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ciel289 wrote:
giving the ascendancy points out for free just a few level later(like turtledove suggested) is one of the worst ideas i have seen so far. Ascendancy is as we all know very powerfull and you should have to do something for it.
I wouldnt mind adding something of nearly equal difficulty to get the points,but its hard to come up with something for that. (it has to be somthing you dont do while leveling and mapping anyway)
the waypoing idea wont work either since it will just be abused with instant logout. I still cant belive some ppl think they are playing "hardcore" when they kinda "cheat" death that way.
Here is an idea. A row of "maps/rooms" with all types of monsters that actually pose a thread and check the damage and defense of your build.
If you die you have to start at the beginning and all the rooms fill up again. (still sucks for disconnects but that is (imho) necessary to not be able to cheese it)
This would fit the ARPG character and it would check your character for holes in your design, damage and defense wise. This would actually deserve the word "Ascension" instead of the regen+ movement speed check that is the lab.
"This is a Buff"
-------------------------------
There is an old almost forgotten prophecy, that hell will freeze over.
But we just recently discovered the true cause of this unlikely event:
By the time GGG manage to balance their game.
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Would be nice if somehow there was a way to make different use of different defenses for traps. Armor/regen is just running over them, perhaps evasion could allow dodging spike traps or such. Maybe that sounds a bit lame :/ but with equal opportunity for all defense types the progression of ascension could feel a bit more comfortable.
Also, Izaro does continue often after you hit his mark. Could GGG perhaps just reduce his damage to 0 at that mark if its hard to fix this otherwise?
Cheers
Did you try turning it off and on again?
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Posted bykaepae#2068on Jan 10, 2018, 8:51:40 PM
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Spike traps have to be the worst. The map is already dark as f.......as heck and there are no zoom/rotate options so you can step in one without even realizing it is there. By itself the trap is not that bad but when it goes with a combination of them it is especially nasty.
Honestly I don't think the spike and dart traps should exist.
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Posted byJohny_Snow#4778on Jan 10, 2018, 9:42:33 PM
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Johny_Snow wrote:
Spike traps have to be the worst. The map is already dark as f.......as heck and there are no zoom/rotate options so you can step in one without even realizing it is there. By itself the trap is not that bad but when it goes with a combination of them it is especially nasty.
Honestly I don't think the spike and dart traps should exist.
I agree completely. It might be helpful if the mini-map better displayed the safe spots. Sometimes the mini-map doesn't even display the end of the map gauntlet that must be traversed. Although the new improved mini-map does do a better job marking the lab doors and switches.
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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Posted byTurtledove#4014on Jan 10, 2018, 10:24:06 PM
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ciel289 wrote:
giving the ascendancy points out for free just a few level later(like turtledove suggested) is one of the worst ideas i have seen so far. Ascendancy is as we all know very powerfull and you should have to do something for it.
I wouldnt mind adding something of nearly equal difficulty to get the points,but its hard to come up with something for that. (it has to be somthing you dont do while leveling and mapping anyway)
the waypoing idea wont work either since it will just be abused with instant logout. I still cant belive some ppl think they are playing "hardcore" when they kinda "cheat" death that way.
What abuse???
IF checkpoint get's implemented, it should have a MAXIMUM of 3 tries per Aspirant's Trial. And Izaro should always get back to FULL health, just as flask charges get to the initial fight status - either via a reset or a debuff when entering the fight.
So where is the "cheese" or the "abuse"? You got to that point, but a random disconnect - God knows that yesterday server situation was subpar on several EU servers, like Frankfurt, London or Paris for a few hours, so why not have some "failsafes" to make the experience a 1 shot at completion, but saving only after a "chunk" of progress, as you had to pass the areas to get to the Aspirant's Trial by your OWN even in party with a paid carry...
Getting Ascendancy points for solely "level ups" should never be a possibility.
But IF "Labyrinth" is supposed to be a "rite of passage", it should get to that status, via a RANDOMISED LAYOUT FOR EACH ASCENDANCY POINT RUN, and have the "disconnect" protection in place, just as the bonus of asynchronous trading when in the safe chamber before Aspirant's Trial would be a further improvement.
And if all the traps would become "destroyable" and time consuming at the same time, you'll magically address most complains with one such "rework"...
Every time you run "Labyrinth" for Ascendacy points, the run should be EPIC, and make you actually invested in your character development. Right now, "Labyrinth" is just subpar from this point of view...
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 Jan 11, 2018, 1:24:14 AM
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Posted bysofocle10000#6408on Jan 11, 2018, 1:22:10 AM
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Turtledove wrote:
"
Johny_Snow wrote:
Spike traps have to be the worst. The map is already dark as f.......as heck and there are no zoom/rotate options so you can step in one without even realizing it is there. By itself the trap is not that bad but when it goes with a combination of them it is especially nasty.
Honestly I don't think the spike and dart traps should exist.
I agree completely. It might be helpful if the mini-map better displayed the safe spots. Sometimes the mini-map doesn't even display the end of the map gauntlet that must be traversed. Although the new improved mini-map does do a better job marking the lab doors and switches.
I have a better idea they can just leave the room bright and we can squint our eyes to the proper darkness we want.
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Posted byZalhan2#1986on Jan 11, 2018, 1:42:07 AM
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sofocle10000 wrote:
"
ciel289 wrote:
giving the ascendancy points out for free just a few level later(like turtledove suggested) is one of the worst ideas i have seen so far. Ascendancy is as we all know very powerfull and you should have to do something for it.
I wouldnt mind adding something of nearly equal difficulty to get the points,but its hard to come up with something for that. (it has to be somthing you dont do while leveling and mapping anyway)
the waypoing idea wont work either since it will just be abused with instant logout. I still cant belive some ppl think they are playing "hardcore" when they kinda "cheat" death that way.
What abuse???
IF checkpoint get's implemented, it should have a MAXIMUM of 3 tries per Aspirant's Trial. And Izaro should always get back to FULL health, just as flask charges get to the initial fight status - either via a reset or a debuff when entering the fight.
So where is the "cheese" or the "abuse"? You got to that point, but a random disconnect - God knows that yesterday server situation was subpar on several EU servers, like Frankfurt, London or Paris for a few hours, so why not have some "failsafes" to make the experience a 1 shot at completion, but saving only after a "chunk" of progress, as you had to pass the areas to get to the Aspirant's Trial by your OWN even in party with a paid carry...
Getting Ascendancy points for solely "level ups" should never be a possibility.
But IF "Labyrinth" is supposed to be a "rite of passage", it should get to that status, via a RANDOMISED LAYOUT FOR EACH ASCENDANCY POINT RUN, and have the "disconnect" protection in place, just as the bonus of asynchronous trading when in the safe chamber before Aspirant's Trial would be a further improvement.
And if all the traps would become "destroyable" and time consuming at the same time, you'll magically address most complains with one such "rework"...
Every time you run "Labyrinth" for Ascendacy points, the run should be EPIC, and make you actually invested in your character development. Right now, "Labyrinth" is just subpar from this point of view...
And optional as long as you can pay some other person to do it for you.
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Posted byZalhan2#1986on Jan 11, 2018, 1:44:16 AM
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sofocle10000 wrote:
"
ciel289 wrote:
giving the ascendancy points out for free just a few level later(like turtledove suggested) is one of the worst ideas i have seen so far. Ascendancy is as we all know very powerfull and you should have to do something for it.
I wouldnt mind adding something of nearly equal difficulty to get the points,but its hard to come up with something for that. (it has to be somthing you dont do while leveling and mapping anyway)
the waypoing idea wont work either since it will just be abused with instant logout. I still cant belive some ppl think they are playing "hardcore" when they kinda "cheat" death that way.
What abuse???
IF checkpoint get's implemented, it should have a MAXIMUM of 3 tries per Aspirant's Trial. And Izaro should always get back to FULL health, just as flask charges get to the initial fight status - either via a reset or a debuff when entering the fight.
So where is the "cheese" or the "abuse"? You got to that point, but a random disconnect - God knows that yesterday server situation was subpar on several EU servers, like Frankfurt, London or Paris for a few hours, so why not have some "failsafes" to make the experience a 1 shot at completion, but saving only after a "chunk" of progress, as you had to pass the areas to get to the Aspirant's Trial by your OWN even in party with a paid carry...
Getting Ascendancy points for solely "level ups" should never be a possibility.
But IF "Labyrinth" is supposed to be a "rite of passage", it should get to that status, via a RANDOMISED LAYOUT FOR EACH ASCENDANCY POINT RUN, and have the "disconnect" protection in place, just as the bonus of asynchronous trading when in the safe chamber before Aspirant's Trial would be a further improvement.
And if all the traps would become "destroyable" and time consuming at the same time, you'll magically address most complains with one such "rework"...
Every time you run "Labyrinth" for Ascendacy points, the run should be EPIC, and make you actually invested in your character development. Right now, "Labyrinth" is just subpar from this point of view...
i gues you just dont want to understand it, everything that protects from "DC/Chrash" will be abused by ppl with a "instant logout".
PPl are doing it non stop in hardcore to avoid death and when they dont die they still would have their Waypoint since it was a "DC" and not a "death".
As long as instant logout is possible, ppl (not everyone ofc but enough to make it even more punishing for the ppl not abusing it) will abuse it whereever they can.
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Posted byciel289#7228on Jan 11, 2018, 4:57:15 AM
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ciel289 wrote:
"
sofocle10000 wrote:
"
ciel289 wrote:
giving the ascendancy points out for free just a few level later(like turtledove suggested) is one of the worst ideas i have seen so far. Ascendancy is as we all know very powerfull and you should have to do something for it.
I wouldnt mind adding something of nearly equal difficulty to get the points,but its hard to come up with something for that. (it has to be somthing you dont do while leveling and mapping anyway)
the waypoing idea wont work either since it will just be abused with instant logout. I still cant belive some ppl think they are playing "hardcore" when they kinda "cheat" death that way.
What abuse???
IF checkpoint get's implemented, it should have a MAXIMUM of 3 tries per Aspirant's Trial. And Izaro should always get back to FULL health, just as flask charges get to the initial fight status - either via a reset or a debuff when entering the fight.
So where is the "cheese" or the "abuse"? You got to that point, but a random disconnect - God knows that yesterday server situation was subpar on several EU servers, like Frankfurt, London or Paris for a few hours, so why not have some "failsafes" to make the experience a 1 shot at completion, but saving only after a "chunk" of progress, as you had to pass the areas to get to the Aspirant's Trial by your OWN even in party with a paid carry...
Getting Ascendancy points for solely "level ups" should never be a possibility.
But IF "Labyrinth" is supposed to be a "rite of passage", it should get to that status, via a RANDOMISED LAYOUT FOR EACH ASCENDANCY POINT RUN, and have the "disconnect" protection in place, just as the bonus of asynchronous trading when in the safe chamber before Aspirant's Trial would be a further improvement.
And if all the traps would become "destroyable" and time consuming at the same time, you'll magically address most complains with one such "rework"...
Every time you run "Labyrinth" for Ascendacy points, the run should be EPIC, and make you actually invested in your character development. Right now, "Labyrinth" is just subpar from this point of view...
i gues you just dont want to understand it, everything that protects from "DC/Chrash" will be abused by ppl with a "instant logout".
PPl are doing it non stop in hardcore to avoid death and when they dont die they still would have their Waypoint since it was a "DC" and not a "death".
As long as instant logout is possible, ppl (not everyone ofc but enough to make it even more punishing for the ppl not abusing it) will abuse it whereever they can.
I further see YOU don't understand it.
You can't "abuse" something that renders the fight to START with the same conditions as the first iteration. You just gain one or two more tries starting from scratch. That doesn't mean a thing for those that can finish the fight, it means little to nothing for those that have to start from square 1, but it makes all the difference for those that happen to "enjoy" a legit disconnect.
Why not protect the "legit" players that DO PLAY THE GAME?
The same "instant log out abuse" is prevented on maps by guess what, 6 portals, no matter the party members. Due to the difference via checkpoint saving and always reverting the status for Aspirant Trial fights, up to 3 times could/should be possible even for parties, as most of the time the persons that need a "Labyrinth" carry do the run in a party of 2.
It's just like with "reliability" + "stability" of GGG servers, as I'm sure that they could just always have a hidden mirrored compartment that could mirror any kind of map you run (so the mirror effect of said compartment would impact even corrupted maps/fragments), and in case of a legit server problem, like those yesterday on Frankfurt, London or Paris, could at least let you retry with the same number of portals like the current map countdown the mirrored version if other servers are "good to go".
Due to this fear of "instant log out" abuses, us LEGIT players have to enjoy absurd damage spikes, no disconnect protection in a MANDATORY ALWAYS ONLINE GAME, and have a subpar experience every single time GGG's side of client-server communication starts to be "wonky".
Enough is enough.
I want to see them addressing these IMPORTANT issues, if we ever want to talk about Hardcore being actually "HARDCORE" in PoE...
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 Jan 11, 2018, 5:51:49 AM
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Posted bysofocle10000#6408on Jan 11, 2018, 5:47:58 AM
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sofocle10000 wrote:
I further see YOU don't understand it.
You can't "abuse" something that renders the fight to START with the same conditions as the first iteration. You just gain one or two more tries starting from scratch. That doesn't mean a thing for those that can finish the fight, it means little to nothing for those that have to start from square 1, but it makes all the difference for those that happen to "enjoy" a legit disconnect.
Why not protect the "legit" players that DO PLAY THE GAME?
The same "instant log out abuse" is prevented on maps by guess what, 6 portals, no matter the party members. Due to the difference via checkpoint saving and always reverting the status for Aspirant Trial fights, up to 3 times could/should be possible even for parties, as most of the time the persons that need a "Labyrinth" carry do the run in a party of 2.
It's just like with "reliability" + "stability" of GGG servers, as I'm sure that they could just always have a hidden mirrored compartment that could mirror any kind of map you run (so the mirror effect of said compartment would impact even corrupted maps/fragments), and in case of a legit server problem, like those yesterday on Frankfurt, London or Paris, could at least let you retry with the same number of portals like the current map countdown the mirrored version if other servers are "good to go".
Due to this fear of "instant log out" abuses, us LEGIT players have to enjoy absurd damage spikes, no disconnect protection in a MANDATORY ALWAYS ONLINE GAME, and have a subpar experience every single time GGG's side of client-server communication starts to be "wonky".
Enough is enough.
I want to see them addressing these IMPORTANT issues, if we ever want to talk about Hardcore being actually "HARDCORE" in PoE...
you are the one that doesnt understand it. The Option you suggest isnt intended for death dodging but that is waht will happen. No matter what.
Since you cant make a difference where the player gets the "dc" (lol all those Gamecrash claims are funny since i havent had one since since breach and i´m not saying they cant happen,but if they keep happening if might be on YOUR end not on GGGs) ,you cant say "oh if the izarro fight started there is no protection" that would be "unfair".
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Posted byciel289#7228on Jan 11, 2018, 6:38:36 AM
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