Post your reason why you hate doing labs.

the few things i hate about lab is trials and the lab enchant rolls is just to rng.

but its not that bad.

also uber lab and trials are a pain. but its uber.

the biggest problem is latency issues or low cpu speeds on computers cant do labs just impossible for some bc by the time you notice your being hit ur dead bc of latency issues or sometimes being hit once on player side could mean 50 hits on server side and your dead

ya that is the fault for players to have shitty computers yup blame poor people for not being rich to play this game.
rawrawr
Too much running, not enough killing. I hate platforming.
Too easy now. They should find a way to randomize lab traps - people already learned every single layout. Make them ignore all forms of phys reduction. Make DOT traps compensate for your life regen.
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Phrazz wrote:

It's like... Just because it's easy, it's "OK"? As long as things are easy, i don't care about other stuff? The difficulty wasn't and isn't the problem with the lab. Never has been, never will be.


THANK YOU.

The Lab was easy from day 1, and it still is. It's also boring me to tears, frustrating me to the point of rage-quitting every single time I have to do it. And I only do it to get my ascendancy points - fuck everything else.

It is, by far, the worst content ever put into PoE.

By design, the dangers of the Labyrinth bypasses gear and talents, dealing fixed amounts of damage. Just to make it "challenging" I guess. Yeah of course you can cheese the trap damage by flasks, massive amounts of life regen, movement speed and such. Which just makes the design that much worse. Truly, this is incomprehensible to me.

The forced "hardcore" attitude is a slap in the face. All it does is punish people who suffer network and client stability issues. I have seriously lost count how many times the ever-so-poorly-designed client decides to crash inside the Lab. Or why not the oh-it's-your-isp-not-ours network fuckups during prime time that cause latency spikes randomly, causing me to stand still inside a trap and die? They're great, I cherish them. That's why I'm stubborn enough not to fix my obvious ISP problems, because I enjoy them so much.

Given all that, even whenever the game runs perfectly stable and with no network issues whatsoever, the Labyrinth is a really annoying place. First of all, it's too long, and the layouts are a mess. Some of the zones contain rooms so small you can't even see the floor. And really dark too, which doesn't help the issue much. On top of that, most zones are filled with the most annoying monsters we have in the game, with tar zombies, necros and porcupines my biggest favorites. The tar zombies in particular are awesome in those 30cm by 45cm rooms with traps all around.

On top of all this, the only actual difficulty when you ignore all traps and zone layouts, comes down to movement speed and attack/cast speed. That's consistent with most other boss fights in recent years. It only really gets difficult if you move too slowly or attack too slowly. Once you reach a certain agility level, nothing is difficult. I don't know about you, but I think that's getting rather old.

So yeah, the Labyrinth. Great stuff. I vote for a rollback to pre-2.0.
Forced to gets asc points = sucks.
Should be a one timer acc wide and you can apply it to anyone anytime.

A) The lab should be about GG loot, tons of orbs.
Also the treasure room boxes need labelled names so you can pick from 3 boxes of currency, accessories, gear, misc items. Each box has either low/medium/high quantity and quality/tier of said loot.

B) The enchants should stack to motivate multiple runs.
Get a choice for a random enchant or upgrade the existing one.
For example head with +x% sunder dmg, and each time you can add to it with diminishing effect.
Sort of like a gemcutter run for skill gems, but you work to polish the right item to perfection.

"Players can now smack around players who are having trouble very early on."
-Bex
Answering on the thread title:

This is gear grinding game; the game is all about improving your character, make it stronger. And that is fun part about the game -- very simple: you get better piece of gear -- now you're stronger. Killing same boss on same difficulty with different gear - should be different. You does 2 times more damage, you kill boss 2 times faster -- that is rewarding feeling about the gear. Another true rule is: if you face content, which is too hard for you -- you can farm gear/levels and return to that content -- it will be easier now (it is so intuitive as it doesn't need explanation to any type of player). I call rules above as games' rules of fun.

Now to the lab, some parts of which simply works against rules described above. If you say got level 100 and go to Normal difficulty, nothing should be able to kill you; no mob nor boss can kill, and that is totally fine, your are level 100 hanging around level 30 content... except lab/trial traps.

Sorry, but i find this mechanic utterly stupid.

Some would say "this is done to make lab traps be a treat for any player level aka hard content". No, please don't mix "hard" and "stupid". If you think its "hard" or "fun", then why not just make all game abilities do % HP damage, and make gear useless in gear grinding game.

P.S.: that is my reason why lab sucks big hairy balls.
Last edited by greenyadzer#5895 on Nov 4, 2017, 9:50:53 PM
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If you say got level 100 and go to Normal difficulty, nothing should be able to kill you; no mob nor boss can kill, and that is totally fine, your are level 100 hanging around level 30 content... except lab/trial traps.


Actually, traps will be easier for you. You have faster casts/attacks which means faster use of movement skills. You have more armor which helps against hitting traps (you need somewhere around 20k to notice any difference tho). You have more life regen to help you against DOT traps (and let you regain life almost instantly after being hit by hitting traps). Even if you use VP, you still have more movement speed that helps against DOT traps as well.
I love lab.
But i have an issue with actual build diversity versus one / two enchants per runs.
Hf :)
-Traps since i dont have build for lab runs and makes me to run with life flasks mainly
-Crashes what dont happen so often on lab but when they happen....
-Desync (ye, atleast i still suffer this) using leap slam or whirling blades and notice yourself standing on spikes.

I like the lab: it caters to a play-style that tends to get the shaft in maps: tanky non-clearspeed characters.

With that said: I'd be all for giving people the option to get their ascendancies elsewhere if it meant that there was more mapping content available that centred around lab-style builds.

I'm happy for people to get their cake and eat it, if I get cake to eat too :)

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