I hope i'm part of the silent majority...

I like the idea behind Labyrinth with the trap mechanics and all. Also, the boss battle interaction in each stages as you progress as the boss is getting stronger to gain better rewards or just avoid buffing the boss to have an easier time but less rewarding. Though, it depends on the reward, for me ascendancy point is more than of a reward.



Of course, my only grip is just the grind part even if I am really overleveled on normal/cruel lab and have on issue dealing with merciless lab, it is the process of doing it three times. I am glad GGG is looking into possibly cutting down normal lab (as making it shorter) at least.
Sometimes you can take the game out of the garage but you can't take the garage out of the game.
- raics, 06.08.2016

Probably more like a silent minority. I don't think there is any majority tbh. It's more like 1/3rd hate it, 1/3rd like it, and 1/3rd are neutral.

Personally, I only like uber lab because it feels like actual content with a purpose. The other labs are tedious as fuck and feel like just an annoyance.
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KZA wrote:
(though I wouldn't be opposed to having a way to mitagate their damage through defenses somehow),


It's 2017, what is with this urban legend still circulating? Other than base damage based on % of your buffer, there's literally no mechanical difference between damage from traps and damage from monsters. The most dangerous traps - blade sentries, ground saw, spike poles - these are Physical Damage over Time. You can mitigate this with generic reduced damage taken, reduced physical damage taken, Endurance Charges, Chaos Golem, Soul of Steel, and of course reduced Damage over Time taken.

Spike traps, cleavers, and poison darts can be mitigated with all that minus DoT plus Hit modifiers (most notably Armour), and then inflict Bleeding or Poison which is no different from monster Bleeding or Poison. Since they're Hit based, they can be Blocked, Dodged, and probably Evaded too.

Hot iron ground can be mitigated by fire resistance (maximum), generic reduced damage taken, reduced elemental damage taken, and of course reduced Damage over Time taken.

Enlighten the masses, please!
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ladish wrote:
"
Demonoz wrote:
"
ladish wrote:
I like it in principle but I don't like running it 4 times per character. I would be happy if you could run the merc one (or the 3.0 equivalent) first time and get all 6 ascendancy point from that if you so choose.

Also you can be majority but not silent if you make a thread about it.


I mean if you can do Merciless lab then obviously Normal and Cruel versions will not present any sort of challenge other than the time invested in the run itself. But on the other hand i do believe the reason behind why they do not do it this way is because they actually would rather encourage people to gain the ascendancy points as they progress through the content. Getting the normal points while finishing up Act 3 Normal and going into Act 4 and same with Cruel. And if they would do something like this then everyone would pretty much skip normal and cruel labs and just wait till merciless to do the lab once and gain 6 points. So i dont really think this would be something they would do just because it would make the mere existence of normal and cruel labs pointless.

I would be ok with that except that there is no incective atm to do normal/cruel lab until you are vastly over-leveled - it is faster and safer (especially hc) to do them when you hit merc - which imo makes them arbitrary and a bit tedious (the normal/cruel runs).

Chris already mentioned they might shorten the equivalent of normal lab in 3.0, but I hope they go a bit further.


Yeah normal lab for sure will be made shorter but not sure if that means one room shorter like ive seen some say or more than that but yeah since you are typically slower in normal and even sometimes in cruel and such it kinda makes alot of sense to make normal much shorter and then have cruel be a bit shorter with merci having the full length. Or at the very least have things like the golden doors and such never spawn in normal labs and maybe even in cruel as well. ive noticed they also have some traps that dont spawn until you reach merci lab already which things like that go a long way to working new players into the mechanics over progression instead of throwing everything at the player from the very start.

The biggest issue i honestly have with the lab is the helm enchant system needs something. There's simply way too many enchants to even be worth trying to run the lab for the one you would need for your build. And even buying the one you want if its not on a hubris base then chances are you will not even be able to buy it. Maybe something like using the treasure keys to give more chances at helm enchants. So you have a choice.. Straight loot or more chances at your specific enchant you are looking for. Or since theres alot of side areas in lab that most people never even bother to go to because there's no point maybe place an item(s) in side areas of the lab for you to seek out that give more chances to enchant your items. That could work i think. Hell maybe even have them gated behind more of the maze like puzzles like some of the chest already have or even more new mini boss's like Argus.

There's a ton of ways they could add something like that for more chances at enchanting items and it would be more reason to explore more of the lab if you so choose if that's what you are going for. More variety for more people. The racers would still bee line for the finish while people like myself could take that extra time for the keys and more chances at enchanting items. This would not only make enchanting alot more accessible but make it so the market to have even more options because people would enchant more items as well as roll over less enchants that people might buy. Right now everyone enchants hubris helms and roll over anything that isnt meta.

There is a fine line between Consideration and Hesitation.
The former is Wisdom, the latter is Fear.
Last edited by Demonoz#1375 on Feb 25, 2017, 2:11:00 AM
Count me in. Labyrinth is one of my prefered content in PoE.
Hf :)
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Heli0nix wrote:
Count me in. Labyrinth is one of my prefered content in PoE.


The labyrinth is really fun and I've said it before but I wish there were more reasons to visit side areas - art gallery unlocks remains my preferred suggestion!
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I am more of a neutral on the lab, while I don't despise it... I don't exactly look forward to it every character. I run it once for them, then I don't do it again. I find the lab very disengaging for an ARPG. The trash mobs are weak, the side ares don't offer a high incentive to visit them, the traps for the most part are easily avoidable with movement skills, and the enchant system is all over the place.

Would be nice if the enchant were more part of the character planning, but its really just a small bonus for the most part. So many other mechanics are random in this game... did this one really also need that. The helmet enchant is pretty ridiculous and I'm not sure how this passed. I can understand trading for currency and items for sure... but this side element could have used a farmable option for it. Even though I don't enjoy the lab, I would run it more if I knew there was solid reward at the end.

Izaro is the only thing the lab actually has going for it. An encounter with an enemy while also including a trap to avoid. This is what the lab needed more of, combinations of monster and trap.

I doubt they would go back to redesign the lab, but if they fixed up the enchant system and perhaps added more incentives to side rooms... I would probably enjoy doing it a bit more. Like a 3/10 for me.
I'm fine with the Labyrinth myself, though I really dislike that flasks 'of Curing' don't remove the poison that those dart traps inflict.
"Let those with infinite free time pave the road with their corpses." - reboticon
I don't mind the lab overall, but as a primarily hardcore player some of the trap gauntlets are quite frustrating. I'm not even certain if I've ever died to one of them but there have been loads of occasions where I just barely make it out or have to mash insta-heal flasks. Even then most of the trap segmentsa are predictable, but others feature obfuscated layouts, have vision issues when skills go off or you pass behind an obstacle, and of course any trap segment can kill you via burst damage should you happen to lag momentarily. I think some of these issues are compounded by my playing windowed, where the screen may not be stretched enough to make out everything up ahead, but others are just flat out annoying no matter what.

Special mention to the poison dart and roomba segment in tight corridors. Without fail I always lose vision for half a second when a grappler discharges, or I'm forced to use a skill because of minion block. Also, simply having a minion push my pathing to the side and into a trap that I was otherwise avoiding is quite infuriating and probably should prompt me to carry a phasing flask exclusively for lab.

And finally, doing trials in each difficulty is really lame, tiring, and dreadful even if it is only a once per league deal.
Last edited by unTop#1564 on Feb 25, 2017, 2:46:25 AM
I personally dislike lab a lot. Though the Izaro fight is neat, every other aspect of it feels mandatory - either a must have for asc. points or a grind to get the ench one desires. Regular mapping is incredibely more fun to me.

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