Ascendancy Labyrinths are too long and not forgiving
" I did say it is a tool to help face harder content. I wasnt arguing against what it teach. What I argue against is the design of instant failure after only ONE death and having to REPEAT the whole "act". Because the endgame maps doesnt fail you after only ONE death, there are SIX portals and you can get back in and continue where you left off. Which is a design more resilient vs problems like disconnection, pc crash, etc. I dont see the logic to pressure players starting at level 33 with this design when endgame maps dont even do it. |
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Lab is a good check point and Izaro is the most fair boss in the game.
You simply need to get better. It's not that hard and you only have to do it once. |
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" No, the traps re-appear in quite afew maps as integral obstacles in numerous map boss fights. You must fight around the heat vents in a boss fight, you have to fight around the spike traps and saw blades in a boss fight and you must battle around the spinning traps in a boss fight. Doryiani's Machinarium is almost nothing but traps. These train and teach you to deal with the end game bosses, who almost all have a similar mechanic you have to dodge on top of their attacks. So yes, I am correct. |
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" code name: "end game grind challenge" |
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Nothing makes me rage more than having to redo the lab because one of the spike traps on the floor I can barely see catches me, instantly removes more than half of my life, applies bleed and before I realize what is happening one of the other traps stacked on top of each other touches me. The sad part is - there are so many ways to make it less of a suffering. Make spike traps act the same as the others - they damage you while you stay in them. Allow us to restart the layout when it is particularly annoying. Make the green sentinel trap more transparent so when several are on top of each other you are actually able to see.
But then again, as I said, GGG has given up on the lab and won't change it. They'd rather not think about it. Last edited by Johny_Snow#4778 on Jul 30, 2021, 6:59:24 PM
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" Let's put it this way then. Your opinion is correct but totally irrelevant to folks like me that love kill-monster-get-loot game play but hate tedious boring trap gauntlet game play. You are full of it when you claim you know things about other people and why they don't like Labyrinth. Doryiani's Machinarium is one of the two maps that I've never done. Regarding your silly claim that trap game play is spread all over other place, completely false. I already tried to explain the difference to you and I'm not repeating myself just so you can not read my explanation again as to why it is completely different. I know you can't believe that anyone with a different opinion from yours could possibly be correct in their opinion. You probably didn't even read my post past the first line so I won't bother repeating myself. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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" Yes. I just ran it for the first time this league and I want to know what GGG did to it. Uber Lab is like back to the days of old where it was too many zones, with to many traps, with too many long hallways with too many twists, turns, and dead ends, and keys for the doors in their own separate zones, with too much back tracking. Seriously, the above was changed for a reason. Restoring it is ridiculous. I don't want to play dodge-em, frogger, and back-track, through a number of zones that amounts to playing through an entire Act, where if you die or disconnect you have to start at the very beginning. This doesn't bring anything good to the game, only annoyance and frustration. And do you know what the most challenging part of this run was, the loading screen for final trial/fight. I was cussing and the computer screen because I thought the load was going to time out, the game was going to crash, and that I was going to have to... start the BS all over again from the beginning. This is not fun. And luckily the fight/trial loaded before timing out. Last edited by Galtrovan#5344 on Jul 30, 2021, 8:35:03 PM
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Seeing people still complain about lab in 2021, after all these years is.... absolutely hilarious. Keep it up guys.
Synthesised Synthesis of Synthetic Synthesising
----------------------------------------------- Revert 3.7 melee changes | Tfw Synthesis still not core | REVERT SUNDER ----------------------------------------------- IGN: JustineㆍFlorbelle [Removed by Support] imagine being a forum janitor lmao | |
" Bafflegab Translation: "Even thought your facts are right, they are irrelevant because feelings and my avoidance of said mechanics!!!!" So yes. I am correct. You are incorrect. You can have your opinion - but I have the facts. Last edited by Sabranic_SilverDeth#2793 on Jul 30, 2021, 11:54:29 PM
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" I said, Nope, the little traps in the maps are nothing like the trap gauntlets. A few traps are commonly sprinkled around ARPGs. That is fine. The focus is still kill-monsters-get-loot, so it is fine. As soon as my focus is directed at getting through a trap gauntlet then the game becomes boring horrible and not fun. Read what I wrote. Traps are NOT the issue. The issue is the trap gauntlets game play which exists only in the labyrinth and the end game trials. I don't even consider the other trials to really be trap gantlets because you can just ignore the traps and run through them or hop over them. (Maybe in that one unique map but you've made this false statements about trap gauntlets so much I don't take your word for it anymore.) Traps here and there is not a problem because it is still kill=monster-get-loot game play. Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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