God Bless These Lab Changes!!!
" I know that you do your best to be negative, but he clearly says "..in the Eternal Labyrinth you are now offered three different helmet enchantments.." |
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At the very least I might attempt to farm a helmet enchant for any skill I use, and it doesn't have to be my main skill which increases the odds. If I decide it still isn't worth it then I won't do it again.
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The lab emperor jewels from the chests are also a bit of a bonus to repeat runs for.
Did you try turning it off and on again? Last edited by kaepae#2068 on Apr 9, 2021, 8:58:11 AM
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"The schadenfreude surrounding this change is fun too. |
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" That implies I'm always negative, which I'm not. I was praising the game back during Metamorph league, because GGG finally did something about the Atlas and how it's impossible to sustain maps without trading. It was a problem I had for years. I'm still happy for these changes, I can't begin to explain how good it feels to reach T14+ maps instead of being stuck in yellows because of bad sustain and quitting early once everything becomes too easy to kill. I prefer "skeptical", not my fault that it's negative when bad shit keeps happening to the game over the years like it devolving into speed-freak metas along with leagues and balance passes that perpetuate it. That doesn't cover how much GGG is also trying to bury other problems underneath bright particle effects and MTX while stability continues to decay. I don't think I need to mention how terrible loot quality is when the game slows down as it drops 100 bits of garbage at your feet which your loot filter will hide 99% of, but I will anyway. I went to rewatch the announcement now that it's on youtube. I stand corrected on the enchantments part. I'm still gonna be skeptical in that all enchants are weighted equally. Even if they were, it's still not something to be overly excited about. There are hundreds of helmet enchantments for Eternal Labyrinth alone (I stopped counting after reaching 150) and this change only triples how many you get per use of the machine. So instead of 1/300 chance at getting what you want, it's now 1/100. And you expect me to sound positive about this? I still have no reason to grind my ass off in the labyrinth trying to get one enchantment I need. The only time I'd be bothered to try is if I'm doing labyrinth runs for challenge completion. PoE players: Our game has a wide diversity of builds. Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley Last edited by Pizzarugi#6258 on Apr 9, 2021, 11:49:35 AM
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I'm Calling it now...
Reduced Storm Call Duration WILL BE Huge early into the league on a proper base. I cant wait. I love Lab'n. I have never felt further from what I know and love
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" This is a fair point, but you aren't valuing the fact that there is a partial "Roll Blocking" happening intrinsically. It will be particularly interesting to see if GGG has coded these enchant pools to not allow for double dipping I.E. you can only roll one enchant for one active skill per charge or the font... so maybe its not going to be possible to get lets say reduced EQ duration AND increased EQ damage from one pool of 3. IF... this winds up being the case then your assessment will be entirely undervaluing this factor. however we have no way of knowing. Purely Speculatory... but if there winds up being some form of active skill blocking, it will make landing something like reduced Storm Call Duration slightly less likely to achieve, but it will make things like One additional Ancestor from General's Cry Much more easy to hit (storm call has like 4 or 5 options general's cry has only 2 options.) I have never felt further from what I know and love Last edited by Fauxxx_NL#0133 on Apr 9, 2021, 11:35:40 AM
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You know I changed my mind and you guys are right. These changes don't change anything and no one should bother with the lab.
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" You aren't skeptical, you are needlessly negative and incorrect. It shouldn't take you an entire paragraph to accept that you were wrong. " Yeah, which is a really stupid way to look at it. There are usually 1-2 good enchants for most 'main skills', and a bunch of other enchants that boost support skills like berserk, blood rage, flesh offering, etc. and aura mana reservation enchants. I'd suspect most builds have somewhere between 4-6 good enchants. The other aspect which you haven't factored in is that you can now see what enchants are available beforehand. So not only are you getting 3 helmet enchants, but you can also choose an appropriate base for whatever enchants are available. |
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" Just because you can't accept that the game has big underlying issues with performance, mountains of garbage loot which we'd lose nothing if it got cut significantly, and unfair deaths buried under particle effects, it doesn't mean I'm wrong. Perhaps you should elaborate. " 1. That assumes most people are going to be content with just accepting the "lesser" enchantment for their build rather than the one they actually want. That's something you deal with, because it's the only thing that was available which remotely benefits you and you can't be bothered to keep trying, or you ran out of offerings. 2. I did factor in the other aspect, but you assume that everyone is a trader or crafter and actually cares about this. Why would I care about Y enchant being on the list which would not improve my build any when I'm looking for X enchant? Assuming I do exactly as you suggest and put a desired enchant on a white base, now what? Sell it off for less than 10c? Surely I could've done something better with my time that would've given me more currency? PoE players: Our game has a wide diversity of builds. Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley Last edited by Pizzarugi#6258 on Apr 9, 2021, 12:22:49 PM
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