The labyrinth is both boring and frustrating

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Tin_Foil_Hat wrote:
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Turtledove wrote:


BTW, I guess what TFH is referring to is your statement that you've stated that you've been playing for 4-5 weeks but your account was created just a week ago? You may want to ignore Tin_Foil_Hat. He never really has anything constructive or helpful to add to these discussions. (BTW, if you have another account name and that name is already on the list then please PM me and let me know so that I can remove one of those account names. Thanks)
Lmao you literally just acknowledged its an alternate account.



Fucking top luls, or do you think that you can play the game for longer that said, in addition chime into aspects of the game whilst having ZERO achievements done ? You want to be taken seriously and you call other people trolls for noting the true reality of the situation, lmao.


I haven't played PoE since way before the current leagues started, DUH! Why would I be in the least bit concerned whether or not the likes of you would take me seriously?? [Removed by Support]
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!
Last edited by Al_GGG on Mar 15, 2017, 8:57:50 PM
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VolcanoElixir wrote:
I think the Labyrinth is a good example of being an interesting idea but having bad execution in places.

The traps in the ascendancy trials in the main game were interesting, as they provided a different kind of challenge to break up the usual hack and slash gameplay. There was an added slow down and think element.

The problem is that the traps in those smaller, more easily digested mini-trials were balanced around the traps being essentially broken and overpowered and are placed in ways that allow you to feasibly get by without getting hit. The traps in the Aspirant Plaza are placed haphazardly (anyone know how the RNG on this works?) and often you will see things like floor spikes spanning whole hallways with the timing on when the alternating spike grids will activate being unexpectedly off or floors surrounded by lava with spike pillars with hugely oversized boxes and the lava itself able to tag you at the very corners where you look like you should be safe.

Which leads me to what I think is one of the biggest flaws: the spike pillar hitboxes are way too big. You can't do things like swerve between or around them because they'll just hit you anyway. You also can't hide in corners or other places that look safe because the damage radius on them are so deceptively big that it just isn't going to happen.

Some other problems are that the traps in general are designed to require much tighter movement than Path of Exile allows. You often need to make quick stops but the game is designed to move the character to the mouse cursor which is often some distance from the character, making it harder to precisely slow down.

Next, the trap damage from spike pillars and spike pits need to apply damage like other attacks, like for example a spike pillar doing damage per timed interval instead of the damage-per-frame model that exists now that just punishes anything less than optimal movement. Only the sawblade roombas make sense having damage like this.

Finally, there's no indication that the challenge to escort the bubble pillars and defend it from monsters isn't ever mandatory. With the labyrinth sometimes randomizing layouts that require you to navigate traps to get keys to unlock doors to get to the boss even at the start, it's easy to think that a challenge that is most likely going to kill you could be mandatory if you don't know what other option you have to progress.

The length and difficulty of the boss would be fine if the traps that deal fixed% weren't the biggest obstacle in completing the whole thing. I like the idea of ascensions being gated and an epic triumph that forces the player to consider waiting until having made their character stronger before taking the test and thinking about how strong their build is without the ascendary classes in mind, but as of right now the traps having oversized hitboxes and a poor damage per time model add more problems than I like to think the devs had intended.

On that note, I think the ascension concept is poorly presented. It definitely feels like it's supposed to be a test for already good builds for good players to become even better, but it is treated like a mandatory part of builds and most players feel expected to do it when it's a very hard to access aspect of leveling a character especially if you're new to the game and wouldn't be able to win the trials bosses on your own and are still learning the other aspects of character building.


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torturo wrote:
Labyrinth would be much interesting with less traps, harder monsters, and smaller areas. A combination of trap cluster avoidance and challenging fights along your journey. Ambushes. Trap rooms with special encounters which lock you in when you enter and require full clear. Etc.
Instead, it's a clustefuck of countless annoying traps, one hard boss to fight at the end, and nothing in between.

Instead of a rogue dungeon, they created dumbed down frogger, and this concept is simply out of place in this game. A terrible execution, got to admit.


Thank you for voicing your opinions and suggestions regarding the B&F Labyrinth (Boring and Frustrating). You have both been added to the list as number 730 and 731. Over 290 threads discussing labyrinth problems with over 730 posters in support
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!
labyrinth is shit... i get really really bored. i came to poe world for new hope aftre playing 4 years d3 but this motherfucker content kills all my fervor

labyrint -1
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labyrinth is shit... i get really really bored. i came to poe world for new hope aftre playing 4 years d3 but this motherfucker content kills all my fervor

labyrint -1


You really should have used the 'try before you buy' method. Unfortunately, your donations (the only metric GGG can gauge from) tell them that you liked the content enough to pay for it.
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labyrinth is shit... i get really really bored. i came to poe world for new hope aftre playing 4 years d3 but this motherfucker content kills all my fervor

labyrint -1


mardukstarmetal, thank you for voicing your opinion on the shit labyrinth. I've added your name to the list of people that have voiced similar opinions at number 771 names. As the list grows longer our voice grows stronger. Over 320 threads discussing labyrinth problems with over 770 posters in support

Here's mardukstarmetal's summary profile.

Joined:
Jan 10, 2015

Last Visited:
May 7, 2017

Total Forum Posts:
1 (0 posts per day)

Legacy Supporter
Minotaur Supporter

mardukstarmetal is someone that obviously likes ARPG style game play. He was excited enough about PoE to buy supporter titles. That is until he ran into the Labyrinth. I feel thankful that I got to play PoE as long as I did before it got ruined by labyrinth. I'm having great fun playing D3 now but suspect I'll eventually grow bored and long for the depth of PoE eventually. Hopefully GGG will continue to repair their horrible mistake of a labyrinth to the point that I can play PoE again at the point I tire of D3.

P.S. I agree with The_Reporter, I stopped making donations to GGG after the labyrinth was released.
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!
"
Turtledove wrote:
"
labyrinth is shit... i get really really bored. i came to poe world for new hope aftre playing 4 years d3 but this motherfucker content kills all my fervor

labyrint -1


mardukstarmetal, thank you for voicing your opinion on the shit labyrinth. I've added your name to the list of people that have voiced similar opinions at number 771 names. As the list grows longer our voice grows stronger. Over 320 threads discussing labyrinth problems with over 770 posters in support

Here's mardukstarmetal's summary profile.

Joined:
Jan 10, 2015

Last Visited:
May 7, 2017

Total Forum Posts:
1 (0 posts per day)

Legacy Supporter
Minotaur Supporter

mardukstarmetal is someone that obviously likes ARPG style game play. He was excited enough about PoE to buy supporter titles. That is until he ran into the Labyrinth. I feel thankful that I got to play PoE as long as I did before it got ruined by labyrinth. I'm having great fun playing D3 now but suspect I'll eventually grow bored and long for the depth of PoE eventually. Hopefully GGG will continue to repair their horrible mistake of a labyrinth to the point that I can play PoE again at the point I tire of D3.

P.S. I agree with The_Reporter, I stopped making donations to GGG after the labyrinth was released.


In all fairness most games do not last as long as POE did before it jumped the shark.
Just a thought concerning Traps: They aren't Puzzles you have to think about (well, the first few times you see a new trap you think about how to avoid it of course), but a test of patience and dexterity.. anyone remember the old Prince of Persia? :)

My point: They aren't bad mechanics just because they don't require thought. I think they are fine in the Labyrinth and Trials, if they add them anywhere else i'd cry too.
Last edited by Acrylique on May 8, 2017, 3:46:16 AM
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Just a thought concerning Traps: They aren't Puzzles you have to think about (well, the first few times you see a new trap you think about how to avoid it of course), but a test of patience and dexterity.. anyone remember the old Prince of Persia? :)

My point: They aren't bad mechanics just because they don't require thought. I think they are fine in the Labyrinth and Trials, if they add them anywhere else i'd cry too.


And if I was playing Paths of Persia I would expect it. But I am playing a game based on diablo 2 not Prince of Persia.

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Zalhan2 wrote:


And if I was playing Paths of Persia I would expect it. But I am playing a game based on diablo 2 not Prince of Persia.



Sure, ok. I'd understand if ggg left traps out because so many players don't like them. I just wanted to say that traps aren't bad just because they are a different kind of challenge than what we usually see in an ARPG. And they aren't bad just because other games based on Diablo don't have traps like that either. If they make the game unfun for so many players, they can get rid of them for all I care.

It's just something new from a dev team that we know like to experiment and add new stuff, and in this case they wanted to create a different kind of challenge. There's nothing wrong with that, think about all the things that wouldn't be in PoE if the Diablo Rules were set in stone.
Turtledove you're doing a great job thank you :)

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