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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" 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
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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.
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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.
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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.
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I'm just glad to see GGG has been adding an uber lab and some traps into boss fight.
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" 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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" 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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" 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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