanks also get more passive life regen.. which happen to also be a function of your life.
to make it through the lab
it still doesnt change the fact they are taking more damage than a glass cannon. It is still unfair to them.

ES being completely broken b4 2.30 is because of this. Traditionally ES is relying on high life pool to take up all the damage. By making trap damage base on percentage, they have to fix that problem in 2.3 by making it do 60% of what it did to life pool.

IMO, trap damage should have been the same as a boss attack, trap should do a flat big real heavy damage that nearly 1 shot a glass cannon, and still pretty deadly to tank build if they are not careful & take a few hits.

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