Labyrinth changes make no sense

Personally, I really like the Labyrinth, and while I do miss certain glove and boot enchants, I'm glad to be rid of helmet enchants, so I'm quite pleased with the reward changes overall. I think it's much simpler and easier now to make use of the divine font effectively, and even if you don't want to craft gems with it, the exchange gems for keys option synergizes quite well with a pure key farming strategy.

For those complaining who play in SSF, I can understand, Lab isn't for everyone, but realistically it is a lot quicker and easier to just chain-run normal labs for your transfigured gems than to level up your rogues and farm blueprints to get your alt quality gems.

For those in trade though, reminder: you're in trade league, just buy the gems you want; most of you weren't running heist blueprints to self-farm your alt quality gems either.
Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
Swapping enchant dicerolls for gem dicerolls isn't great. Would like a more deterministic way of getting alternate gems. I don't understand the drive to make the labyrinth something to repeat. I do it on every character I start, that's enough.

I'm kind of glad enchantments are gone, though, just to be rid of the feeling in the back of my mind saying "you shouldn't do lab yet, you don't have a good pair of gloves/boots to enchant that will last a while!"
Personally I don't like the changes to Lab at all. The changes to Gemcutter's Prisms are awful too.
Last edited by madmikey2023#5340 on Dec 17, 2023, 7:09:44 AM

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