Speed Running Labyrinth for Helm Enchants Feels Pointless

Unlike many here, I actually enjoy the labyrinth and overcoming it's challenges.

What I don't enjoy is the rewards associated with it; Specifically I don't like the Helm Enchantment system.

With the current system, there is really no point in running the lab over and over again because each run is an independent 1/400ish(?) chance to get the enchantment you want. And considering most players use 2-3 main skills, it is about a 3/400ish chance to get something usable at all.

I must have speed run the labyrinth close to 200 times and the best I got was:



I feel lucky in the sense that I finally got an enchantment that actually has at least some use for my build....but now I have a new issue...

The current iteration of enchantment rewards is not conducive to the requirements of rerunning the Lab for specific enchantments. Some of the reasons include:

1) Low XP/Low level mobs = pointless to kill
2) Time wasted back tracking through the labyrinth for the first few tries when learning a new layout
3) Conduit Izaro (This guy is annoying and needs a clearer life meter so we know when to use the charge distrupters btw)

...I'm sure there are many more reasons.

My primary complaint/feedback: Make the shrine so it OFFERS us a new enchantment, and let us CHOOSE whether or not to overwrite our existing helm enchant. If you choose to NOT OVERWRITE, the enchantment is wasted and cannot be used unless the lab is rerun for another optional enchant.


I understand that you want to keep a carrot out there for us to chase, but your current iteration makes it counter-productive to your goal.

For example, I really want an enchantment for Discharge on my helm. Instead I got Warlord's mark effectiveness. Now the conundrum is that I have to ask myself...is there a point to risk losing the mediocre enchantment I finally got for another random 1/400 chance to roll the enchantment I want? If I take into account that I want any of the enchantments related to discharge it is a ~3/400 chance.

From a player perspective, it simply doesn't seem to be worth it. I also don't think it is really fair to ask players to have 2 helms so they can wear one and enchant the other. This simply isn't an option for folks that use very stat-specific rares or unique helms that are expensive.

Pls GGG give us some kind of option to at least keep an enchantment that we have rolled or overwrite it.

Thanks!

EDIT: Edited for clarity
Last edited by Prizy#1622 on Mar 22, 2016, 3:56:27 PM
Last bumped on Jun 7, 2017, 3:24:16 AM
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I agree. This is one of the most extensive least rewarding grinds I've ever experienced in any game, MMOs included. The option to accept a new enchant or keep what you have would be an improvement (boots and gloves included).

But the helmet grind is excessive. GGG needs to narrow it down to a category of enchants, i.e. let us choose dex, str, or int skills for helm enchants. Even then it's a 1/100+ grind per helm per build per character per league, and that's still excessive.

I'd prefer to see better self-found rewards but if GGG wants a trade-centric solution they should add a system allowing us to consume an enchanted item to add its enchant to another item. Then players could just enchant mass item bases and trade them. We can't do that with good rares that fit our build because the supply is too finite.


Never underestimate what the mod community can do for PoE if you sell an offline client.
Last edited by Vhlad#6794 on Mar 22, 2016, 11:33:39 AM
"
Vhlad wrote:
I agree. This is one of the most extensive least rewarding grinds I've ever experienced in any game, MMOs included. The option to accept a new enchant or keep what you have would be an improvement (boots and gloves included).

But the helmet grind is excessive. GGG needs to narrow it down to a category of enchants, i.e. let us choose dex, str, or int skills for helm enchants. Even then it's a 1/100+ grind per helm per build per character per league, and that's still excessive.





This game is filled with excessive grinds but I see your point. I just can't for the life of me see why anyone would speed farm this content for what seems to be a needle-in-a-haystacks chance of getting an enchant.

7-9 min speed runs? Sure...but that is at least 2 regular maps that I could be doing that would give more xp and a possibility of a real reward (something I could sell).

Thanks for contributing! :D
Argus, Izaro, Silver Chests, Golden Chests and treasure chests could drop special Orbs you could use with the Enchantment-Skull. (in addition to ordinary loot)

You put one Orb in the Skulls left eye and another in the right eye before enchanting.


Sword-Icon on Orb = Offensive
Shield-Icon on Orb = Defensive



For right eye, there could be three different Orbs you could place.

Muscle-Icon = Strength-based
Foot-Icon = Dexterity-based enchant
Brain-Icon = Intelligence-based



Just to lower the randomness a tad.
Alexis
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Last edited by Kwonryu#3444 on Mar 22, 2016, 11:44:43 AM
Yeah, it's quite unrewarding to do labyrinth runs at the moment. The main reason I do them is to get the trinket challenges or if the layout is really easy to run.

I've basically given up trying to get a flicker strike enchant for my champion. It's just not worth it when I could be running maps for experience and items.
"
Vhlad wrote:
I agree. This is one of the most extensive least rewarding grinds I've ever experienced in any game, MMOs included. The option to accept a new enchant or keep what you have would be an improvement (boots and gloves included).

But the helmet grind is excessive. GGG needs to narrow it down to a category of enchants, i.e. let us choose dex, str, or int skills for helm enchants. Even then it's a 1/100+ grind per helm per build per character per league, and that's still excessive.

I'd prefer to see better self-found rewards but if GGG wants a trade-centric solution they should add a system allowing us to consume an enchanted item to add its enchant to another item. Then players could just enchant mass item bases and trade them. We can't do that with good rares that fit our build because the supply is too finite.




It excessive because you think you should be rewarded ASAP, that isn't how the rewards were designed, they are approx 2 additional skill points worth of damage or add an unique twist\enhancement for your build. If they were easier to get IMO they would have to be much weaker. Its essentially a vaal corruption you work for instead of just leaving it 100% to RNG and in the process "bricking" the item.

As for transfer enchantments, no that just makes it absolutely way too easy. You just go buy shitty helms off of the vendor for a transmute and sell them, that is pointless, now you have to have the item and roll it, which means there is more demand for people to actually enchant various things instead of just enchanting a new helm each time and storing them up, how absolutely stupid of an idea that really is when you think about the goal of enchantments.

Her der lets make it so we can save up enchantments on white items and transfer them to our real items, because thats easier that is what we want. No that isn't that is what lazy players want that don't have any patience to run the lab.



As for the rewards of the lab itself you still get keys for the treasures, while not always super rewarding still provide an overall decent amount of rares and jewelry for chaos recipe. I would like to see a higher level lab that is more rewarding in terms of drops, but more difficult as well, that way you could still get XP and such.

People comparing the lab to maps is just asinine IMO, you don't get enchantments from maps, so why should you get anywhere near the XP you get in map in the lab?



Could they add something to influence them, like just str\int\dex to influence like someone mentioned above, maybe, but absolutely not to allowing transfers.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
They are probably working on creating a end game version of the labs.

I hope they go with tiers and mods like our current map system.

Silver and Treasure chest have a chance to drops a master key that unlocks a diffrent labyrinth that can be modded. Would be really fun.

But yea atm its pointless other than achievements and RNG enchants.

I'd like to be given 3 options, and you'd know what they are, and be making the choice of placing it on a specific piece of gear. But you can only take 1.

I'd like to see similar on Cadiro.
Its almost as if we arent playing an ARPG. Also no problem here, ive gotten everything i needed within a handful of runs each. Also, its not "unrewarded" because the power creep enchants give is insane.



Plenty more done too.
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.
Last edited by Tin_Foil_Hat#0111 on Mar 22, 2016, 1:40:35 PM
+1 to OP, i have farm labs for 1,5 weeks nonstop and i feel i wasted my time for nothing and i have no fun from it and still not find my enhancement that i needed/wanted or just to my build.

It feels frustrated.
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