The decision to remove the Cruel and Merciless difficulties with the launch of Path of Exile: The Fall of Oriath has a lot of tangentially-related changes associated with it. One of the largest is how the Labyrinth ties into gameplay and the new layout of the world. We've written a Development Manifesto that outlines the upcoming changes.
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Grinding Gear Games
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
Ok 2nd :)
Last edited by Desperation on May 15, 2017, 6:58:35 PM
The lab is extremely problematic and shortening the trivial early ones is not helpful or wanted.

The content is broadly hated, but the rewards are so insanely powerful that you have very little choice but to participate in it. You can't just ignore them and go on with your life and have a competitive character, considering that the other content is tuned with the expectation that you have done the lab. The problem is, the rest of the game is much more diverse and inclusive. Every tier of map up to T17 has something for just about every kind of build and every skill level of player to tackle.

The lab is extremely specific in what is required to finish it. The traps and boss require precise twitch movement beyond what the majority of the game requires or extreme physical resistance beyond what the majority of the game requires. This makes the lab itself very build and/or player dexterity exclusive. This is not in line with the majority of the game's content, yet much of the game's content benefits significantly from the rewards of the lab. There is a terribly abusive design problem going on here just in the core mechanics of combat and traps in the lab.

Then there is the reward structure beyond the basic skill point progression. You simply can not expect to enchant your own helmet with something relevant to your primary skill within the time spans of a league. It is not possible, you would have to devote 100% of your time to the lab for the entire league to even dream of a hint of a chance. So, no SSF enchanting, period. Not going to happen, maybe 1 in 1000 SSF players might get a relevant enchant on the timescale of a league. So we're forced to trade for our helmets and sell the helmets we enchant. That's fine for most people perhaps, but what if you use an uncommon helmet? Oh my goodness, someone dares to play a suboptimal self designed build in this game? String them up by the heels and flog them in the eye until they vomit blood! That scrub wears a T2 helmet, HA! Is this really what the game needs? Who at GGG genuinely believes that this enchant system makes sense?
Last edited by Astealoth on May 16, 2017, 5:56:51 AM
Heck yeah.

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