Lab is terrible
" Vaal's "phasing" is different, you can burst him down in 2 seconds and you will not see a single phase, it's not triggered by a health threshold, just by time. The 'new' Merveil also had phasing, true. But in the case of Merveil / Izzaro / Dominus, those make a lot of sense : - Merveil / Dominus how their true form once you defeat their 'mortal'/'fake' shell - Izzaro's fight is designed around buffs, he is merely testing the player sort of. In the case of Atziri, it's more to make sure that the players can't destroy it instantly, and to add new mechanics to it ... it feels more lazy, and is punishing very high dps builds just because GGG allowed those very high dps builds to be a thing. I can definitely understand the dislike of phasing for the Atziri-like fights. For the ones like Merveil Izzaro ? much less I have to say. 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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" I have to agree with Kulze, it does feel outdated. It was clearly designed when the game still had 3 difficulties. Having to still do 3 difficulties worth of laby just doesn't feel right in the current version of the game. Just a lowly standard player. May RNGesus be with you.
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" Burst him down in 2 secs? What kind of build you running in a2?? Malachai is my favorite of the phasers. My first time he killed me like 47 times, actually thought, wasnt so bad. Then he went to phase 2 and got me a total of 133. |
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" He did not mention the 3 difficulties or recently added acts at all though, I don't think that he was refering to this at all. Else I do agree with you, that it's a bit out of place lore-wise. " Some meta skills/early setups can burst it down before it has a chance to fully burrow. Especially setups that you can pre-load such as blade vortex or some traps for example. Malachai's phases make sense also, I have no problem with that. Things like the brine king or Kitava don't feel as good though, imho. 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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In my opinion Lab is really boring, not difficult just tedious and not fun at all. The thing I'd suggest is not having to run it again and again for gear enchantment, just augment the number of offering to the godess necessary a bit but you can enchant directly.
Last edited by rugalb666#0869 on Apr 8, 2019, 3:51:08 AM
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the only problem with the lab is the number of enchant for helmet, actually 512... it's time to do something about it.
here's a reddit link with good suggest about this problem https://www.reddit.com/r/pathofexile/comments/bafwz2/at_present_theres_512_uberlab_helmet_enchantments/ |
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Hello!
I'm casual player. I play SSF. I almost never die in Lab. I think Lab is one of the most interesting parts of PoE content. Hadn't reach Uber Lab, still looking for last of 6 trials... Maybe I'll change my opinion in Uber Lab? Time will tell. Have a nice day! |
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" I thought it was fairly obvious as to why. But I'll list what's not up-to date anymore: - The lore isn't making sense since we have 10 acts now. Reworking lab to offers different challenges, each unique and individual would work. - Mandatory progression was tied to it, lab formerly wasn't meant to be a place for doing that. It was a bad design-choice, unraveling the ascension mechanic from lab would be very positive. - RNG for enchants has become very bad, up to the point were running lab personally to enchant a specific helmet isn't viable anymore, you could need weeks to get the right one. Reworking that mechanic is necessary, for instance via letting people choose between 3 possible options when enchanting. This would at least cut down the numbers to a degree where it formerly started off. " The process of slowing down mapping is something GGG actively seeks out though, it is an issue for trial-farming that way. Miss out on main progression or miss out on rewarding side content. Your choice, can't have both in a timely manner anymore. And yes, we have a lot more options to get trials, though the concept of messing with RNG for a fairly mandatory character progression in itself is an awful decision. Sure, you'll likely at most need around 75 runs... or you could have bad luck like me, needing over 150 tries to get the last one back in Abyss league. That's an issue. Imagine it happens to a beginner, that person is stuck then, probably leaving the game because of frustration. Such events can easily be avoided, GGG just has to start working sensibly rather then slapping content lazily on top of each other, as well as straightening out bad design-choices from the 'olden times' while stopping those bad choices right now. More then enough present to see. " Which isn't what I said though. Proper pacing isn't a constant and steady line, rather it's foreseeable. A boss is coming? Well, better gotta be prepared for a fight which takes a few seconds! Or minutes if the build is barely up to task for clearing the map. Also proper pacing raises the challenge steadily, not unforeseeable with sudden 'hiccups' like a corrupted-blood Einhar beast, or intervention out of the blue in the middle of a map. As for pacing, they really should look over to other ARPGs, PoE has one of the worst in the genre sadly. Trivial gameplay from act 1-10, short intermission to upgrade gear at the beginning of mapping. Trivial gameplay until shaper. That's a major issue, actually the biggest issue a game can ever have. You got boring content to get to enjoyable content, only to be taken back by boring content again. A optimal game offers fun from start to end, with more fun when you're able to get a nice reward after a good challenge, the more challenge, the more reward. Right now we're getting reward... but missing the challenge at the majority of the game-play. As for a last thing, once again: I like lab, I just stopped running it because other things in the game offer more reward with similar amounts of fun. Nonetheless I can see where issues with lab are situated. " Well, then let's talk again after you've run 300 times through lab without getting the 1 enchant you actually need :) It's a major issue, one which only becomes apparent when you're at the stage. Lore-issues are only visible if you're into that. The pacing is screwed up for everyone, the only ones not minding it though are those enjoying lab as content, something people shouldn't be forced to go through. It's like the underwater levels in many games, yes... they're there, badly made, often frustrating. Nearly nobody likes them and they are often a detriment to a game. Some exceptions always existing. Lab is like such an underwater level, suddenly switching up gameplay in a major way, tripping several people and frustrating them because of it. GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease. Everything fixed but still broken. |
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" You realize that not even once did you mention anything about the lore in the message that I was quoting ? I'm not buying a single second that you were referring to that, you clearly did not. " It always had been this way, it always had been gating the ascendancy points, that is how they designed it. I could somewhat agree about the RNG enchant on helmets though. " This league only, apart from that the game has just been going faster and faster, this is really not arguable at this point. " Those are things that you get to learn during the acts, where it's not really brutal. If you mean that the vanilla mobs are too weak compared to the rest of the game, then I agree with that, completely, the gap has grown too big. 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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lab is awful
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