freaking lab leaking into the game under the guise of boss rework!

"
selcuk wrote:
"
MrTremere wrote:
I don't understand the issue: that's simply a part of a boss pattern. Should we remove patterns from bosses and make these fights simple gear checks?


hi,

the first issue is using switches in a normal PoE gameplay.

this alone may not seem much, but if you ever get into lab you can see where it can lead to.
I don't wanna solve arcade style puzzles in PoE.

a scenario other than boss fight: GGG may put two switches in Dried Lake, and if you wanna get XP and/or loot from your Dried Lake instance, they may force you click the both switches.

What kind of slippery slope argument is this?
They are putting switches in a boss fight because it is supposed to make that fight more interesting. There's no reason to expect them to add switches randomly in places where they don't bring anything to the game, just because "labyrinth". They will bring switches only where they make things more interesting.

And I did complete all four versions of the labyrinth.
"
MrTremere wrote:
"
selcuk wrote:
"
MrTremere wrote:
I don't understand the issue: that's simply a part of a boss pattern. Should we remove patterns from bosses and make these fights simple gear checks?


hi,

the first issue is using switches in a normal PoE gameplay.

this alone may not seem much, but if you ever get into lab you can see where it can lead to.
I don't wanna solve arcade style puzzles in PoE.

a scenario other than boss fight: GGG may put two switches in Dried Lake, and if you wanna get XP and/or loot from your Dried Lake instance, they may force you click the both switches.

What kind of slippery slope argument is this?
They are putting switches in a boss fight because it is supposed to make that fight more interesting. There's no reason to expect them to add switches randomly in places where they don't bring anything to the game, just because "labyrinth". They will bring switches only where they make things more interesting.

And I did complete all four versions of the labyrinth.


if it is limited to the one switch as shown in the video, it might not seem much.
if I hadn't known lab, it might seem as something new and interesting as you pointed out, and I would even enjoy it. (kinda ignorance is bliss I suppose)

you must have seen how far GGG went with this kind of mechanic in the lab.
my hypothetical example is actually happening in lab, as you might have come across. (bunch of switches and puzzle solving)

one switch at a time, lab mechanics leaking into the game is a valid concern.
"
SaiyanZ wrote:

Perhaps you should share with us the 20 different builds you played the lab 40+ times with. Or was it just a couple builds that can do the lab easily and now you're like "herp derp, lab is so easy".

Anyone can make some build that uses life and whirling blades. I've done it before just to make the lab easy and then respecced to the build I actually wanted to play after I got my points. Not everyone wants to do the same thing though. I personally prefer leveling up and playing a build with the same skills I'm going to use in endgame. Making a build just to get the lab out of the way first gets in the way of that.

Just did the lab yesterday on a low life aura build .... with all the life reserved and no life pots ( and not vitality, only 1 or 2% life regeneration with zealoth's oath.

Can be dangerous ... but overall, nothing terribly difficult there, I went pretty smoothly.
And using a wand and flame dash only as a movement skill.


So yeah, you don't need to change skills to do lab usually, if you are somewhat bad at the lab you can if that helps you.
Otherwise you don't.
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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