Predictions! Ascendancy/Lab issues GGG will fail to resolve in 3.2

Chris already confirmed Ascendancy changes for the next update. He also said that they try to roll changes/reworks to existing stuff in with the theme of an update, meaning that this update is also a great opportunity for making improvements to the Lab.

That said, here's all the issues I don't expect GGG to fix.

Ascendancies

- Slayer will remain the best choice for attack builds due to leech speed
- Saboteur will remain an inferior choice even for most trappers/miners
- Berserker will keep its inexplicable free mana leech
- Scion Saboteur will not get its Trap cooldown back

Labyrinth

- Trap visibility will not be improved in any way: in particular, traps will continue to be obstructed by bits of scenery
- Traps will remain grossly unbalanced for different build types (e.g. armour/regen vs evasion/VP)
- No re-entry will be added: random crashes/DCs will continue to obliterate your progress and eat your entry fee
- No method of trading while in the Lab will be added
- High movement speed will continue to be the best strategy against traps
- Combat will continue to be 100% irrelevant in trap gauntlets
- Helmet enchants will continue to be totally random with zero player agency
- EDIT: Vaal skills will continue to be unusable in Izaro fights


Ok, that'll be enough. Now we wait and see if GGG delivers. How exciting!
Last edited by suszterpatt#5078 on Feb 5, 2018, 1:40:02 PM
Last bumped on Feb 27, 2018, 6:29:39 PM
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suszterpatt wrote:


Labyrinth

- Trap visibility will not be improved in any way: in particular, traps will continue to be obstructed by bits of scenery
- Traps will remain grossly unbalanced for different build types (e.g. armour/regen vs evasion/VP)
- No re-entry will be added: random crashes/DCs will continue to obliterate your progress and eat your entry fee
- No method of trading while in the Lab will be added
- High movement speed will continue to be the best strategy against traps
- Combat will continue to be 100% irrelevant in trap gauntlets
- Helmet enchants will continue to be totally random with zero player agency


You make a false assumption that these are issues.
If they remove ascendancy's from the lab, that will be enough. Dedicated lab runner chars can do it with their eyes closed with 1 hand as it is.
Sabo definitely needs some love from ggg, doesnt work whatsoever with the only trap armour in the game (tinkerskin) or any trap passives granting frenzies/power charges because of blast cascade, and trap trigger radius/cooldown also massively sucks in the current meta.

However, I completely disagree with most of what you said about lab. I've done lab on all of my characters i've ever done, never buying a carry, and that includes vp evasion based characters and lowlife characters who have no life flasks and take way more damage from traps due to reserved life still scaling trap damage. Also, armor does not have any effect on trap damage as they deal physical dot not hits, which is one of the bigger things ggg needs to fix about armor. Also, helm enchants/ulab are not necessary and are very powerful, so making them easier shouldnt be a conern, especially with getting specific helm enchants.
There's no powercreep here. Creep implies it's slow and could be overlooked, this is a full out sprint.
It would be great if you could carry yourself in the lab; ie, run the lab on your beefy Jugg (or whatever) and then switch to your squishy EK Inquisitor to touch the altar of ascendancy.

I mean, the fact is lab is as mandatory as as any other passive skill points, and right now lab is absolute cancer to squishy characters. Doable, sure, but annoying as hell. So why not let us carry ourselves instead of hunting down a carry from someone else and dealing with 400 ping on a fucking Frankfurt server or whatever? Would be nice QoL.
Last edited by poepoe091#6000 on Feb 1, 2018, 5:57:55 PM
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- Slayer will remain the best choice for attack builds due to leech speed
- Berserker will keep its inexplicable free mana leech

I'd agree with most of your predictions with the possible exception of the above two. While it would'nt suprise me if they were not changed, GGG has proven quite willing to nuke from orbit anything that gets too popular (See AOE nerfs, ES nerfs, VP nerfs, Double Dipping nerfs, Chaos Conversion nerfs, etc etc). Also, I don't think I agree that Mana Leech or Leech Speed are even the primary culprits behind the popularity of either ascendancy.
Last edited by GoldDragon32#7655 on Feb 1, 2018, 6:08:12 PM
Okay here we go

Slayer fucked
Raider fucked
Pathfinder slightly fucked

Whatever is buffed is garbage

There done

1k balaence team up in dis bitch
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Good bye inquisitor.
Hf :)
They won't increase the diversity in Ascendancy classes - why will nerf the best ones.
They won't add new nodes to classes to make them more appealing - they will instead buff some, and nerf others, shifting the meta once again to create an illusion of fresh game.

I know that 1k balance team will not fail us this time. They will ruin everything that works and then pretend to buff other things. Raider/Slayer/Pathfinder/Inquisitor/Necro will be hit hard. Some numbers will be added to some classes that are never used, or they will simply get a mechanic change that will make them broken/playable.
Real knowledge is to know the extent of one's ignorance.
Ignorance more frequently begets confidence than does knowledge.
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I_NO wrote:
Okay here we go

Slayer fucked
Raider fucked
Pathfinder slightly fucked

Also necromancer and inquisitor are both fucked.

My prediction: despite hardcore nerfs and minimal buffs, overall powerlevel of high end characters will continue to go up thanks to A) Abyss being kept in the core game with moderately reliable access to belts\jewels, and B) Whatever new league mechanic is.

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