Changes to the Labyrinth

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NickK_GGG wrote:
The ascendancy trees were designed from the start to accommodate eight points, and specifically that those points be distributed in groups of two.
They were just six points in the beginning... this uber lab thing came before with the couple of extra points... and it was so much better when they were just six: https://www.pathofexile.com/forum/view-thread/1900546. T.T
So, no nerf traps damage and izaro damage? Labs still sux... thats really bad news
Mercenaries master craft service Mercenaries My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
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Ah, the whiners who sit around whining all day every day flooding the thread with their tears and further shitting up the forums even more with their spam and generic copy pastas.

Delicious tears.
Harvest sucks! But look at my decked out gear two weeks in!

Labyrinth salt farm miner.

"But my build diversity" , "Game is too hard!" - Meta drone playing the same 1-3 builds for years.
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TreeOfDead wrote:
So, no nerf traps damage and izaro damage? Labs still sux... thats really bad news

why should they be nerfed?
you want this game to become boring and trivial?
So still no word on if offerings to the goddess will be required or not? That's one question I think everyone deserves an answer to
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Toliman wrote:
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TreeOfDead wrote:
So, no nerf traps damage and izaro damage? Labs still sux... thats really bad news

why should they be nerfed?
you want this game to become boring and trivial?


Game is already boring and trivial, Lab add 0 fun and is just annoying as majority have shown. We want an ARPG not gauntlet style trap bananza that they think is fun. 99.99% of the players do the lab for ascendancy points and never go back (majority dont even try uber lab since those last 2 points really arnt needed for any build). So tell me again why keep content that .01% of players play repeatedly for benefit?

OOOO I know why because its boring and trivial gotcha
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steven0006 wrote:
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Toliman wrote:
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TreeOfDead wrote:
So, no nerf traps damage and izaro damage? Labs still sux... thats really bad news

why should they be nerfed?
you want this game to become boring and trivial?


Game is already boring and trivial

so lets go ahead and make it more boring and trivial is that what you are saying?
Certainly nerfing stuff should out of the question. Propose something sensible.
I'm NOT a big fan of the Labyrinth. It's way to long and takes too much time to complete. I also don't care for the randomness and not knowing which path to take to get to the end. I hope it changes in 3.0. Not run at all. Just my opinion, but I'm sure that are a lot of people who feel the same. I've actually avoided doing the Labyrinth altogether due to what a pain in the butt it is as explained above.
Porksoda
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porksoda wrote:
I'm NOT a big fan of the Labyrinth. It's way to long and takes too much time to complete. I also don't care for the randomness and not knowing which path to take to get to the end. I hope it changes in 3.0. Not run at all. Just my opinion, but I'm sure that are a lot of people who feel the same. I've actually avoided doing the Labyrinth altogether due to what a pain in the butt it is as explained above.


Your supporter tags indicate that you love the design.
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NickK_GGG wrote:
<snip to some very anodyne language that carefully steps around various controversies connected to labyrinth>

Much of the feedback we've received since the Labyrinth was added focused on the length and difficulty of the Labyrinth itself, so for the first Labyrinth we are removing some of the areas in the leadup to each fight with Izaro.

<snip to verbiage that basically says "we're changing very little about the stuff that bores and frustrates a lot of players, when you look at the bigger picture">
<bold and underline added by me>

Very carefully worded to avoid mentioning that much of the feedback is about disliking / hating / loathing trap gameplay, particularly as implemented in POE. Much of the feedback was about how boring it is to run Labyrinth. As in, players want to kill shit, as it was so eloquently put by another, rather than run around and not kill shit. Much of the feedback was also about how frustrating it is to get disconnected when partway through and to have to start over again, lose offerings, that kind of thing.

Really, though, the frequency of the "make it shorter" feedback is a symptom of a larger problem, which is that many aren't finding the Labyrinth fun.
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 May 22, 2017, 1:11:51 AM

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