A better way to handle Labyrinth content difficulty

 Labyrinth has certainly been an interesting experiment for GGG and has polarized the player base with all the love it / hate it / bored with it posts. My own viewpoint is of the love it / hate Izaro battle and now bored. What's going on here? For me it it the fact that GGG took the Merc act 4 route in setting Izaro difficulty factor so that it's not another walk in the park snoozefest boss battle. That sounds good at first thought (no one wants a wimpy Izaro) but then once you are sufficiently over-leveled to defeat Merc Izaro then he too becomes a snoozefest and the Lab zone 68 mobs and traps are just an annoyance when we do daily runs.

 So what can GGG do. I believe GGG should keep the minimum Lab zone levels for Normal/Cruel/Merciless so we can't make Lab runs too soon but after we exceed the zone base level (33, 55, 68) make the zone level equal to our exile level to prevent us from over-leveling 10+ levels and just facerolling the mobs and then dispatching Izaro fairly easily. If the zone level matched our exile level (once we reach the minimum level for that difficulty) then the mobs and traps would always be a challenge for high level endgame builds, Izaro would not need to be super uber to make the boss battle a serious challenge for elites and most good players (bad builds don't count) since his level would = exile level so it would be a better match up.

Edit: Of course GGG would need to limit our Labyrinth daily runs to 2 or 3 max to prevent the Lab from usurping mapping.

Ok, so now I sit back and watch all the nay-sayers and troll posts roll in.
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Last edited by Arrowneous#3097 on Mar 25, 2016, 9:27:26 PM
Last bumped on Mar 25, 2016, 10:10:44 PM
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What level would it scale to for multi-user runs/carries?
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Besides, once you are level 90+, it would then be hands down the best leveling zone...

Not saying I dislike the idea, but yeah, it has its problems.

Maybe a simple higher-level lab accessible through maps would be better.
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Scaling is tricky (see, difficulty is not linear dependent to enemy stats). I think a higher level labyrinth unlocked under some conditions (so people won't skip maps) would be reasonable..
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鬼殺し wrote:
It's not a bad idea but I'm not sure if it's technically feasible to have a static area 'change' its level like that based on the player's own. I would expect if that already existed, we'd see it elsewhere, although scaling can be very detrimental in an ARPG -- it was one of my least favourite aspects of Sacred 2, for example, and I feel it outright killed Elder Scrolls:Oblivion for me.


Newbie question actually, but aren't zana's quest just scaling even now? I mean, actually different kind of mobs scale as well while mapping.
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