A new Labyrinth (My Vision, Long post)

Yeah the checkpoint system is more of thought atm. Would require some more polish as to not be abused but at the same time seems fair.

Actually now that I think about.. you'd almost have to make it every room. Dying during an encounter would reset the room and you would be sent to the previous room. I say this because I feel some people might abuse this and die just to reset the whole area and go back for more rewards.

Going back to the previous trial would still cause people to have to run through everything again that they just did.

I might be okay with every room being a checkpoint once completed. It still changes how the game feels from the norm. You can spam portals for any area outside the lab, and have several map attempts to finish it off. The lab would still be unique in that you have 1 life per room.

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e1337donkey wrote:
I see a ton of Lab threads complaining about it. But most of the time nobody offers suggestions on how to fix it. I've posted small tidbits of this in other threads on the lab, but I figured I'd put my thoughts down here.

I like the idea of a lab with traps and all, but the execution of it was poor imo. It's not that I die in it, I actually find the lab really easy. It's just boring to go through. The number 1 reason for me is that the lab doesn't mesh with the core mechanics of the game. This design doesn't suit an ARPG.

So this is my concept on how the Labyrinth should have be done.

1. Traps need to support monsters, not be separate from them.
2. Traps need to do next to or no damage at all.

Traps need to be in areas where monsters are around to attack you. Not gauntlets of traps. Killing monsters is a core part of the game, dodging traps isn't. So combine them. I understand that the current lab has areas with traps, then areas with trash mobs to refill flasks. The monsters aren't actually designed to kill you. When it should be reversed.

Traps should instead be setting you up to be killed by monsters. Being stunned, slowed, bleed, etc. Aside from maybe the fire pits, the traps shouldn't be the ones killing you. They should be helping monsters do that.

Imagine a room with skeletal archers. They have the ability to knock you back at times. On the outside of the room are the spike traps that come out from the ground when you walk over them. Baam you get hit, they knock you back into some spikes. Now you get stunned, and they proceed to wail on you some more.

Or imagine a brutus like enemy in a room with those poison slowing darts. Imagine being slowed to a crawl and brutus is able to close the distance constantly. Where normally you can kite him all day, you may find that harder here.

The point is, the trap didn't kill you. It assisted a monster in doing so.

This also allow all builds to do the lab on a equal footing. Doesn't matter if your life, es, hybrid, mom, whatever. You can walk in without fear that a rotating spike will 2 shot you. You don't need to be a juggernaut with 100% life regen. You can play the build that you intended to play from the start.


3. Get rid of the large rooms, in favor of small controlled rooms.

These kind of encounters only work in smaller controlled environments. You couldn't see traps with monsters because the areas are way too big for that. So instead create several small rooms. Inside small rooms set up an encounter that has traps and monsters together. These encounters don't have to be something on a big scale. You can take enemies from the different acts and place them inside, but now have them supported with traps. Maybe craft up some unique enemies specific to the lab itself. Either way, craft up like 100 of these. Each lab will generate 20-30 of these rooms.

The small rooms can still create a maze like experience for the lab. You run into a room, and the area locks down. You have to complete the encounter for the doors to open up. Rooms may have multiple doors leading to side rooms. Once a room is completed, the trap stops and that room is cleared for the remainder of the run.

4. Side rooms give more generous rewards.

Seems like the majority of people rush through the lab as quick as possible. Allow Izaro to gain whatever power in his fight. Gain bonus keys from that and use it at the end. But they skip the entire lab for the most part. Side rooms can give better rewards to players. Large currency chests, chests with only rares plus high chance for unique, extra enchant attempt, shrines that give you permanent power in the lab, etc.

This gives the incentive to explore the whole labyrinth. Run into a room with silver key or door... ehh run back. I've opened several silver chests only to find nothing different from a chest I find anywhere else or a strongbox. Darkshrines also barely affect the lab in any meaningful way. To the point where if I run into one or see it on the map. I just skip it. When you design areas and rooms, they should serve a purpose for the player. Most of the lab really doesn't do this as people are skipping everything just to finish it asap. Stopping and exploring might net them extra currency or item drops.

The permanent power shrines can give players extra power. These can be the shrines that are in the game or entirely new shrines made for the lab. The point of these is they can be sought after by players struggling with the lab. If they can make past a few encounters, they might be able to unlock something that helps them get past the rest of the lab.

5. Death Penalty.

I for one don't mind that dieing sets you back. But I've seen a lot of people talk about this so.. lets help everyone out here. I suggest that if you get past a trial in the lab, you start off from the last trial you completed. Basically a checkpoint system. Start of Lab, First Izaro Trial, Second Izaro Trial. You still go back a bit, but you don't have to redo everything.

I'm still not sure how the actual areas would react. If they would stay the same or change when you come back in. I'm leaning towards stay the same. If your struggling with the lab encounters, you will have at least experienced it enough that when you go back, you may be able to prepare better for that encounter. Veteran players won't mind, they're more interested in fun engaging fights/ rewards from running the lab. Win/win situation.

6. Izaro reward is reversed.

You should be rewarded with a bonus key if you manage to stop or deactivate whatever is helping him in the fight. Not ignore it. I believe this is reversed. This is a minor point though and is more up for debate.

7. Racing Change

I have watched several videos of people racing to get that jewel on the leaderboards. One thing that comes to mind is that these people skip over everything possible, and take abilities that nearly or actually 1 shot izaro. Movement speed, movement abilties, OP skills in current patch. These are sought after for people trying to get the fastest times. With my designed Lab, this would change.

You would have to be able to deal with actual encounters. Your speed would now be how fast you can deal with them and move on. Rather then how fast you can simple skip everything. This lends itself to the core mechanics more and allows more freedom with builds to actually attempt to try and go for this jewel. People shouldn't have to change their entire build just to attempt to run for this. People spend a lot of time crafting a build for the league, they should be able to compete for a spot if they want to.

8. Change to helmet rewards

After running the lab maybe 30-40 times for my characters since It came out. I haven't recieve 1 single helmet enchant that was related to ANY gem in my build. Obviously I was hoping for my main skill but not even any other gem I had as part of the build. There are way too many skills and more to come in the future. It will only get worse and worse for this. I know this is something you try and get but most people don't want to run this 100s of times to get solid enchants for there build.

My suggestion is the helmet enchant works like this. Click on the enchant and then click on a gem. Then that gem creates an orb that you can use on your helmet. The orb breaks but gives you an enchant based on the skill you enchanted. Orb can be corrupted if need be. I do understand this makes it extremely easy to pick the 1 skill you want to enchant and be done with it. Rebalance all the enchants to make various skills worthwhile to get and have unique properties to make them more attractive. Make the values of these properties have a huge difference from the lowest to highest.
So you may have to run it several times to A. Get the right enchant type and B. Get the maximum value on it.

This also makes it all part of the build theory craft. If you know that your able to enchant a skill, you can make that part of design of it.
Maybe I can get a Aura Enchant so that I can fit another aura in my build. Maybe I wanna buff up my chaos golem so I can get some nice phys reduction in my build. Maybe I get some extra AoE on my main skill so I can skip out going to the templar or witch area AoE, allowing me to go somewhere else on the board. I don't ever think of any enchant when I'm currently making a build because they don't work for me. This would help this feel like its part of the game.


In conclusion, this makes Labyrinth more accessible to everyone and every build. The traps won't be shredding you up but instead will be supporting monsters by giving you debuffs. Life, hybrid, CI, MoM, will be able to function just fine. Rooms will be smaller but full of interesting encounters to go through. More reward to gain. Less death penalty and powerful shrine bonuses for struggling players. More people will enter the Lab trying to get their perfect helm enchant. And more people might try and attempt to race it, with more builds being able to do the lab equally. Overall an experience that revolves around the core game play of theory crafting builds, killing monsters, getting loot.






Nice to see more of a focus on feedback, I personally quite like the lab as a change of pace (uber lab) but there is plenty of room for improvement, especially making the way to izaro more fun. My opinions:

1+2) Absolutely agree,I've always thought traps should support the monsters, this is POE and the focus has always been monster fighting. The lab could have had new monsters that interacted specifically with the traps. Also I think the monsters should be primarily magic/rare, kind of like atziri where they're quite strong. The problem with the lab is that traps are kinda anti-poe, the mobs too easy and izaro too physical damage based (ie some builds struggle).

3. I get the idea, the lab layout has improved over time but there is space for more improvement. Its called a labyrinth for a reason tho!

4. Definitely. Although the above is true, you should be rewarded for exploring/going out of your way. Silver keys in uber lab aren't really worth doing, and in the long run they should be. Maybe they could change the rewards to be, for example, league specific (ie next league a cache has 1-x number of essences etc) as well as rares. Basically rares and T1 maps aren't worth going for, ruining the whole fun of exploring and also wastes the potential of loot that we all love, a box of rare items just isn't exciting!

5. I've never died to any traps (only uber izaro and argus at the start) but still I can't see much harm to this. Nonetheless I applaud GGG for trying to implement some kind of hc aspect to it, I think its quite exhilirating when you finally learn to do the lab deathless, and normal and cruel are very easy when overleveled. (It's a pity that its kind of got no 'place' in act3 but thats another criticism)

6. Agree, reward shouldn't be about ignoring stuff. Not sure the best way to change this tho, hopefully something proactive.

7. The fact people try and speed through is because for now its usually worth it. If mobs, silver boxes and other side areas were more rewarding maybe they wouldn't. Nonetheless racing for quick times will always lead to people finding 'tricks' and ideal builds which others will copy.

8. GGG expects us to trade enchants with others, but the rng is too excessive and even if you find a good one it may be on an inappropriate base, and if you play ssf its nearly impossible to find one for your current build. There are plenty of possible solutions, like instead of chosing from one enchant chose from 2-3 (maybe of different tiers), or having the ability to transfer an enchant using an orb (currency that would drop quite rarely of course). Basically something to make it so that if you do 40 runs you have a reasonable chance of getting something worthwhile, and not the total current rngfest.
Agree that there shouldn't be so many crap enchants.
Last edited by Drakkon1#0467 on Aug 21, 2016, 2:05:28 PM
Some ideas in this are good like traps assisting monsters and not killing you directly. This would be an improvement. Better is just removing traps from the game though.
I really like this solution, it would give me a solid reason to rerun the lab. The enchant mechanic you mentioned would help alot later in leagues, as the cheapest (and only) online EQ reduction helm I could find in PHC after 1 month was one listed for 70 exalts.

Love it. Pinpoints the original design flaw. Disagree about traps doing next to no damage though, it should be significant. Just not as deadly on it's own as it is now for some build archetypes, while being trivial for others; not arbitrary % ehp damage.
I'm just glad to see GGG has been adding an uber lab and some traps into boss fight.
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BoondockSaint wrote:
I have better suggestion.

Give 2 Ascendancy points after killing normal Malachai, another 2 for cruel and another 2 for merciless, and another 2 after any tier 15 boss.

Like this no one will ever enter labyrinth and they wont need to fix anything :)


I have another suggestion: Make your character level jump to 100 if you beat merciless Malachai. Like this no one will ever have to enter maps and they won't have to fix anything.
Remove Horticrafting station storage limit.
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Char1983 wrote:
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BoondockSaint wrote:
I have better suggestion.

Give 2 Ascendancy points after killing normal Malachai, another 2 for cruel and another 2 for merciless, and another 2 after any tier 15 boss.

Like this no one will ever enter labyrinth and they wont need to fix anything :)


I have another suggestion: Make your character level jump to 100 if you beat merciless Malachai. Like this no one will ever have to enter maps and they won't have to fix anything.



I have an even better one, let's start the game level 100 with all maxed gears and all ascendancy Boom
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diablofdb wrote:
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Char1983 wrote:
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BoondockSaint wrote:
I have better suggestion.

Give 2 Ascendancy points after killing normal Malachai, another 2 for cruel and another 2 for merciless, and another 2 after any tier 15 boss.

Like this no one will ever enter labyrinth and they wont need to fix anything :)


I have another suggestion: Make your character level jump to 100 if you beat merciless Malachai. Like this no one will ever have to enter maps and they won't have to fix anything.



I have an even better one, let's start the game level 100 with all maxed gears and all ascendancy Boom


You forgot the 1000 of each currency type in stash and all challenges/achievements pre-completed upon account creation :P

Anyway, solid feedback in OP. Good to see a reasonable lab thread for a change.

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