Tackling the limitations of PoE: Part One - The "Labyrinth"
" Thank you Charan. According to the lore, as you well explained, the "master switches" that will disable traps completely, or in a safe passage pattern for the area you're in or even better, an entirely different area, does sound like the "safest bet". Hope that my feedback and suggestions will make a difference, even if it's a tiny one. And I also hope that the subsequent parts that discuss my opinions regarding some of other limitations that PoE presents will be met with further interest. PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"... Good to know "free speech" doesn't apply in any form or manner on the forums these days... Last edited by sofocle10000#6408 on May 7, 2017, 11:29:00 PM
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Definitely much higher feedback level than most of the other lab related threads, if not all.
My 2 cents about it : - All for improvig visibility in the lab, altho I am suspecting that in some ( if not most ) places where the visibility is low, it's intended by GGG. That said, uber sentinels add an unnecessary layer of effects that lower visibility further more. - About master switches to disable traps : o Well, I would rather have them disable some of the traps, not all, make an easier path but still have some places with traps, but much easier. o I think that the point of traps is that it cannot be completely overleveled, so if monsters would be garding such master switches, they would need to not be trivialized easily by overleveling, ideally. o Such switches access would of course be difficult ( somewhat hidden, unknown location ), and somewhat time consuming - About destructible traps : as I said in another thread : really no point imho. Allow a player to just spend time doing some tedious action ( or just repeated boring action ) to remove the danger goes completely against the point of the lab. There still need to be danger in the lab, that cannot just be trivialized and bruteforced easily. - Traps + Monsters : there are such places already in the lab, but people likely just skip them because they don't deem the rewards being enough. Hell, even burning grounds with tons of skeletons are traps + monsters. The monster's AI is probably way too low to put monsters everywhere with traps, they would just die all the time before the player even reaches them .... unless you put flying ennemies for ground traps for example. But you are aware of the problem already. - Scripted encounter : seems nice, pair it with traps so that it's harder to trivialize by overleveling it then. - Random layout for getting the ascendancy points : all for that, need to find a lore justification then. - About carries : Need to have everybody standing in the arena so that it can start : I'm all for that too , and need additional monsters if running in a party, to pose a threat to all members. Something else I would like to see : something to reduce the "cheezing potential" of the traps gauntlets. Some regen + movement speed reduction would work, applied by spike traps for example. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" Well the lab is getting slightly changed at least in normal for all that we know. Do you know for certains that it's only about shortening it ? I mean, I am not expecting any significant trap "rework" that would remove the QQing of the forum at all, but we are not sure exactly of what is going to change in there, or are you ? SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Thanks for the try.
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" This is what I've have been talking about for awhile. This is probably the biggest missed potential in the lab. The combination of traps and monster. Even on day 1 of the lab, I just didn't enjoy it. I kept on invisioning a room with Brutus and those Poison Slowing Darts shooting out. Getting hit by one means brutus can easily get right up to you destroy you. Or a room where the entire outside has those spike traps, only the middle is safe. But the enemies in the middle can knock you back. Stuff like that could have the made the lab amazing. It is just a little too easy to bypass the traps with various movement skills, flasks, certain mechanics. You brought up a lot of great points but this one thing would have made the lab far greater in my opinion. |
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" I'm with ya for a lab rework, but even you have admit that changing the lab would require some work. And they have a lot on the table right now with 3.0. If they were going to do something with the lab outside of changing its size or w/e, it would be further down the road. |
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I've always felt that traps in the lab should have a way to permanently disable them, not easily (a puzzle before each section).
That then gives an option to those that don't have the builds to breeze through the traps to get to the boss safely but it takes longer, and for those that don't care...they can just run through as per normal. Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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More complex and difficult lab? Why the hell not, I'm always in for a challenge!
I make dumb builds, therefore I am.
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" Thank you, fruz. I got a great idea regarding destructible traps that might change your mind. We all know Oba's Cursed Trove main challenging aspect - Area Becomes Fatal After Some Time - so why not make the destroyable traps a time challenge that makes you clear your path in a sensible amount of time or forfeit that area and try your way via an alternate one? It would spike things up, and might be an worthy enhancement. Regarding your last point, they could either make a new trap that applies a regen reduction debuff and a further movement speed reduction that scales on the number of hits, or they could simply add it in an existing trap in a fixed amount. " Thank you, e1337donkey. That is one of the points that felt major from the "Labyrinth" introduction. I envisioned those areas with "arena style" fights and was also disappointed that we don't get a chance to experience them during our journey through the "Labyrinth". Maybe we will get a chance down the line. " As it should be. And some of us just want the "Labyrinth" to become loved by all, and enjoyed as the content that deserves our appreciation. Unfortunately, it's not yet there, but hopefully, GGG will work on it post the release of Fall Of Oriath. PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
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" As long as it is not dangerless, it's worth considering imho. Destroying traps make the iner part of the lab unstable or something, and it would endanger the player somehow. This way, a player could choose to destroy some traps, and the more are being destroyed, the more dangerous. Something of this kind could be interesting. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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