freaking lab leaking into the game under the guise of boss rework!
" Thank you 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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(Removed by Support)
Back on topic, the game seems to be getting more interesting, nice! SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Rob_GGG#0000 on Aug 28, 2016, 12:57:43 AM
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" Well put. But I don't think that's the only thing making the Labyrinth a "godforsaken cancerous meme in Feedback" (nice...). In addition to the specific mechanics you described, putting the best rewards at the very end of the run and simultaneously penalizing death much more harshly than other areas of the game incentivizes two things: 1) Skip as much of the content as possible to minimize the chance of death and maximize efficient acquisition of desirable enchantments and currency. 2) Cheese content as much as possible by looking up the layout on Reddit, watching out for easy layout days, etc. In short, "meta" the content. Many players are fine with both of these things, and for those players the Labyrinth will feel far more rewarding and fun. But players who like to feel rewarded for exploring, taking their time, killing everything, and--particularly--ignoring the meta (and there is a sizeable chunk to be sure) typically resent being forced to do the above two things as a necessary condition to doing well at a part of a game which offers so much power (enchantments, primarily) and is therefore necessary to remain competitive in this multiplayer game. The upshot of all this is that using traps sparingly around other areas of the game does not share this particular weakness of the Labyrinth either, and so I agree with you that implementation of traps is ultimately much more important than the question of whether traps should be used at all. Wash your hands, Exile!
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" To which I would add: 3. Traps are unavoidable. You have to traverse them in order to complete the labyrinth. There's a venerable tradition in arpgs of of parking monsters that are too dangerous or too hard to kill with your current character, but that's not an option with traps. Proud member of the Vocal Minority Last edited by ShaUrley#1925 on Aug 28, 2016, 2:53:22 AM
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" +1 This post and the next from gibbousmoon describes perfectly my feelings regarding the whole Labyrinth problem, and also ScrotieMcB's point of view should be highly appreciated by everyone that sees the sad implementation of the mechanics in the Labyrinth... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Last edited by sofocle10000#6408 on Aug 28, 2016, 4:05:41 AM
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" There is seldom waiting, there is a little bit of it, and more if you do the patterns for the first time. But you know what ? Other things in the game imply waiting : - Atziri's fight, many people judge it as one of the coolest fight of the game - Malachai fight - Dominus fight - Daresso's fight And we could find many others like this. There is some of your A, and some of your B in Path of Exile. There is part of the fact that you need to work some things out because you are an exile in Wraeclast, lore wise basically alone against the cruel world. Unless you build a glass canon ( and the way the game ramps up, there are many elements that "yell" at you that you need some survivability elements with your gear / spec choices, nothing will one shot you from offscreen, and definitely nothing will one shot you from offscreen without you seeing it coming ( unless you are drunk, or your computer freeze for example, both are particular cases ). Some things would use some more clarity in the game sure, but ( my opinion there, just in case ) most of it is fine. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" Thanks. ScrotieMcB has written some really high-quality posts the last day or two, I noticed as well. Check them out. " There is enough. More than enough. Enough to make cheesing (e.g., lightning warp) or mad dashing more appealing, in many instances. " I can't comment on the fight with Atziri, because I am a self-found scrub who isn't good enough to get to her, but as for the others, I don't agree that they are exercises in waiting. You generally need to stay mobile in all three to stay alive, which keeps the fights exciting. " Again, not qualified to say. I play more deliberately (and a mix of SC and HC), so it's never happened to me yet, but I do read the complaint often enough. And I do think one-shot mechanics in general fall into category A. But sometimes one-shots are due to bad decisions ("Let's see what happens if I try to tank Tunneltrap, yay!") or bad decisions while leveling ("These life nodes look so boring, I don't really need them, do I?") so it is not always black and white in this case. " This is a different problem entirely. Too much 焼酎 running through my blood at any given time. You understand. EDIT: I think I wasn't clear on one thing, however. I consider ALL items in Category A to be bad. I don't agree with any game philosophy that suggests that we should make something explicitly unpleasant for the player in order to make him or her happier once that experience is over. I think that is unnecessary to create a sense of satisfaction, and for that reason I think it is usually a product of lazy design choices. Wash your hands, Exile! Last edited by gibbousmoon#4656 on Aug 28, 2016, 4:45:38 AM
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" Once Malachai starts activating the first heart and if you have already dodge the area ( I think there can be some already ), you need to wait that he finishes his stuff before damaging it usually. There is a smal waiting time between the different forms also, it being Malachai, Dominus or Atziri. It's not a lot, and I do not mind it, it's less obvious than with traps also, but I just wanted to point it out. The offscreen one shots that I have read recently were ... porcupines. ( Technically it's intant kill in this case ) And, it's always possible to see it coming honestly. Please leave 焼酎 out of game balance then ^^. " I have a slightly different opinion. I think that some dark areas do make the game less mathematic, more unprevisible, it gives a feeling that the player does not have full control over what is going on. Some of it ( imho ) is a good thing. Too much of it isn't. I feel like some things in PoE do use too much of that feeling, but I would not like to have them all removed. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Aug 28, 2016, 4:59:07 AM
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If waiting was an issue for some people, they would have left the game when they got to the act 2 boss. He takes forever to come out of the ground and he takes forever to finish dying so you can leave the area. Those wait periods are worse than waiting for traps because when you're waiting for traps, you're figuring out your next move. At the top of the pyramid you're just waiting.
Guild Leader The Amazon Basin <BASIN> Play Nice and Show Some Class www.theamazonbasin.com Last edited by mark1030#3643 on Aug 28, 2016, 9:33:59 AM
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" I remember Act 4 implementation... at first "When will Act 4 finally come?" and after it was implemented "Hmm... Act 4 kinda sucks". " Well there is different things here. It is very important to give players an unpleasent feeling about areas or situations. That is a major part of games and something they copied from movies. Movies do that all the time. However reducing your movespeed by 75% is not one of those things. However making an area dark or just slimy and unpleasent is part of it. And often times even having to wait for something has a very great effect. When I first encountered the Oversoul after it was implemented having to wait created a lot of tension and that was great... of course after a few kills it is a bit odd and doesn't really have the same effect anymore, now its mostly annoying, far more than traps, when I wait on traps I have a good reason... they would hurt me, after the oversoul is dead I just wait. Also waiting on Traps is not so much different than waiting on Flame Bearers or similar things or zombies leaving Tar on dead. |
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