GGG, this is why Ascendancy is so popular.

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majesw wrote:
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Ragnar119 wrote:
I hate the labyrinth, because of traps and simple puzzles, as I hate that type of gameplay. But because it is needed to get the subclasses, I need to do them. If I could get sub classes without going to crappy lab I would not care about this new dungeon and never run them.

Really hope GGG will separate the subclass points from the lab in the future


They might, but I like that they are a reward for getting through what is perhaps the toughest ARPG dungeon ever. Enchantments are cool and whatnot but the Ascendancy points are a really strong reward that lines up well with the difficulty.


The problem I have is that this is the wrong type of difficult for a arpg game. Its difficult because of mechanics of a rogue like and platform like games that comes from a lot of traps and similar that are not used in arpg that much.

This really should be a optional content with nice rewords, but I dont think sublcases should be put behind something that is using different gameplay from a arpg point of view. Maybe they should give a option to skip the trap part but the boss will be harder. Dont have a problems that you need to finish from one go, but the trap part is really tedious and just boring for me, and as we can see a part of PoE player base is not pleased with this type of gameplay, and its normal, this is after all a arpg game.

Generally its good that there is diversity, but its important that it stays more to the core gameplay of arpg games or be very optional, so you dont put a important part of character customization behind it.
Last edited by Ragnar119#4963 on Mar 9, 2016, 9:32:45 AM
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Ragnar119 wrote:


The problem I have is that this is the wrong type of difficult for a arpg game. Its difficult because of mechanics of a rogue like and platform like games that comes from a lot of traps and similar that are not used in arpg that much.

This really should be a optional content with nice rewords, but I dont think sublcases should be put behind something that is using different gameplay from a arpg point of view. Maybe they should give a option to skip the trap part but the boss will be harder. Dont have a problems that you need to finish from one go, but the trap part is really tedious and just boring for me, and as we can see a part of PoE player base is not pleased with this type of gameplay, and its normal, this is after all a arpg game.

Generally its good that there is diversity, but its important that it stays more to the core gameplay of arpg games or be very optional, so you dont put a important part of character customization behind it.


This is a direction that ARPG games have not been taken before. I’m not sure if it’s “wrong”, or if it’s something good. I’m sure GGG is taking feedback and statistics and will figure that out for themselves. I will say this… It’s a lot different going into the Labyrinth either playing hardcore or wanting to get your subclass points than it is going in to “explore”. The Labyrinth is a TON of fun if you go in to explore it and I think it is a massive success and a huge programming/engineering accomplishment.

To agree with you though I don’t know that they should gate the Ascendancy classes behind the Labyrinth. I think a good reward scheme could be enough with the enchantments to match it evenly with mapping. At the same time though I see the Ascendancy classes as a HUGE push from GGG to get our rear-ends into the Labyrinth and try it out.
the public stashtab idea was a good one i have several 1 alch tabs and iam suprised how often i get wispers for something simple as a searing bond or a dual resi ring

noone likes alchs anyway so they are eager to get rid of them

and its so simple label the tab and store the item
https://poe-ssf.herokuapp.com/. Join the fun.
SSF HC Legacy Witch Lvl 53
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majesw wrote:

This is a direction that ARPG games have not been taken before. I’m not sure if it’s “wrong”, or if it’s something good.

time will tell.

but it clearly disturbed the minds of alot of players that they can't finish advance their characters (again) by simply playing the game for a long time.

again? yes, because ggg did it before and bound the way to level 100 to the access to high level maps. complaints were going for months until they decided to change the formula for min experience gain so players can also level to 100 in died lake before their hair grews white.

age and treachery will triumph over youth and skill!
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vio wrote:
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majesw wrote:

This is a direction that ARPG games have not been taken before. I’m not sure if it’s “wrong”, or if it’s something good.

time will tell.

but it clearly disturbed the minds of alot of players that they can't finish advance their characters (again) by simply playing the game for a long time.

again? yes, because ggg did it before and bound the way to level 100 to the access to high level maps. complaints were going for months until they decided to change the formula for min experience gain so players can also level to 100 in died lake before their hair grews white.


It's the same situation we were in when Malachai and Dominus were released. People died a lot to them and complained that they couldn't progress. People have to learn the new mechanics.

Not really sure if your map example is applicable... They've been tweaking maps for an extremely long time and I still hate how it's gated. Im sure the Izaro fight will be looked at and certain map layouts will be removed from the layout pool but there's nothing stopping you from progressing your characters other than your skill level and your choices.
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junaum wrote:
✓ An End-game that everyone can enjoy without relying on metagaming/trading.

✓ New and interesting ways to upgrade gear without relying on metagaming/trading.



See a pattern? Some of us just want to play the game. And there is no problem with it. Improvements to trading system will make the trading nature of POE even less painful for non-trading inclined people.

Don't get it wrong. Success didn't came from the new (and really cool) ascendancy classes.

Success came from making the game less painful, focused on having fun, without making it easy!

Congratulations.


All correct.

I dont understand why getting solid gear should be a grind fest, this league allows players to get gear in reasonable amount of time, and spend so much time mapping ,leveling ,exploring, crafting and HAVING FUN, ENJOYING THE GAME :) ,compared to when you farm your gear for months and there is no fun becouse lack of gear, effective trade system, effective craft system is forcing you to spend more time and effort just getting there.

Also i do not fully support premium tabs, in ways that they are too open for abuse, there should be more rules to them. Premium trade system works with a notion that no players will troll prices, spam, or abuse currency ratio's. Much room for improvement.
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Ragnar119 wrote:
This really should be a optional content with nice rewords, but I dont think sublcases should be put behind something that is using different gameplay from a arpg point of view.


That's the thing: the Ascendancy Subclasses ARE optional. They don´t fit the vanilla content as the vanilla content can be beaten without all the Lab's rewards. Ascendancy classes are reawards to actually beat the lab and (as I said before) the upcoming harder content. This whole picture is telling us that they are up to something even harder than this for the next expansion. And by then, yeah, Lab will probably become a pre-req.

the chieftain has an ascendancy which make your totems immune to fire i would hardly call that optinal if you have planned a rf totembuild its mandatory
https://poe-ssf.herokuapp.com/. Join the fun.
SSF HC Legacy Witch Lvl 53
Maybe its the trade improvements!
Ascendancy is considered end game? Maybe for the weak mortals in temp league.. thanks for the laugh.
Dark_Chicken - lvl 100 Marauder
Divine_Chicken - lvl 100 Duelist

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