Changes to the Labyrinth

signonthe and shoju, thank you for voicing your opinions on the boring and not fun labyrinth in the loved game PoE. I've added your names to players voicing similar opinions to the list now at 1021 names long. That includes 125 or 126 names from just this thread alone! As the list grows longer our voice grows stronger. Over 410 threads discussing labyrinth problems with over 1020 posters in support
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!
For me it's the one-life nature of Lab that's off-putting. It's infuriating working my way through Uberlab for half an hour and then dying (usually from carelessness) and being back to square one.

I have thoughts on a solution to this - and apologies if someone else has said this elsewhere but I read Regulator's OP here https://www.pathofexile.com/forum/view-thread/1609216 (excellent btw) and a 750-something page thread is too long to read through just for this purpose:

1) Have a treasure key drop with every Izaro fight. If you die in the Lab, rather than ending the attempt you are given the choice to spend a treasure key to restore you at the last checkpoint. If you die before 1st Izaro then at least you haven't spent ages to get nowhere.

2) Make the Basilica Stones next to doorways the checkpoints. Either touch them like you would a Standing Stone or walk within an AoE to trigger them, and make them shine so you know they've been activated.

3) Continue to accrue treasure keys in the other ways like killing Argus, emperor boxes, additional keys dropping from final Izaro because you've paid attention to gaining his buffs, etc. Even if you don't go for the extra keys, having the possibility of a minimum of 3 treasure boxes for making it through on 1 life could make the lab feel more worthwhile. If you spent time in the lab searching for other keys and ended up with 7 or 8 at the end then this is a way to reward you for doing so.

Incidentally, I'm a fan of receiving AC points at levels 30-50-70-90 if there were to be a feature in the main story where you would run a short but random gauntlet - maybe from the Lab Plaza in Act 3 Sarn Encampment? - in order to pick your Ascendancy. Not 1 life per attempt though. That leads to Rage. Mine mostly.

Edit: I just read up the list and realised I appear to posting on signonthe's coattails with this. Apologies, wasn't intended.
Last edited by excaliwag on Apr 21, 2019, 5:30:11 AM
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Last edited by Entropic_Fire on Jun 5, 2019, 1:21:50 PM
Last week someone asked me to help them with lab, he was herald summoner with about a dozen assorted minions and decent move speed.

As we approached the first Izaro room, he stood outside and said "I don't usually go in, so I don't die". I figured somehow the instance would not let him progress unless he at least went inside, so I went in, and waited. And waited. And dodged, and ducked, and zigged and zagged, but he still didn't come in. "You coming?" I asked. "No need, will meet you in basilica, hurry pls I have hw to do"

Lather rinse repeat at the second Izaro room. Okay, so there's an exploit where you don't even have to go in and wave hello, you just proceed to the next checkpoint as if you had gone in and done your duty.

Third Izaro room, last chance. I thought surely, out of basic balance, the game engine would not let him bypass the final boss fight. I went in, and he... stood outside again and said "hrry plz sorry I need to be done with this"

Izaro went down. Keys sprayed all over the room. I began picking up some stuff and he barged in and swooped up the keys before I could even turn around.

I believe this is one of the few games I've played where a fundamental character upgrade is not gated by a basic test of viability.

In other games, even if you don't deal any damage, you are expected to at least be in the room with the boss present, and by extension, be able to survive if the boss randomly directs an attack your way.

Some of the problems we're seeing with minmax and clearspeed might be better addressed by fixing gatekeepers such as lab and Innocence, rather than nerfing good spells and skills into the marianas trench.

I'm not saying we should punish minmax speed racer builds for not being able to solo Izaro. But those builds should be strongly encouraged to minmax a little less, by challenging them with content that forces them to diversify their stats a little.

And lab carry should not mean "you magically bypass all the trials and skip ahead to the ascendancy and all the keys". It should at least entail all party members in the room with the boss each time; whether you facetank or whether you go hide in a corner is up to you but at least it requires thought.

It's funny though this guy had decent minion damage and all he would have needed to do was point the zombies/Harold/specs in the right direction, and snipe from various vantage points around the room, staying out of smackdown range.
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
Make lab shorter, delete some rooms and make all rooms shorter + add options to sell/save enchantment mods into crafting bench!
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https://www.pathofexile.com/forum/view-thread/2037371 Vouch
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crunkatog wrote:
In other games, even if you don't deal any damage, you are expected to at least be in the room with the boss present, and by extension, be able to survive if the boss randomly directs an attack your way.


generally, you just need to be in the instance of a boss. same with shaper and uber elder and everything else like regular map bosses or liches. sometimes the instance is just a room like regular elder, but in most cases you can wait outside the arena.
Make Lab Shorter.
Get rid of Golden Doors
Make Trials shorter
Do something with enchants so that it doesn't feel like such a terrible slog to actually try and get your own enchantments


ANYTHING. I don't even want to bother with leveling another character, EVER, simply because I'm so burnt out on Lab.
Still as of today the labyrinth is my least favourite part in character development.
- it is undoable on experimental builds.
- in particular merciless and endgame I have learned to overrank by 10 to 15 levels before I even try.
- I completed endgame ever only once, as I consider it worse than work.
- For my favourite class Scion the endgame lab offers little reward.

I have collected a few characters throughout the leagues. Occasionaly I spec one into "merciless lab" after a skills reset, to assume something more fun with the next skills reset.
I hesitate to roll new characters, as at some point merciless lab shows up.
Lab is fine.
Sounds logic and legit to have some build who can do it pretty easily, while they can't do UElder/fast mapping...
You can't get everything, stop whinning.

The only tunning imo, should be to reduce the "escort" puzzle thing, running labs (or walking lab...) and having thoses escort thing is really really annoying, to have to wait for minutes already when you spend a lot already inside the lab (if you're going for a "full run", not a speedy one)
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Blooglet wrote:
Still as of today the labyrinth is my least favourite part in character development.
- it is undoable on experimental builds.
- in particular merciless and endgame I have learned to overrank by 10 to 15 levels before I even try.
- I completed endgame ever only once, as I consider it worse than work.
- For my favourite class Scion the endgame lab offers little reward.

I have collected a few characters throughout the leagues. Occasionaly I spec one into "merciless lab" after a skills reset, to assume something more fun with the next skills reset.
I hesitate to roll new characters, as at some point merciless lab shows up.


all this everybody should win a trophy u come straight form balance manifesto ? lab content is very easy and short.
justice has been served...

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