Lab is boring, not because its easy but because its tedious repetition of annoying mechanics.
Also its only 'easy' for specific builds and/or for people with significant experience running it.
To top it off, the loot/reward portion is pretty disgusting.
I've personally never actually had any valuable* loot drop from lab or had the helm enchant I want come up for the character I'm running lab with.
Since lab is boring/tedious the only reason to do it is the "pay-off", and beyond the forced run for your class defining abilities the pay-off is abysmal.
From a time investment stand-point you're better off running maps for currency and buying what you need.
*meaning loot I'd either wear on the build I'm doing in the league where it dropped or that would sell for enough to buy something I want.
Contrary to SA_RA's untruth, I have let most of the people that I add to the list know that that they have been added to the list. I have added you to the list of people that have posted that they find labyrinth boring content. BTW, nice clarification on the boring label. It is just loathsomely tedious content to the point of boring. For example, wait for the stupid floor to cool, run across the floor and flip the lever then wait for the stupid floor to cool again, run back to where you started, etc. etc. boring tedious irritating crap. Anyway, you're number 945 on the list.
The loathsome factor is sensitive to one's build. Running lab with a vaal pact character is more annoying than with a character with high life regen. Although to me running through with a high life regen is still loathsome.
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!
Support is likely backed up dealing with the new payment options and troubleshooting that, so I will give them the benefit of the doubt for the time being
I'm surprised that you call the police on such an insignificant matter.^^
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EnjoyTheJourney wrote:
1. Long mazes without checkpoints along the way
You can run through the first three in a few minutes. If you need a long time to complete them you need to get better I guess?
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2. If your connection poops out then you start over from the beginning
Annoying but again, they don't take long. With a leveling weapon, the thing in normal lab that takes the most time is to wait for izaros animations to end.
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3. Trap gauntlets requiring precision movement in a game not well set up for precision movement
If this was really an issue people wouldn't complain that the labs are so easy.
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4. "Percent of life" damage on traps ignores most player defenses
Which is a good thing imo. But you can use defenses against them like high regen, armor etc.
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5. Character definition is gated behind a platform mini-game, and not the main game or character-specific missions, as is far more usual in *RPGs
Many classic *RPG dungeons are all about nasty traps. If you wanna make a point, use the term ARPGs here, not *RPGs.
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6. The process of defining your character is homogeneous for all character types
How would this be different without the labs?
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Think back to when Solaris was essentially a long maze and how many players just asked for the waypoint rather than deal with it. People voted with their feet in large numbers against experiencing the Solaris maze and it was much shorter than lab. You *may* get people to tolerate a long maze by having enough pieces of cheese available along the way and by essentially forcing them to navigate it. But, you're not going to have much luck with making that kind of content generally well liked.
The difference for me here is that the lab areas are pretty straight forward while the old solaris had many dead ends. One reason why most areas are very linear now is to nerf maphacks in racing btw.
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Numbers 5 and 6 above may not matter to most experienced POE players very much. But, a goodly percentage of gamers who like RPGs will give POE a try and probably have at least one or two "WTF is this?" moments when they find out GGG went the cheap and easy route for character definition / prestige class skills (repetitive mini-game and not the main game, plus all prestige classes are earned the same way, with no character specific elements to that process whatsoever).
They designed a unique dungeon with interesting boss fights and a decent story around all that. What you describe as superior is handing them over the most boring way, at level ups, like most RPGs do.
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There is no wave of gaming companies following GGG down their "innovative" path by providing an in-game experience like lab, at least not in the *RPG genre. If imitation is the sincerest form of flattery, then GGG can't be feeling too flattered, concerning lab.
Because most modern RPGs' gameplay is boring and way too easy even at the highest difficulties. I wish more devs would design interesting dungeons. A modern example for such a design is Legend of Grimrock.
TL:DR: Stop demanding GGG to dumb the game down. Leave its unique elements be, mapping already became way too mindless.
Cool points, but that would mean that the "Labyrinth" could stand on WITHOUT handing over the Ascendancy points, based solely on the "experience" it should provide, and sadly, we all know that is hardly the case.
And they went the goddamn wrong way by "nerfing" it for the first 2 iterations and further "bribing" players for the last 2.
So why not ask for sensible "experience" defining improvements for the most interesting content added recently to PoE??? "Labyrinth" should be helped to reach it's potential as a "rite of passage", and "core" aspect of PoE, instead of being shackled by "petty interests"...
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...