The worst piece of content I've ever seen in any game
For me and my friend labyrinth is great, an event in our characters progression. A content that makes us communicate (we play in the same room), stay aware of what's happening to each other and help or warn one another. Something what we feel good about after we beat it. The whole hardcore feel of it makes it significant and memorable. The rewards are appropriate.
It has its problems, it can get frustrating, especially when you hear these lines about justice and then you get a lag and die to some silly trap or random monster. But even in these cases the problem is the lag, not the design of labyrinth itself. Fix the minor problems when there are some, but do not dismiss the whole labyrinth idea. It is most fun part of the character leveling process when you get to do it. And if you really cannot do it on level (and don't mind missing out the fun, which is not fun for you I guess), you can always overlevel it and then do it without much pain. A problem I see with engame labyrinth - the offering to the godess lets you open a portal even when you cannot use it. Basically it lets you waste it, more intuitive and logical way would be if it didn't let you open the protal until you get all trials done. It would also line up with the description of the offering item, which is slightly deceiving in it's current state. And head piece enchantments, lol... ✠ ✠ Last edited by wiggin#5896 on Jan 5, 2017, 3:56:39 PM
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" Just the traps are not the problem. The problem is the long gauntlet of traps that change the game play from fun "kill-monsters-get-loot" game play to horrible trap game play. When there are monsters to kill then the focus is on fun "kill-monsters-get-loot" game play. When there are no monsters and just long gauntlets of traps then it is a different game play that many find boring, irritating, and tedious. 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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"You dont dictate what is or isnt Path of Exile, stop trying to. Harvest sucks! But look at my decked out gear two weeks in!
Labyrinth salt farm miner. "But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years. |
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" Traps in Diablo have nothing in common with the traps in the labyrinth except the name (they were more like opening strongboxes in PoE, only not nearly as dangerous). I agree that it's pointless to argue about what does or doesn't belong in an ARPG, but GGG themselves say that the lab introduces an entirely new gameplay type for Path of Exile. Proud member of the Vocal Minority
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" Which is hard to argue, however this isn't the argument. Maps introduced an entirely new gameplay type to path of exile and honestly even some seemingly minor additions did. Also Diablo I only had essentially booby traps (on Doors, Chests and of course exploding barrels), but from Diablo II onwards you essentially had regular traps, like Spike Floors. Of course they hardly did any damage and since they are within the enemies they would only kill you because they snare you or something like that, but they kinda were traps. Torchlight actually has traps that are much closer to the Path of Exile ones. The other thing about traps is even if they are a new type of gameplay they are such a tiny part of the lab. Most of the time you are just killing mobs, with a very high mob density as well. |
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" I'm not trying to dictate what is or is not in PoE. You argued that ARPGs have had traps for ages. While this is true, you missed the point of the complaint. I'll try again. Traps sprinkled in with monsters does not change the basic ARPG game play of kill-monsters-get-loot. When there are no monsters and instead one is faced with screen after screen of trap gauntlets then it is not ARPG kill-monster-get-loot game play. It is instead Prince of Persia, Frogger, or Tomb Raider type trap game play. 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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^ Again, youre trying to dictate the genre by what you personally perceive as something. The fact that you dont understand that is quite baffling rofl.
You dont get to dictate what traps can or cant be, you dont get to dictate what can be considered traps by density. Youll never learn, will you ? Seems not, at which point you should stop trying to argue it. Even people for labyrinth changes say youre wrong. Harvest sucks! But look at my decked out gear two weeks in!
Labyrinth salt farm miner. "But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years. |
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" Nope, still an ARPG at it's core. By definition arpg = having elements of action or action-adventure games. A couple of screens of traps that takes less than a minute to navigate doesn't automagically change the genre, not in the least. Just a lowly standard player. May RNGesus be with you.
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" Ok, I guess now we're arguing over what "an entirely new gameplay type" means. ;) The gameplay in maps is exactly the same as the gameplay in the core game (kill mobs, kill boss, gain xp, collect loot, progress to higher lvl content). If you disagree, I can't persuade you otherwise. But worthless as my opinion may be, the lab is the only content GGG themselves have described as introducing an entirely new gameplay type. Proud member of the Vocal Minority
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Trap gauntlets are like a CAPTCHA, which bots find difficult to master. Since I found that angle of looking at this "controversy", everything suddenly makes so much more sense.
"Into the Labyrinth!
left step, right step, step step, left left. Into the Labyrinth!" |
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