I heard you wanted less Labyrinth trials

Oh well.

It was encouraging to see they might drop a stage (or two?!) from normal lab.

I'd really hope it gets finialised as 1 Izario fight in normal lab, 2 Izario fights in "2nd/cruel" lab and regular fights in "3rd/merc" lab
While I can agree that on certain builds, labyrinths can be a bit slow/tiresome: I consider it the best part of Path of Exile, and I genuinely hope they expand it into a more in-depth system with more of a curve to it (and ideally, more traps/dangers as you progress to the later labyrinths).

I'd love to see the early labyrinth shorter, as has been suggested. I wouldn't bat an eye at 2 izaro fights on 'normal' lab, instead of 3. Hell - I'd even be open to normal=1 Izaro, cruel= 2 izaro, and merc = 3 izaro - and maybe even a longer uber one ;).

I'd love to see Charge Disruptors, as a mechanic, changed: As they feel more like 'way hardest challenge' rather than part of a sub-set of easier-vs-harder challenges you can roll on a given day.

I'd love to see map layouts more randomized than those in the current labyrinth: so its not 90% chance of 'walk north until you find Izaro'.

There are changes I'd support, for sure.

But I love the labyrinth as a concept: I feel that it could be expanded into something more grand and would continue to add to the game. I'd love to see some trap designs that were even larger and more elaborate to avoid: rooms that flood with water and prevent movement skills, elemental jets shooting at you, blades in the walls and ceilings as well as the floor, rolling boulders, whatever! There's a massive array of trap-tropes to source from here.

I don't want less labyrinths, but they could certainly take a page from FoO's 'revisit the same area and its new and improved' which they've dipped their toes into in the uber lab already: I'd like to see that increased variety and challenge spread further into the first three, and I'd like to see izaro developed further in the later aspirant's trials, for variety and challenge.

Make the earlier stuff shorter and sweeter, and make the later stuff more in-depth/grand scope. Not less labyrinths overall: ease people into them more gradually, but make the later stuff more epic :)
word, like who the fk even does extra keys on normal or cruel? hell, even merciless
Second-class poe gamer
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pr13st wrote:
word, like who the fk even does extra keys on normal or cruel? hell, even merciless


It would be great if you got more IIQ/IIR modifiers on Izaro chests as you opened more per run. This would make loot/currency runs more viable.

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