Synthesis is good, but not stability; lab disconnects aren't a skill test, they're a boredom test.
" The issue here is the "disconnect" between GGG's official reason for the "complete or start over" mechanic for lab, which is supposedly about a "test of skill", and the reality that lab runs frequently end early for reasons that have nothing to do with player skill (ie: technical issues). This is especially true for the first lab, which is dead easy. This has been written about for years. By many people. And yet, GGG sticks with the line that the "finish or start over" mechanic is all about insisting that players show a certain level of skill for lab. " I hear what you're saying. But, while it's true that many people have no difficulty, it's also true that many people do. On that note, I've done a fair amount to try to fix the problem on my side. How much effort should be enough and who gets to decide that? On a more general note, it arguably makes more sense for GGG to realize that the mechanic doesn't serve it's intended purpose (especially for normal lab) and serves mainly as an annoyance, particularly when it's inserted into the single most disliked part of the game (labyrinth). 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 Mar 11, 2019, 6:02:39 PM
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Using all one's earned passive skill points is optional. Using chests, boots, belts, weapons, rings, etc. is optional. Using better equipment over inferior equipment is optional. Using ascendancy points are optional. Arguing that people don't have to do these things because they are optional is ridiculous and stupid and pushing a brain dead definition of optional.
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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" So by your standard I guess breathing is optional Maybe you can come up with a slightly more useful definition of the word optional. You know, one that actually communicates something useful to the person you're talking with. my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Last edited by Legatus1982#1658 on Mar 11, 2019, 5:00:55 PM
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"Lots of stuff listed as optional by the game developers. |
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" That's very interesting! Can you please point to this GGG list of optional items? 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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" Things ggg believes are optional: 1. Balancing melee to spells in a game where nearly a third of their skills are melee 2. Making sure their skills actually work in the content they are developing (hi flicker strike) 3. Making hybrid buffers/ builds comparable to full life or full es when almost half their classes are designed to work as hybrid 4. Checking that new keystones like perfect agony are ever worth using after developing them 5. Making sure the most efficient way to get currency isn't to run level 60 zones 6. Creating content that doesn't enforce a speed meta which thereby enforces build choice in a game with apparent build "choices" 7. Having any idea what they're doing balance wise, generally my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Last edited by Legatus1982#1658 on Mar 12, 2019, 7:55:39 AM
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