Labyrinth for rework! Make POE great again!

Lab and Trials will forever be a black stain on POE! Don't let that happen!

Rework Lab and make POE great again!
"
IMSilver wrote:
Lab and Trials will forever be a black stain on POE! Don't let that happen!

Rework Lab and make POE great again!


+1 thank you for refocusing the thread on the one thing that GGG must do if PoE is ever to be made great again!
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!
The Lord's Labyrinth = wall
Lab Whiner Cult = illegal immigrants
When night falls
She cloaks the world
In impenetrable darkness
Last edited by morbo#1824 on Aug 15, 2016, 3:19:17 AM
"
morbo wrote:
The Lord's Labyrinth = wall
Lab Whiner Cult = illegal immigrants

lol'ed
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
"
morbo wrote:
The Lord's Labyrinth = wall
Lab Whiner Cult = illegal immigrants


We are going to keep tunneling under that wall with posts until GGG takes notice. MR GGG tear down this wall. Thx for this u just gave me a new tag line to put on all my posts.

Support the cause. Free the ascendancy points from LAB.
https://www.pathofexile.com/forum/view-thread/1609216/page/1

Other top 3 issues. Make standard great again. Fix XP (add fatigue system). Fix lag.
MR GGG tear down this ascendancy wall.
Last edited by Prebornfetus#2771 on Aug 15, 2016, 4:41:30 AM
Every day that passes results in the ascendancy wall getting 10 FEET TALLER! As CHRIS WILSON has said, new players are the LIFEBLOOD of POE. Soon the wall will be so high that no one will be able to get over!

Rework Lab and make POE great again!
The concept of the lab is great.. again the execution is poor. A few things need to change about the lab to make it great.

1. Get rid of the large areas and inside large areas in the lab. Make them very short, like 1 room.
2. In that 1 room is an unique encounter. This can be 1 unique enemy. A large group of tough enemies or whatever. This group has to be defeated to move on, it unlocks the doors in the room. The group is supported by a type of trap.
3. The traps no longer crush your health pool. Some maybe do some damage still but most should be more for pinning you down, stunning, slowing, and so forth. Make it so the monsters are the ones killing you, not the traps.

Izaro changes

4. Izaro can remain the same but the boost that he gets during the fight should be dealt with outside of the fight. During the previous rooms, after you have dealt with an encounter. Doors will open up. By going through some of these side rooms, you can encounter a new room with boost that izaro was going to get during his fight. By dealing with it, he no longer gets that during his trial or its far weaker then it would be.

Side rooms

5. Side rooms will offer more challenges but offer you rewards to gain if you want them. Rooms that have different types of chests in them. Maybe an enchant shrine like in the final room. Maybe a buff for you to gain for the rest of the run. Not a silver key room to go find a small chest that gives you 2 Alteration Orbs. Or a dark shrine that makes it harder or easier. Most people skip this stuff.

Death in Lab

6. I don't mind hardcore at all. But some people get frustrated with the going all the back, its understandable. So if you die, you go back to the previous trail that you finished. You go back to Entrance, First Izaro, Second Izaro depending on what you have completed. Dieing still puts you back, just not as much. Balance it out for everyone.

We should be fighting monsters in rooms that have traps that support them. Not gauntlets of traps. This isn't a platformer. Side rooms should be something that tempts you to go for them for extra rewards. Or if your struggling with the lab, some of those rewards will boost your chances of completing it. Changing the traps to support monsters in small rooms means they aren't the ones killing you anymore. Any builds will now be able to complete it as long as your able to deal with the monster abilities. Not everyone wants to make a build with 10+ end charges and 5000 hp regen a second. Don't force them to.

Sadly even though this is a great idea... GGG won't see this, even if they did.. its done, they aren't going to go back and redo the lab.
"
e1337donkey wrote:
The concept of the lab is great.. again the execution is poor. A few things need to change about the lab to make it great.

1. Get rid of the large areas and inside large areas in the lab. Make them very short, like 1 room.
2. In that 1 room is an unique encounter. This can be 1 unique enemy. A large group of tough enemies or whatever. This group has to be defeated to move on, it unlocks the doors in the room. The group is supported by a type of trap.
3. The traps no longer crush your health pool. Some maybe do some damage still but most should be more for pinning you down, stunning, slowing, and so forth. Make it so the monsters are the ones killing you, not the traps.

Izaro changes

4. Izaro can remain the same but the boost that he gets during the fight should be dealt with outside of the fight. During the previous rooms, after you have dealt with an encounter. Doors will open up. By going through some of these side rooms, you can encounter a new room with boost that izaro was going to get during his fight. By dealing with it, he no longer gets that during his trial or its far weaker then it would be.

Side rooms

5. Side rooms will offer more challenges but offer you rewards to gain if you want them. Rooms that have different types of chests in them. Maybe an enchant shrine like in the final room. Maybe a buff for you to gain for the rest of the run. Not a silver key room to go find a small chest that gives you 2 Alteration Orbs. Or a dark shrine that makes it harder or easier. Most people skip this stuff.

Death in Lab

6. I don't mind hardcore at all. But some people get frustrated with the going all the back, its understandable. So if you die, you go back to the previous trail that you finished. You go back to Entrance, First Izaro, Second Izaro depending on what you have completed. Dieing still puts you back, just not as much. Balance it out for everyone.

We should be fighting monsters in rooms that have traps that support them. Not gauntlets of traps. This isn't a platformer. Side rooms should be something that tempts you to go for them for extra rewards. Or if your struggling with the lab, some of those rewards will boost your chances of completing it. Changing the traps to support monsters in small rooms means they aren't the ones killing you anymore. Any builds will now be able to complete it as long as your able to deal with the monster abilities. Not everyone wants to make a build with 10+ end charges and 5000 hp regen a second. Don't force them to.

Sadly even though this is a great idea... GGG won't see this, even if they did.. its done, they aren't going to go back and redo the lab.


From my point of view, an implementation of labyrinth described above would be fine. The problem with the current labyrinth is that besides the Izaro (and Azura) encounter, the focus is on trap gameplay. Having screens full of traps makes it trap gameplay because the focus is on traps. If I've understood the above proposal/description properly then the focus would be killing monsters not trap gameplay.
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!
I am calling for EXTREME VETTING of all new game features to prevent the spread of RADICAL GAME DESIGN! We need to eradicate the threat and eradicate it fast!

Make POE great again!
"
IMSilver wrote:

Rework Lab and make POE great again!


+1

Labs should have less rooms and shorter path, izaro should not oneshotted players, traps cancer as its now so why not fix it.
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