Why Labyrinth Gameplay is Irreparably Broken in Two Words
" Personally id say as a "labyrinth" not only is having a map wildly out of place but i would also suggest that each run should be an entirely different layout. If that changed though without any other changes oh good god the hate that would be brewin' lol. My 2 words Almost Right I would have much rather seen mobs unique to the labyrinth rather than traps that block access points through your path. The keys, both gold and silver, fit the theme of the lab well imo and i think a system where the keys you need to progress are guarded by unique mobs would have done well. Ofc the key guardians would need to be randomized and have a variety of types that would spawn to keep the player on his toes. Something that would force the player to have a protocol, of sorts, for things that they might face which may press their build weaknesses. Not to the point of making it impossible/unreasonable for anyone, but enough that the player should be aware that many if not all of their own play mechanics could be checked. Maybe even make these mobs deal dmg as a fixed % of a players HP, like the traps, with certain moves, so that even if you build a gargantuan HP pool it might still take a fat dent on certain hits (obv tho pulling off this fine balance is 1000x easier said than done, but theres just so many more ways they could have implemented the purpose of traps without having the current traps as they are imo.) For merciless lab and esp uber lab, i would have all mobs be either magic, rare, or the special uniques that block progression (similar to the runs between atziri fights, just with rares and the special uniques thrown in) Overall the primary threats to your characters success in the lab should be the mobs that must be defeated to progress. Now if you want to throw some traps in, they could still definitely work well as the "side" threat to a character. But their only purpose should be to make a player pay attention to where theyre going instead of brainlessly running to the next pack while minimap watching or something. With the only actual trap gauntlets leading to purely optional rooms if theyre there at all. |
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" Hahaha oh man I had like 6 lab prophies going on and DC'd halfway through Git R Dun!
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" Who cares if game or not causing DCs? Its game job to mitigate effects of it because everyone knows internet is imperfect technology..especially for those in third world or USA and has cox. hahaaaa Seriously just add save points Git R Dun!
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going to drop my 2 chaos on this topic.
i used to be a lab hater until i got gud. and no juggernaut involved. i do uberlab on a 3.5k life ranger deadeye with reach fully buffed izaro first 2 stages barrage with a kintsugi and basalt flask , i can take one hit tops if at all thats it. i take 2 instaheal lifeflasks with me i survive all the long traps with or without paying attention but honestly i dont like traps but who does , so adjust your flasks and gear not that hard come on. then i shit over izaro tap run tap run tap run tap run tap tap tap go to chest loot my 4 chests as i tap tap run tap tap run with argus too. i used to support the lab hate but now i wish for an even harder longer lab to piss even more people off. if i can do it on a squishy lowlife char with 30-50k dps barrage nado while paying attention to the mechanics so can you. and yes the chests have been probably nerfed hard , my best loot are midnights and certain divcards thus far nothing else. also leapslam wot ? you must be trolling leapslam breaks labyrinth is a hilarious frogpost. |
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" I think save points would work but it would also allow people to Alt+F4. I understand that developing the game to not allow for Alt-F4 is basically impossible. I remember reading a dev post on the subject that stated identifying Alt+F4 from legit DC's is very difficult. The lab presents a unique situation though, you can't Alt+F4 out. I really like that part of it. It's a small portion of the game where the player is required the complete the content or "fail". This comes with the drawback of if you DC you have to start over. I think the price is worth it, it's exciting different content that doesn't ruin the rest of the game by making every other boss/map reset on DC as well. Save points would undermine that, and in my opinion take away from the challenging unique content. If it wasn't challenging, people wouldn't care if they had to start over. IGN: StorminRH Последняя редакция: StorminRH#0615. Время: 14 июл. 2016 г., 19:30:45
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" Thanks for the laugh, yall should git gud m8s JK Последняя редакция: tkbowned#4130. Время: 14 июл. 2016 г., 19:27:33
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Stop being salty. Izaro doesnt need a nerf. He should be made harder.
I think getting your ascendency points should be a reward for powerful play rather than a pre-req f or builds. make him 10x harder for all i care. As for the traps. Just avoid them leapslam? I dont use this, I use whirling blades as my only movement skill. The issue is, There is not very much difficult content in PoE. I'd like to see some stuff that is far harder than what we currently have. t15 any combination of mods is a joke. |
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" Let us roll map mods on top of lab, at the very least. |
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" There is a subset of the playerbase who have these issues only at a certain instance in the laby (Domain walkways or just any area with Domain in the name). Wouldn't matter what level I run it at. I can re-run it dozens of times but will DC at that zone every single run. Using the "--nosound" option seems to help, sometimes I'll just wait till the layout changes in hopes that zone isn't in the next layout. It's been like this since the laby was introduced. Is it possible there is a hardware issue on my end? Sure. But isn't it also possible that there is a bug in the game/clients coding? Seems just as likely. Just a lowly standard player. May RNGesus be with you.
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" It is possible. I'm just making an assumption that if it was problem affecting a large portion of the player base GGG would be more actively addressing the issue. Since it appears to be a minority (not to discredit their claims or frustration) I'm willing to bet the issues are originating on their end. That being said I think you make a good point. The game should be optimized and stable across the board. That's a work in progress, I have faith things will continue to improve as they have over the years. IGN: StorminRH
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