Labs should not be mandatory.
" I would like to nominate this as post of the week. Mostly because it made me laugh my ass off but it's also a good post. We may not get everything we want but GGG has listened to us and indicated that was the reason that they significantly reduced the loathsome content in 3.0 by chopping the first two labyrinths and eliminating many trials. 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!
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" You clearly seem to have problems with either reading or understanding what I wrote. I highlighted the important parts for you. Does that help? Remove Horticrafting station storage limit.
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"Your claim is untrue. SSF and non-SSF are substitutes for each other, for each character. Anything that tips the balance further in favor of SSF drains players away from more social modes of play. Better drop rates for SSF would convince more players to opt out of leagues for which trade is possible, in favor of higher drop rates and less hassles with trading. Anybody who wants to play in a league with trade has an incentive to not see SSF attract a huge portion of the playerbase, just as GGG does not. By keeping drop rates equal across all leagues, only those who find SSF appealing on its own merits opt for SSF play. Which they would probably do even if SSF leagues didn't exist, so formalizing their status through an SSF league probably doesn't move the needle much on which league players choose for any given character. Keeping drop rates equal across SSF and non-SSF leagues probably works best for everybody, in the long run. 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? Last edited by EnjoyTheJourney#0109 on Nov 10, 2017, 5:49:45 PM
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Just as a point of reference, GGG stated that only a very small percentage of the players ever trade. IIRC, it was like 10% of the base. Now that 10% probably has a good percentage of the players that donate (buy points) as well as a higher percentage of the players that post on this forum. GGG referred to these 10% as the advanced players. (GGG didn't include donaters in that 10%. That's just my own guess.) Has GGG told us what percent of the players use the SSF toggle?
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!
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" Maybe, but that doesn't automatically imply that trade should always feel like a "chore" instead of a "pleasant experience". Trading and/or RNG crafting are miles ahead "the way the game is meant to be played" aka "killing monsters and receiving loot". Even GGG should acknowledge that as soon as trade and/or RNG crafting are better ways to find "upgrades", you do have a problem regarding itemisation and danger/reward ratios that needs to be addressed... SSF or no SSF, the introduction of Divination cards provided a more deterministic way of reaching a set goal IF you sunk enough "time and effort" towards it. Prophecies too. So why not have the difficult fights like bosses, multi modded essence monsters etc. provide a loot (and fair EXP reward) incentive that has a small concession like not rolling certain "useless" mods on items, and adjusting the other rolls value to offset that impact? That way you would still depend a lot on RNG to drop the higher tiers of "useful" mods, but you would feel rewarded that due to your fight, you dropped an item that has the a better chance at providing an upgrade - and this is especially true as soon as you finished the storyline content... 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 Nov 10, 2017, 11:44:27 PM
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" Not many people will wanted to invest time to repeatedly do contents that they failed, especially if they think the reason to them is BS. People who rage quit a game normally will not return. We are not living in a world of isolation. Most gamers are not the hardcore base that usually posted here. |
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" Sure, i think spending currency on each character for the unlock should be fair, like 3 exalted orbs per ascendancy point =D Labyrinth is so damm easy, i'm not getting this complaints anymore =/ Buff life on the right side of the tree! Just a little! Pretty Please! Last edited by The_Risen#6326 on Nov 11, 2017, 10:12:08 AM
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" Yeah its really easy now. Unlocking trials and doing all lab tiers up to merciless (uber is a different story) might take 1-2 hrs tops, if you going really slow. Good luck farming currency in 1-2 hrs timeframe, thats worth what you get from ascendancy points, if you were to translate all those perks into gear ^^ Even if I could pay some ex to get my points, I wouldnt do it although I dont like the lab. I would still run the lab and save the currency, buy upgrades and enjoy a stronger character. |
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" Neah, a questline where you test yourself versus Izaro would be a lot better and fair (so you still have to kill him 3 times per try). At the end of each succeeded fight, you gain access to a similar room, where you have forfeited the keys and loot chests, and have access to the divination font with a one level penalty, so the normal tries won't provide you with the divination font at all, and you gain access to the merciless font at most for vanquishing "Uber Izaro". The Ascendancy altar remains unchanged for the 4 tries. If it's too fast, they could always add a few "intermediary" fights between Izaro's stages... So this way, you gain solely the option to Ascend and moderately try your chance at an improvement with an enchant, and have to deal with a sizeable penalty regarding exploring and finishing the run with a sensible amount of keys... This would be (and would have been too) a far better choice than "nerfing" the "Labyrinth" without addressing it's purpose and problems... 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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People with the "git gud" message are missing the mark. Labyrinth is loathsome content to run through, not because it is hard but because it is boring and not fun for some. I haven't ever gotten a carry through the labyrinth. The only reason to do it though is because Izaro can be hard. If Izaro kills you then you have to run through the whole loathsome content again. That's the only reason I can think of to want a carry because even if you hire someone to carry you, one must still run through all or almost all the loathsome content. If you hire someone to carry you then it's just once.
Thank you to GGG for listening to us and reducing the loathsome content significantly in 3.0. It's much appreciated. I hope that further improvements will be made in future releases because as the thread title says, "Labs should not be mandatory". 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!
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