Trials of Chaos are the Single Most Annoying thing in Gaming

Hard disagree, they are meant to be a challenge.
Both trials are more rng than actually challenging. Lab is the other way around which is why players like it more. You can make build designed for lab running in poe1. Even if you make a strong build in poe2 it doesnt matter if you get unlucky with the trials. Thats the difference.
I agree. They arent a challenge, they are irritating. Its not a skill I can master whether ultimatum comes up with three options all which boil down to "f off you lose" then you get the dick trial master to tell you that you suck.
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Both trials are more rng than actually challenging. Lab is the other way around which is why players like it more. You can make build designed for lab running in poe1. Even if you make a strong build in poe2 it doesnt matter if you get unlucky with the trials. Thats the difference.


i dunno man, when lab first showed up it was way more 'rng' due to desync vs traps and client DCes. Trial rng you can control/prepare for
i agree there could be few more ways of managing negative effects in both making the player less risk averse when doing them, but they are not as rng as you think
100%!

The Trials for ascendency are some of the worst content GGG has made. The problem is not difficulty, it's the randomness of shitty modifiers that makes it unfun. Trials being awful along with maps being a complete slog makes me move on or back to poe1.
The trials beat out the area behind sewer mohg.
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AintCare#6513 wrote:
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Both trials are more rng than actually challenging. Lab is the other way around which is why players like it more. You can make build designed for lab running in poe1. Even if you make a strong build in poe2 it doesnt matter if you get unlucky with the trials. Thats the difference.


i dunno man, when lab first showed up it was way more 'rng' due to desync vs traps and client DCes. Trial rng you can control/prepare for
i agree there could be few more ways of managing negative effects in both making the player less risk averse when doing them, but they are not as rng as you think


Thats not game design though. Saying its more rng because of desyncs doesnt make much sense. Sure I hated lab back then as well but it was nothing like sanctum.
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AintCare#6513 wrote:
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Both trials are more rng than actually challenging. Lab is the other way around which is why players like it more. You can make build designed for lab running in poe1. Even if you make a strong build in poe2 it doesnt matter if you get unlucky with the trials. Thats the difference.


i dunno man, when lab first showed up it was way more 'rng' due to desync vs traps and client DCes. Trial rng you can control/prepare for
i agree there could be few more ways of managing negative effects in both making the player less risk averse when doing them, but they are not as rng as you think


That is a stability issue, not an RNG issue. RNG means the devs actively WANTED the trials to be the way they are, the desyncs were because they did not have the infrastructure support to manage the trial. One is intended, the other is not. There was a similar issue in another game I play, FFXIV long ago. There was an endgame (at the time) boss fight that because of server ping you almost had to be psychic to read when and where he was going to throw his big aoe abilities to dodge. But this was not intentional, it was a limitation of the hardware and infrastructure Square Enix was using at the time. Compared to the current end game boss fights where the bosses will rotate through abilities randomly, that is RNG factor because it is DESIGNED.
FUCKING ASS CRAP MECANIC
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AintCare#6513 wrote:
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Both trials are more rng than actually challenging. Lab is the other way around which is why players like it more. You can make build designed for lab running in poe1. Even if you make a strong build in poe2 it doesnt matter if you get unlucky with the trials. Thats the difference.


i dunno man, when lab first showed up it was way more 'rng' due to desync vs traps and client DCes. Trial rng you can control/prepare for
i agree there could be few more ways of managing negative effects in both making the player less risk averse when doing them, but they are not as rng as you think


Thats not game design though. Saying its more rng because of desyncs doesnt make much sense. Sure I hated lab back then as well but it was nothing like sanctum.


not sure, sanctum to me was rng to the max since in poe1 there is no way to mechanically dodge on most chars. hated that mechanic, but i enjoy trials here.

and it was part of the design back then because it was implemented while knowing the technical limitations. and it was implemented even more harshly at first (you needed to do A LOT of labs to get your points, and the dmg was much much higher) and there was no 'saving progress like we have here.

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