freaking lab leaking into the game under the guise of boss rework!
" +1, but -1 for still in the end supporting lab traps, so you end up at a net 0 Just fyi my evasion is so high i only insta rip sometimes
----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. |
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" I made a few posts complaining about the death penalty. I don't believe that I've complained about that since they cut it down from 15% to 7.5% and I don't remember complaining about anything else? 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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" There's been MANY things that I have questioned and didn't like over the last couple years in particular. But there's been nothing else that has detracted from my enjoyment of the game to the same degree. I've always been able to make due or find another way to stay happy before IT arrived. |
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"Okay, so I can isolate two different things going on here: 1. Traps don't die. DPS is irrelevant against them. 2. Traps deal damage in percentages. Life nodes, ES nodes, life on gear, ES on gear, etc, are irrelevant against them. There is nothing new about circumstances which render elements of one's build irrelevant. The first two Diablo games not only had unkillable hazards, but also things like Elemental immunities which could make heavy investment into a skill irrelevant for a fight. PoE already has/had monster/map affixes like Hexproof, reflected damage, Corrupted Blood and Blood Magic which either invalidate certain forms of build investment or punish certain builds much more heavily than others. I think the reason the Labirynth is such a godforsaken cancerous meme in Feedback is that it is an area devoted not just to one of these "immunity" concepts, but two of them, with excessive redundancy. Unkillable threats? Probably a good idea. Percentage-based, instead of flat, damage? Another cool idea. Applying both concepts simultaneously to the same threat? Um, okay, as a one-of to make That One Monster Some People Love to Hate, but the game probably doesn't need six different versions of it. Making all six versions anyway, then putting them all in the same area? Salt incoming. That said, this thread, to me, represents precisely the wrong attitude. The component concepts behind traps, properly separated to prevent overdose, are good ones, or at least very much in line with traditional ARPG design. Using these concepts sparingly and spread over diverse content is the correct method, not the incorrect one; it's not like the Labirynth, it's what the Labirynth isn't. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Aug 27, 2016, 10:22:01 PM
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Yes, ScrotieMcB. Very much so.
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I still think, no matter what, every good games need a frustating part. It just push us to go further and makes the reward taste better. Accept it or not it's how it is. And the current state of the Lab is very scary and frustating which is nice.
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" Exactly! Sprinkling some traps around to make monster killing more challenging equals more fun. Having screens full of traps that have to be traversed equals labyrinth which is not fun and is more like Frogger, Prince of Persia, and Mario than PoE. 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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" Even in the instance of percentage based, unkillable threats it goes even further beyond that. There are plenty of percentage based damage mechanics in POE (burning, freezing, shock, RF, blood rage, etc) but the bigger issue here is that it invalidates too many things. The ONLY counter to traps is regen. Even in the cases where GGG includes a mechanic that is blatantly bullshit (physical spells, as an example) against one segment of the game, it still has more than one way to deal with it and doesn't by existence invalidate every build that doesn't include X mechanic. Lab traps specifically DEMAND movespeed and life regen and damn any builds that don't do at least one of these well. And they even added extra things in there that shit on people using movement gems, because why would they want anything but life regen allowed to help people complete lab. my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Last edited by Legatus1982#1658 on Aug 27, 2016, 10:38:25 PM
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"Grammar corrections mine. Technically, I agree with this. However, the key word here is "a." A frustating part makes us plan ahead, theorycraft, anticipate the moment, face the fear, overcome. Good shit. Making a marathon out of consecutive functionally-identical frustrating parts, on the other hand, is masochism. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Aug 27, 2016, 10:53:09 PM
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"Small correction: The death penalty in Merciless is 10%. Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com |
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