Trap damage design in lab/trials is stupid

I'm probably late to the complaint party because i just got back to the game. But why do traps in lab deal damage based on percentage of life? That doesn't make sense! My 9k life marauder has a much much harder time to run lab/trials than my 5k life ranger. If my ranger get hit by a trap, one use of life flask is probably enough to recover. On my marauder I need to use at least twice. I'm already at a disadvantage for being melee in maps so I stack high amount of life to be tanky. And now I'm at a worse position in labs because of high life. I'm able to tank some of the most difficult boss hits in the game and I rarely die in maps. But I have died to traps in labs/trials many times that it started to really piss me off. My ranger can just pop a quicksilver and fast run almost all traps without running out life flasks. But my marauder has to avoid lab/trial like plague. I understand different builds have different movement speed/skill and I'm fine with that. But why do I get punished for being tanky? If traps deal damage based on percentage of life then flasks in lab should recover based on percentage of life as well.

There are a lot complaints about not buffing melee eough on the forum lately. I didn't join them because i actually think melee especially 2 handed is not that bad. But in lab I really feel like high life melee is at such a bad position that it almost feels like discrimination.

Last edited by LBJames#5455 on Sep 8, 2016, 10:55:40 AM
Last bumped on Sep 8, 2016, 2:17:50 PM
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LBJames wrote:
My ranger can just pop a quicksilver and fast run almost all traps without running out life flasks. But my marauder has to avoid lab/trial like plague.


Odd. Most players seem to have the exact opposite problem where high regen marauders sleep through the lab and archers struggle.

Weird.
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Prisus wrote:
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LBJames wrote:
My ranger can just pop a quicksilver and fast run almost all traps without running out life flasks. But my marauder has to avoid lab/trial like plague.


Odd. Most players seem to have the exact opposite problem where high regen marauders sleep through the lab and archers struggle.

Weird.


Agree, high HP regeneration makes Flasks almost useless in lab traps, only melee can have high HP regen.

Personally my worst lab char was CI based, a real pain in the ass, I re-roll that char and i will never build CI again till GGG remove that shit laberinth.
"This Is A Buff" (Bex_GGG august 30, 2016)
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Prisus wrote:
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LBJames wrote:
My ranger can just pop a quicksilver and fast run almost all traps without running out life flasks. But my marauder has to avoid lab/trial like plague.


Odd. Most players seem to have the exact opposite problem where high regen marauders sleep through the lab and archers struggle.

Weird.


If someone passes something in the game it's their "skill" and "hard work", if they die it's never their fault because it's "imbalanced" or "GGGs" fault.

It's something weird people do in PoE, usually in games like this you understand to "git gud".

Some characters have it easy in the lab, some have it hard. People want "diversity" in builds and strength and weaknesses, but want all challenges to be homogenized between all builds.
Last edited by RagnarokChu#4426 on Sep 8, 2016, 11:04:33 AM
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Prisus wrote:
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LBJames wrote:
My ranger can just pop a quicksilver and fast run almost all traps without running out life flasks. But my marauder has to avoid lab/trial like plague.


Odd. Most players seem to have the exact opposite problem where high regen marauders sleep through the lab and archers struggle.

Weird.


Really? how high are their regen? My build is not created for labs but i feel like i dont deserve such a disadvantage. The trap dot damage on my marauder is so high that only insant flasks can save me. But then i use those up very quickly. On my ranger sometimes non-instant flasks even works and I dont need to hit flask several times. The labs are generally ok because the traps are not that long. But in trials my marauder has a really hard time surviving.
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diegodgo87 wrote:
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Prisus wrote:
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LBJames wrote:
My ranger can just pop a quicksilver and fast run almost all traps without running out life flasks. But my marauder has to avoid lab/trial like plague.


Odd. Most players seem to have the exact opposite problem where high regen marauders sleep through the lab and archers struggle.

Weird.


Agree, high HP regeneration makes Flasks almost useless in lab traps, only melee can have high HP regen.

Personally my worst lab char was CI based, a real pain in the ass, I re-roll that char and i will never build CI again till GGG remove that shit laberinth.

CI is perfectly viable for running traps. You just need to time them correctly, so that you are able to get to a spot where your ES can re-charge. CI might just not be a playstyle that is for you. Recharging ES is a fundamental management skill involved in playing CI.
U MAD?
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LBJames wrote:
The trap dot damage on my marauder is so high that only insant flasks can save me. But then i use those up very quickly. On my ranger sometimes non-instant flasks even works and I dont need to hit flask several times. The labs are generally ok because the traps are not that long. But in trials my marauder has a really hard time surviving.



Apply your knowledge of the game
, or lack there of, and use a Staunching flask appropriately.

It's not that hard.

Anyway, you're welcome.

Happy Trials/Labs.
SUPPORT TAGS LIMIT REACHED!!?? - Fine then....
twitch.tv/amity13
Last edited by AmityXIII#4838 on Sep 8, 2016, 11:48:07 AM
If traps gave flat damage, you wouldn't even feel them. Or if you did they'd be one shotting every build that doesn't have 9000 life.

How much regen do you have? There's always vitality to give you some more. And Immortal Call can help.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
I can agreed to some degree.

The whole point of an ARPG is to evolve your character, build it your way, better and better gear, more and more skill points placed. Then - suddenly comes a monster, traps or whatever - and your build is closed to useless - because the defense of your character is useless all of a sudden.

Like the Torture Chamber boss. You build a character around block, the make the character block most things. Then they go and make the boss' attacks unblockable. It's something I struggle with understanding - as a game play design.

Edit: My point sort of got lost: BUT, most traps are able to be avoided, hence - the design isn't WAY OFF, just a little bit.

Bring me some coffee and I'll bring you a smile.
Last edited by Phrazz#3529 on Sep 8, 2016, 12:02:00 PM
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AmityXIII wrote:
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LBJames wrote:
The trap dot damage on my marauder is so high that only insant flasks can save me. But then i use those up very quickly. On my ranger sometimes non-instant flasks even works and I dont need to hit flask several times. The labs are generally ok because the traps are not that long. But in trials my marauder has a really hard time surviving.



Apply your knowledge of the game
, or lack there of, and use a Staunching flask appropriately.

It's not that hard.

Anyway, you're welcome.

Happy Trials/Labs.


Sorry I meant the 20-30% damage per sec from traps not bleed. In my case it's 2-3k life per sec.

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