Suggestion for Labyrinth Given Upcoming Changes

Just dumpster Lab already.
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Madtank wrote:
Just dumpster Lab already.


Hi Madtank, I've switched you on the account name list to full fledged member. Over 320 threads discussing labyrinth problems with over 870 posters in support

Here's Madtank's summary profile.

Guild:
Zamboni

Joined:
Apr 3, 2012

Last Visited:
May 19, 2017

Total Forum Posts:
419 (0.22 posts per day)

Regal Supporter
Survivor Supporter
Apprentice Supporter
Vaal Supporter
Prophecy Supporter
Hydra Supporter
Legacy Supporter

Madtank, here's where I say silly stuff that seems to enrage some labyrinth supporters. Madtank's bona fides are first rate which shows that he's not an alt account and is held in especially high regards by GGG. He first got on the account name list by posting his opinion of the dumpster lab on the thread in the Development Manifesto forum Changes to the Labyrinth. He's now become a full fledged member of the list. (That means switching the "#" after his name to a "o$" and writing this post.) It has been a great pleasure and honor for all of us (especially for people hating on us) to have witnessed this transformation. Now that Madtank has made this step all will be right in the world!
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!
Last edited by Turtledove#4014 on May 19, 2017, 9:00:17 AM
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CPTBRUMBL3Z wrote:
With the upcoming changes to Labyrinth apparently meaning we won't need maps for Uber Lab, I have a recommendation for the Offering of the Goddess item. These will drop rarely (at least as rare as Chaos) from Act 4 and on, more commonly in 10, and most commonly in maps though the increase would not be too significant. For each labyrinth tier, you can add one of these to apply a certain effect at the start up to 4 for Uber Lab. The following effects can chosen:

- Reduce Izaro's health by 15% (lab tiers 1 through 3 only, disquals for Race)
- Increase Quantity by 20% per offering (can stack)
- Increase Quality by 10% per offering (can stack)
- Apply one random effect of a Darkshrine
- Apply a random Leaguestone effect that a Darkshrine cannot already apply (maybe random pick of 4 changed every week?)
- Can leave labyrinth without losing progress and returns this Offering on completion. (disquals for race)
- Remove one main area (See Note**)

Note** - Can stack. Using up to maximum useable Offerings for current tier results in Izaro Only fights, but NO gear enchant at the end, NO Treasure Keys, and -50% quantity on Izaro kill, also disquals from Race.

I think this would make great use of the offerings while also providing players the options to approach the Labyrinth how they see fit. Those who can't stand going through it and just want Ascendancy points can invest in or farm for Offerings to make it so it's JUST Izaro. Those who really enjoy it might pop in leaguestone effects and increased quality or quantity.

This would be a win-win. THe min-maxers and those who like the lab get their enchants anf change of pace from maps. Those who hate it can just get their Ascendancy class points.
Thank you for this most excellent suggestion.

More player control over a shit experience in Lab = less shit to wade through = good.

One change I would make, though, is to not make Izaro easier for those who just want Ascendancy points. I'd be fine with him being a bit tougher (ie: more hit points), even, and the rewards for fighting him even lower (smaller % of items drop, item level penalty of 10+ levels), to avoid having him become everybody's favorite Loot Pinata in endgame.
Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
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CPTBRUMBL3Z wrote:
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Fruz wrote:
Reducing rewards is what GGG didnt anounce

Uhh... am I missing something?

Probably yes.
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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Fruz wrote:
"
CPTBRUMBL3Z wrote:
"
Fruz wrote:
Reducing rewards is what GGG didnt anounce

Uhh... am I missing something?

Probably yes.

Every time you reply has effectively been a worthless troll post. Good day.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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EnjoyTheJourney wrote:
Thank you for this most excellent suggestion.

More player control over a shit experience in Lab = less shit to wade through = good.

One change I would make, though, is to not make Izaro easier for those who just want Ascendancy points. I'd be fine with him being a bit tougher (ie: more hit points), even, and the rewards for fighting him even lower (smaller % of items drop, item level penalty of 10+ levels), to avoid having him become everybody's favorite Loot Pinata in endgame.


Glad you like the idea.

The less HP is for the first three tiers for those who have good clear speed but can't stand his HP point (like me <_< ), but 4th tier, meaning Uber Lab, you wouldn't be able to lower his HP. Straight Izaro fights would give you like 2 rare mobs worth of loot at best since, keep in mind, you aren't getting treasure keys, any Lab loot, and a significantly smaller amount of goodies popping from third death. Izaro Only lab would quickly become Ascendancy Only. Can you imagine popping 4 near Chaos rarity items just to crack at a loot-nerfed Izaro? Won't be worth it at all.

I'm all for more Offerings that increase challenge, including for Izaro, such as more HP, maybe one Offering for 30% extra health and guaranteed extra treasure key?
No, you did miss something, on purpose or not : that I cannot tell.

Because you completely missed the point, and it isn't such a hard one to understand to begin with.
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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