Change % damage from traps to flat damage in lab already.

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adghar wrote:
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Pyrokar wrote:
Hardcore platformer gameplay makes no sense at all for a game like PoE.


To be fair, before ascendancy, we had ground effects (burning, shocked, chilled, desecrated), telegraphed attacks (Vaal oversoul, Malachai, Shavronne, Voll), and arguably a bit of bullet hell (Tentacle Miscreations, Orchard map boss Tunneltrap). The skill of moving in the right place at the right time has already been in the game for a long time. But most of them have some optional workaround, most easy of which is to just kill anything that can damage you (cheese it). You can't do that with traps.

My guess as to why GGG decided to move forward on Labyrinth is that they still remembered the good old days when one shotting bosses was very rare, and Vaal Oversoul was universally applauded by the player base of the time for including an exciting manual dodge element in the game. They probably thought it was a good time to force the revival of manual dodge.

Little did they know that they're dealing with a completely different audience than in the past, if the large number of Lab threads in Feedback are any indication.

I would LOVE more instances of bosses that are actual fights like oversoul where you are expected to avoid the attacks, and also not killable in only a few seconds (ugh bladefall miners instakilling izaro...). I enjoy the izaro fight very much because of this, although i feel the damage may be overtuned a bit.
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Pyrokar wrote:
Hard gameplay makes no sense at all for a game like PoE.


Thats what I read from your statement.


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Little did they know that they're dealing with a completely different audience than in the past, if the large number of Lab threads in Feedback are any indication.


A great number of the post in those threads are around a dozen or so people just constantly repeating low effort and useless comments like "lab sucks" "mario" and don't forget the infamous dung beetle, at least this gives me something to look forward to this fall when all these people can finally shut the hell up about the lab because they aren't going to change it.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
please no, damage from traps is 95% avoidable and if you cannot find a way to deal with that 5% your build has serious issues.

-respect out of Vaal Pact between Izaro's
-use any of the available regen options(vitality, stonegolem, Immortal Flesh, Umbilicus Immortalis, Shaper's Seed)
-roll 3 flasks with movementspeed and just run past everything
d:-D*
How about remove traps altogether and turn that dungeon into a real labyrinth?
Last edited by Siochan#3258 on Aug 3, 2016, 4:10:15 PM
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Siochan wrote:
How about remove traps altogether and turn that dungeon into a real labyrinth?

As nice as that sounds, it would break a bunch of lore behind the creation of the labby. Also, where's my minotaurs? Also it would have been a great waste of resources to create a grand design of the Labby. I like it as is anyways.
Unique Map Making~

http://www.pathofexile.com/forum/view-thread/1174961

I like music. Do you like music? Cause I sure as hell like a lot of random music.
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Siochan wrote:
How about remove traps altogether and turn that dungeon into a real labyrinth?


Well you can't get Daedalus to design it so, it's not going to be the real labyrinth. Other than that I'm not sure why you think it's not a labyrinth, it's certainly not a dungeon in a true sense, and I don't see why traps would matter either way.

Also why do you think changing it so we're trying to get to a center instead of an end make any difference?
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xrook wrote:
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sidtherat wrote:


name me a build that CANNOT complete/pass traps. i do not want to hear about 'life regen yadayaday, armor juggernaut yadayada' - i want to know what builds cannot complete the traps. if you cannot name one - then the lab is only a nice excuse for hardcore-wannabe players that like to play hc for bragging rights but are not really good at accepting risks associated.


an all keystone passive build

Just go trickster, and use movement skills. eg Lighting warp. Some trap zones might be a bit tricky but none would be impossible.
Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756
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j33bus wrote:
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Siochan wrote:
How about remove traps altogether and turn that dungeon into a real labyrinth?


Well you can't get Daedalus to design it so, it's not going to be the real labyrinth. Other than that I'm not sure why you think it's not a labyrinth, it's certainly not a dungeon in a true sense, and I don't see why traps would matter either way.

Also why do you think changing it so we're trying to get to a center instead of an end make any difference?


It doesn't have to be any particular shape/design.

Does anybody really actually have a difficult time navigating the labyrinth to the end? Also, having a map completely defeats the very definition: "a complicated irregular network of passages or paths in which it is difficult to find one's way; a maze." It's not very difficult if they tell you if you are going the right way or not.

The only difficulty I have ever had in the lab is forcing myself to go through the horrible boring trap based zones to get to Izaro. (And no, the traps aren't hard, just completely boring.)

Let me ask you this, do you feel the 'lab' is more trap centered, or difficult to navigate through / maze centered?
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Siochan wrote:
How about remove traps altogether and turn that dungeon into a real labyrinth?
Because people don't like real labyrinths. They've removed almost every bit of backtracking from the game. There used to dead ends all over the place. People didn't like it as much as you want to believe. You've been here since open beta. You remember how areas like Solaris used to be. Did you think that was fun?
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
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Razis wrote:
Gonna keep this short, it's real simple alright.

Problem: HC suffers ever since ascendancy came out, because lab is broken. Ascendancy points from lab are not optional, so everyone is forced to go through lab at least 3(4?) times.

Solution: Change the damage from traps to flat phys, scale it with difficulty.

Outcome: Dps oriented softcore builds still can't stand still on the traps, maintaining the intended challange - while the defence from hc builds is not completly nullified anymore.

Lab is a piece of arcade content forced upon a game that is about making builds and getting characters powerful. If people are willing to spend days theorycrafting a build and then working on those characters in a game, there is no place for mandatory content that voids their effort completely.
That's from a player standpoint, and that's not all of it. Moving on to the opposite side. You guys at GGG created the most powerful tools I have ever seen in any game to create build diversity. Look at the skill tree. Check the uniques and think how much effort has gone into creating all of that.

How could you implement and maintain something into a game that voids all that effort, yours and ours?


Its funny when someone mention hardcore and is scared of x% damage mechanism with cant be countered by stacking defense. Thats what real hardcore is, get skill or die not get "passive skill" and live. Though real hardcore games, the real real ones are 1 hit death, always.

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