UBER LAB IS FUCKED

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exxidus wrote:


havent had a single life build so far, that got insta killed ... tons of es builds get insta killed if not OP gear, or OP build (meta trash) ... life is the only way i could play without meta builds to be able to make endgame content ... es is pretty much same builds all over the place


I dont suppose you have video proof do you?

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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goetzjam wrote:
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gibbousmoon wrote:


I agree that some aspects of the lab are indeed broken by design and not by accident.

That, however, is not a reason imo to neglect opportunities to fix those problems. Designs can (and obviously do) include mistakes as well.

The reddit meta / daily races are clearly a design decision which lowers the overall quality of the Labyrinth for any average member of its intended audience.



Except the intention was to have "good days" vs bad days, instead of just a good run vs a random one. You see the daily threads as an issue, while GGG pretty much predicted it before they even released the content.

You have an odd fascination with wanting to make the lab even harder on those people that already complain about the lab. I guess you want to give them something to complain about?


No, I want to have a better game.

I'm not interested in making the Lab easier, or more cheeseable (or preserving those aspects of the Lab). I'm interested in making it fun for those who prefer to play for their rewards, and not work for them. (That would be most of us, since this is a video game.)

A collection of linear paths to rewards which discourages exploration makes the Labyrinth significantly less fun than it would otherwise be. It also prevents GGG from adding rewards throughout the Labyrinth, since those additions would simply become additional piñatas at the end of linear paths.

Having some days be "good" and some days be "bad" does not add to the fun in any way that I can perceive.

The Labyrinth feels like work for many players specifically because it emphasizes the destination and discourages the journey in a way shared by no other part of the game. (Which likely explains why players don't typically complain that the rest of the game feels like work.)

You "work" for the wealth found mostly at the end. This is not a fun dynamic for many. I doubt that will ever change.
Wash your hands, Exile!

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