How to add waypoints to the Labyrinth without disincentivizing running the complete labyrinth
General ideas
1) The waypoints need to preserve progress 2) There still needs to be incentive to run the complete Labyrinth 3) Waypoints need to not make Izario easier or the benefits better Therefore 0) Labyrinth only items still disappear when you leave the labyrinth (keys, etc.) There has to be cost to leaving the labyrinth 1) Entering the Labyrinth at a Waypoint creates a new labyrinth instance with the following stipulations a) The Izario mechanics you skipped are active during the next Izario fights b) You do not gain credit (additional key drop) for leaving the mechanic active c) The enchantment rewards are inaccessible The ease and benefit of beat Izario has to be for those who do a complete run 2) You cannot be allowed to back-track with the waypoint. Therefore only two waypoints are possible. Immediately after the first and second Izario fights. These would need to be in form of a stand alone room after the boss room that cannot back-track into the boss room. Waypoints cannot be used just to skip over some content you do not want while getting others. It needs to have a cost. This would split the labyrinth into three parts (which it is already). This would ensure benefit (either ease or rewards) to those who run the complete labyrinth while allowing those who do not like it an easier time getting through it. Edit: No waypoints for the Uber Labyrinth or it consumes an additional entrance key Last edited by CidAvadose#5657 on Mar 27, 2017, 12:32:45 PM Last bumped on Mar 27, 2017, 12:31:35 PM
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The only way I think waypoints could be reasonable if they were behind a silver door and if they got disabled as soon as you enter the izaro room so that you can't macro out of the game during that fight.
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If they would do something like that, it would have to be nasty. If you
1st leave 1. Izzario is fully healed. SO if you died after 2nd trial, all that damage you did till then is healed 2. All Monsters, Izario included, and traps, gain 10% life, damage, movement, attack and cast speed. 2 Leave 1. Izario is fully healed and gains corrupting Blood 2. All monsters and traps gain 25% life, damage, moveepeed, attack speed, cast speed. |
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If you read my suggestions, the labyrinth becomes a new instance, so of course Izario is healed.
Also the extras from the Izario fights you skip are part of the Izario battle while you get no extra key for them being active. Hence it is a nasty negative |
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