Added 22 new Labyrinth enchantments

At some point (league) this needs to be reworked; the dilution is just getting silly.
Last bumped on Sep 22, 2018, 1:50:05 AM
i agree. and to spend so much time in uber lab to get a wanted enchant out of the 900 frickin options, it takes time away from league mechanics. essentially nobody actually tries to get an enchant they want for themselves. they just go in with high ilvl decent bases or uniques and enchant until they get something someone else wants so they can sell for big profit.

don't like how lab enchants are playing out
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xMustard wrote:
i agree. and to spend so much time in uber lab to get a wanted enchant out of the 900 frickin options, it takes time away from league mechanics. essentially nobody actually tries to get an enchant they want for themselves. they just go in with high ilvl decent bases or uniques and enchant until they get something someone else wants so they can sell for big profit.

don't like how lab enchants are playing out


^The most troublesome of all this is if you want a very niche enchant on a specific base.

Good luck with that given how a market operates and behaves :p

Yeah they should seriously reconsider how this operates.
They even introduced a new helmet that requires a white socket to provide a propperty,(added chaos damage for a white socket helm) which bassicaly means they didn't even consider enchants since you would need a pre-enchanted helmet of that unique and then 1/100 vaal orb it into a white socket to get both that buff and your desired enchant.

If they keep expanding on this pool of available enchants i hope they seriously consider giving each run like two or three options when you press the enchant vessel and allow the player to choose one of the three.

Peace,

-Boem-
Freedom is not worth having if it does not include the freedom to make mistakes
Make the enchant a consumable currency.

Easy peasy.
Yup, way too many possible enchants.

Peace,

-Boem-
Added more affixes to dilute the crap out of crafting.

Now this.

When something is so steeped in RNG to begin with, it’s straight up cruel making the odds even worse.

May the odds ever be in their favour.......
It's more punishing in SSF than in Trade leagues. In Trade leagues, the proportion of 'good' Enchants to random garbage should stay about the same, so if you get a hat with good mods and a good enchant, you can at least trade it for another hat with good mods and maybe go for a fresh enchant on that while cashing in on a little profit.
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XCodesLIVE wrote:
It's more punishing in SSF than in Trade leagues. In Trade leagues, the proportion of 'good' Enchants to random garbage should stay about the same, so if you get a hat with good mods and a good enchant, you can at least trade it for another hat with good mods and maybe go for a fresh enchant on that while cashing in on a little profit.


Of course it's different in ssf. Everything is different there.
The enchants are more about min-maxing than required, and you don't min-max in a league where you can't trade.

I agree that plenty of them should be removed, instead of adding new ones.
How about enchants being weighted to the specific skills used to clear the labyrinth.

E.g. if your most damaging skill came from golems you have a higher chance for golem enchants, if you use two or more curses you have a higher chance for a curse related enchant, etc.

That way the runner can get what they want and it allows for more lab build diversity.
Last edited by Bioness on Aug 29, 2018, 3:43:22 AM
Layered RNG is how GGG operates.
Organic chemistry is a weird thing. If you add a spoon of shit to a barrel of jam you'll get a barrel of shit.

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