Lab is so bad, please kill me.

"
Char1983 wrote:
"
Legatus1982 wrote:
"
PleiadesBlackstar wrote:
Lab is awesome!

See, we can express an opinion without any supporting reasons why too!


https://www.pathofexile.com/forum/view-thread/1609216/page/299

There you go, 299 pages of supporting reasons.


Yeah, you are right. There is actually quite some explanation of reasons why lab is good in there.

Lab was a good addition to the game.


Very happy that you enjoy it!
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!
"
PleiadesBlackstar wrote:
Lab is awesome!

See, we can express an opinion without any supporting reasons why too!


Seriously, do you people think posting an anti lab thread without any suggestions is going to benefit you in any way? The lab is here to stay whether you like it or not. The thing is that you do have the ability to voice your opinion on how it could be changed to be better. There are stupid ideas (untie ascendencies from lab simply isn't going to happen... ever) but coming up with a suggestion is better than "I don't like something that isn't going away any time soon so I'm just here to say I hate it bye!!!"


+1

Id like to hear some well thought out solutions where the individual has considered both the pros and cons of their suggestion 1st.

Even in the 2 most popular lab threads I have only heard 1 solution I feel is worth implementing, in 2 different possible ways.

The major dislike of lab is not the fact you have to do it for AC points, but the trap gameplay that can wreck noobs who do not know what they are doing because they ran lab a couple times and think they are experienced.

Reducing trap quantity or density is the best solution, and it solves several complaints at once. One being the dislike of time needed to do lab, the other being "a screen full of traps is not good gameplay". The other solution is reducing trap damage so its less punishing to get hit ( or making them do flat damage).
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"
Jgizle wrote:
"
PleiadesBlackstar wrote:
Lab is awesome!

See, we can express an opinion without any supporting reasons why too!


Seriously, do you people think posting an anti lab thread without any suggestions is going to benefit you in any way? The lab is here to stay whether you like it or not. The thing is that you do have the ability to voice your opinion on how it could be changed to be better. There are stupid ideas (untie ascendencies from lab simply isn't going to happen... ever) but coming up with a suggestion is better than "I don't like something that isn't going away any time soon so I'm just here to say I hate it bye!!!"


+1

Id like to hear some well thought out solutions where the individual has considered both the pros and cons of their suggestion 1st.

Even in the 2 most popular lab threads I have only heard 1 solution I feel is worth implementing, in 2 different possible ways.

The major dislike of lab is not the fact you have to do it for AC points, but the trap gameplay that can wreck noobs who do not know what they are doing because they ran lab a couple times and think they are experienced.

Reducing trap quantity or density is the best solution, and it solves several complaints at once. One being the dislike of time needed to do lab, the other being "a screen full of traps is not good gameplay". The other solution is reducing trap damage so its less punishing to get hit ( or making them do flat damage).


What you say you haven't seen is already available and documented.

There are 12 different alternative ascension methods listed in the OP of the SET FREE THE ASCENDANCY POINTS (or rework the lab) [New ascension methods/lab rework ideas] thread that would basically leave labyrinth unchanged. In that same OP there are 6 different alternative suggestions for how labyrinth might be modified to make it more enjoyable for the people that don't like the current labyrinth game play.

The general problems that people have with the labyrinth are also documented in the OP pointed to above in the section titled "Lab Issues Breakdown".

edit: Although I suspect (as I have mentioned a number of times) that GGG has decided that the best solution is to divorce the ascendancy from the labyrinth completely and move it under new content that is under development. I suggest that labyrinth runners that enjoy the carry service not be too concerned though. The main service you're providing is really killing the big boss and I'm sure that an even more formidable boss will gate the ascendancy points in the new content.
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!
Last edited by Turtledove#4014 on Oct 11, 2016, 12:00:32 PM
"
Turtledove wrote:
edit: Although I suspect (as I have mentioned a number of times) that GGG has decided that the best solution is to divorce the ascendancy from the labyrinth completely and move it under new content that is under development.


What basis do you have to suspect that?
When night falls
She cloaks the world
In impenetrable darkness
"
Turtledove wrote:


edit: Although I suspect (as I have mentioned a number of times) that GGG has decided that the best solution is to divorce the ascendancy from the labyrinth completely and move it under new content that is under development. I suggest that labyrinth runners that enjoy the carry service not be too concerned though. The main service you're providing is really killing the big boss and I'm sure that an even more formidable boss will gate the ascendancy points in the new content.


Where are you getting this from?
U MAD?
"
morbo wrote:
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Turtledove wrote:
edit: Although I suspect (as I have mentioned a number of times) that GGG has decided that the best solution is to divorce the ascendancy from the labyrinth completely and move it under new content that is under development.


What basis do you have to suspect that?


It is subjective and there's no claim being made that it is anywhere near conclusive. In approximate order of more to less convincing points.
1. GGG has previously stated that Ascendancy Points and Labyrinth were two separate concepts that were combined for the Ascendancy release.
2. There seems to be a significant portion of the player base and potential ARPG player base that dislikes the game play in labyrinth.
3. It seems to be consistent with what has been reported from two different conversations that people have had with GGG on the matter. Although it would be inaccurate to claim that this was explicitly stated or even that the idea came across from either of those discussions.
4. From a high level design perspective it seems to me to be the cleanest and best design for the long run.

"
Docbp87 wrote:
"
Turtledove wrote:


edit: Although I suspect (as I have mentioned a number of times) that GGG has decided that the best solution is to divorce the ascendancy from the labyrinth completely and move it under new content that is under development. I suggest that labyrinth runners that enjoy the carry service not be too concerned though. The main service you're providing is really killing the big boss and I'm sure that an even more formidable boss will gate the ascendancy points in the new content.


Where are you getting this from?


I did not get it from anywhere really, it is a conclusion based primarily on the above points 1,2, and 4.
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!
Last edited by Turtledove#4014 on Oct 11, 2016, 12:45:50 PM
"
scale_e wrote:
Lab.
Those who can, do.
Those who can't, pay.
Fluid economy.
Game working as intended.

Don't pay more than 1c.


Just being the devil's advocate here, but you can't buy ascendancy points.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
"
Pizzarugi wrote:
"
scale_e wrote:
Lab.
Those who can, do.
Those who can't, pay.
Fluid economy.
Game working as intended.

Don't pay more than 1c.


Just being the devil's advocate here, but you can't buy ascendancy points.
You can buy a lab carry, which is what he's referring to.
U MAD?
@Turtledove:

What would be the point of running lab if GGG were to remove the Ascendancy feature from it?

---------------------------------------------------------------------------------------
I didn't like lab either when I did it the first time. I guess most of the people who doesn't like it have the same issues:

-Multiple screens filled with traps
-Traps doing the same damage on every level
-Most Traps dealing DOT (Damage Over Time) rather than flat damage
-Izaro fight is just another clusterfuck

I still don't like lab very much, but I learned to deal with it. I had to unless I would've been left in the dust. I sucked it up and I succeeded.
So you guys should do the same. Suck it up and just try, try, try until you succeed.

My advice for lab runners, newbie and otherwise:

1)Get decent armor or evasion
2)Get a flask that removes bleeding
3)Get some kind of "teleport" skill: I found that the best skill for this is ligtning warp.
You could link it up with faster casting and less duration supports for a fast getaway from traps. It's also good for skipping traps almost entirely.
This skill has only two disadvantage:
-Where spike traps fill the entire/multiple screen(s) (the kind of spikes that constantly change patterns) you will likely to get stuck with tese if you can't time the warp correctly.
-The other one is the moving traps: saw blades and spiked poles. There are some cases where these are packed close together and could kill you while you're looking for a place to teleport out from their way.
Also lightning warp is best for casters alonf with flame dash. Use blink arrow with rangers.

4)Movement skill: Phase run. A good skill if you have place to implement it in your build. Mainly it is for dexterity based characters. Link it with increased duration if possible.
5)My final advice is if you run the lab for the ascendancy points only and not grinding for loot, then steer clear of finding silver keys. Some times you need to find gold keys though as they can block your way forward in certain cases.

+1)Luck and faith in yourself that you can do it.

Also try to run the lab when you reached merciless with your character. That way you get more points when you complete lab in standard.





"
Peterking72 wrote:
@Turtledove:
What would be the point of running lab if GGG were to remove the Ascendancy feature from it?


Not your target but will also answer. Currently (uber) lab gives:

1) Best loot in the game
2) Enchantments
3) Access to lab-only unique items
4) special stuff which is impossible to get elsewhere (lead to gold darkshrine)
5) Inflated ego for pro lab posters
6) Challenge completion points
7) Necessary for some prophecies
8) Ascendancy points

Removing #8 still leaves #1-#7.
No wonder it's lost, it's in the middle of the jungle!

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