Eternal Labyrinth Improvements in Path of Exile: Scourge
See these are changes we are looking to see.
While I generally don't mind finding the trials after a few leagues this really starts to become annoying and not interesting. I remember hitting 97 one league before I found my 6th trial sometimes you could be boned while my best league start I found all 6 in less then 20 maps. The range of rng that gated your base class power did feel weird. |
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as i was reading this i was expecting it to end with "you will still need to complete all the trials to unlock the highest tier helm enchants" but that did not happen. i'm dumbfounded in a great way!
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This saves a LOT of strain for the people that don't have as much time to play the game around league start. Thanks!
Only nitpick: You could probably make the required level lower like 65 instead of 68. Doing stuff while under-leveled is a fun challenge and is nice for alternate characters to help them into the content you already unlocked on your first character. |
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Nice, thanks!
(To anyone worried about 60 vs 68, doing 15 minutes of maps should get you to 68 I think right?) |
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POGGERS
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really good change imo
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln |
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damn thank u sooooo much one of the best changes ive seen no doubt
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For those that like doing lab at lower levels for the "challenge", there's always the empowered lv 80+ labs.
Also, realistically speaking any experienced lab runner will tell you that eternal lab is super easy and a few levels difference won't matter. I'm not sure what made them decide to increase the level requirement to enter, but that seems like a trivial change. |
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well, roll me and dip me in butter
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its a really good change.
heres the thing tho, with this you admit theres a problem with this whole mechanic. in poe2 you are not having the lab, again, an admission its just not right. ill make a lengthy feedback post at some point, god help me when i have the patience for it xD maybe not, might be too much effort. but look, the short of it, you can save this mechanic, this whole piece of great development. it can be saved, it can carry forward, it can be treasured and loved. but you need to accept some home truths about it and come to terms with the reality that doesnt match up with what you wanted it to be when making it. people hate the traps and the extended hot floor run around touch the ground pat your head pull the switch avoid the thingy oh i got spiked anyway i cant see shit captain this is a total clusterfuck god i hate the lab and the trials are even worse fml... thats what people hate. if you reduce the amount of trap nonsense by like 75% in both the trials and the lab, have a bit of it, but not like it is now. actual 75% of the trap shit gone in order to get from one end to another in the trials and the lab. make it more killing mobs like a normal zone. then you make a lot of these rewards from the chests etc, the extra keys, throw in a bunch of extra enchants and stuff, now put them behind optional gauntlets of traps in the lab. you dont need to run through all this crap to get end to end, but here it is on these side things and you get extra goodies that make it worth it... this will work. i feel like you would not have been open to this sort of suggestion before because you guys make a thing its hard to convince you that the way you see it is not how its panned out sometimes. but with these changes and no lab in poe2 maybe u guys have come to terms with the idea that lab just doesnt work and ur open to ideas? the lab can be saved, it can be magnificent and loved and in the game. the enchant thing is way better now, the needing the trials is better now, youre shifting on it but its still in a bad place and thats why ur ditching it in poe2. the traps are a fun idea but its way too much on the traps the way it is now and even running the trials is like pulling teeth. Last edited by Snorkle_uk#0761 on Oct 12, 2021, 7:33:01 PM
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