Labyrinth Enchantment Running Feedback

First of all I think the labyrinth is a great addition to PoE.
In my opinion Ascendancy classes have created increased build diversity and the Labyrinth is different from mapping which I find great. It is not mandatory but a cool new addition. Good work GGG.

Within the last 2 labyrinth layouts I have done 40 Labyrinth runs. I do not have much to show for it. Low currency per hour, low xp per hour and 0 of the enchants I wanted.

Tried to farm Movement Speed on boots, Fury on gloves and any enchant on helmet that was in any way useful to me ( blink arrow, aura, off-attack, golem, any gem I had in my gem-setup OR an attack that would make my Rat's Nest more valuable to someone else).

I got every single glove enchant except Fury (22 runs). Ended up with Blades
I got stun recovery which I kept since I was afraid to keep farming random boot enchants (4 runs)
I got a lot of useless enchants on my helmet. 14 runs. Ended up with a boost to discipline aura which isn't exactly a big seller on a Rat's Nest xD

I know 40 runs isn't a lot to some people but it feels discouraging to keep doing the labyrinth when you clear the content 40 times and got almost nothing to to show for that time invested.

I do not mind RNG in this game. I do not mind fusing for a 6L, crafting Harbinger or farming maps for high tier content. Actually I love RNG in this game. Usually it is something that keeps me going in this game. But with the enchants in labyrinth I find it to much. To discouraging to keep on going.

TLDR: I find the element of RNG to brutal when it comes to farming enchants.

Possible solutions:
A) Make enchants non-binding but instead make them a trade-able item. So for instance if I looted a specific enchant I could sell the enchant itself and not the item it was linked to.

Of course this has some downsides. I fairly certain GGG considered this option and opted against it. To me it has two major upsides. 1) You can experiment with your enchants and switch them for different content. For instance if I was doing an Uber Atziri run I could switch out my Tornado Shot Enchant (if I had one) with Puncture or Blast Rain. Then buy another Tornado Shot enchant and switch back if I wanted to go back to mapping 2) Every single run would yield some amount of value.

B) Increase "drop chance" by giving the player 3 different choices. So for instance if you chose helmet enchant you would receive 3 different enchants and you could choose 1. Simply lowering the element of RNG a bit.

C) Make results from Glove / Boot / Helmet enchant visible before choosing which of the 3 you wanted. So for instance you could choose between a Decree of blades on gloves or an "Adds 33-50 Fire Damage if you've Killed Recently" on boots or the "20% increased Cold Snap Cooldown Recovery Speed" on helmet. You would know the result before making the actual choice.

Somewhat limits the amount of "useless" enchants since you know if you get something great for the caster gloves you brought with you or something good for your bow evasion boots.

Feel free to discuss ups and downs with the ideas listed above, make up your own ideas or just disagree with me entirely. Maybe you don't see a problem at all :)
Dernière édition par Frankenberry#0590, le 16 mars 2016 à 00:02:03
Dernier bump le 15 oct. 2017 à 08:20:10
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GGG should read.

I too have settled for "good enough"-enchants. And as for helmet, not even that.

Clearly they want us to grind the lab. I could do that, if it wasnt so tedious.

The Hyperbomber for 2.6: https://www.pathofexile.com/forum/view-thread/1879383
I like suggestion B.

Keeps the current system without trivializing the risk:reward of enchant like A and C.

A kid with a magnifying glass. . . looming down on the anthill. Eventually one is going to get you.
Dernière édition par Maceless#1951, le 16 mars 2016 à 02:39:02
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Saltygames a écrit :
GGG should read.

I too have settled for "good enough"-enchants. And as for helmet, not even that.

Clearly they want us to grind the lab. I could do that, if it wasnt so tedious.



Glad I am not alone :)

"
Maceless a écrit :
I like suggestion B.

Keeps the current system without trivializing the risk:reward of enchant like A and C.



Ty for feedback :)
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Maceless a écrit :
I like suggestion B.

Keeps the current system without trivializing the risk:reward of enchant like A and C.



But B allows for you to cherry pick enchantments depending on the items, lets say it shows up and you have the option of the following:

EQ radius (your not an EQ build)
Split arrow (2 additional arrows)
Reduced AA mana reservation


You are an RF self cast build so none of them really works for you, but you have various items you could put those enchantments on and sell, for example an armor based helm with life and res is great for the EQ radius, an evasion helm, like rats nest, solid rare or similar could be perfect for split arrow and the reduced AA mana cost could be good for a geofries crest helm. It is simply too powerful to make this change.


Instead of getting stuck with something that isn't good for you, you always are enabling a person to enchant something that could be good, the lab wasn't IMO designed to be that easy. I did ~20 labs and got EQ radius, not the best one but good enough for me to stop for now. My friend did 2-3 times that much and just recently got reduced duration for EQ.

Its quite possible to get something good for your build and the power of the enchantments means it needs to either needs to take a lot of time or needs to be out of the players control in terms of selecting what they get. Keep in mind enchantments for helms are basically superior to corruptions on them in every way without the risk of losing the item.


The lab IMO isn't designed to be a massive currency gainer but depending on the day and the chest you choose you can make some nice bank and still get that chance to get the GG enchantment you need for your build.


The only concern I really have with enchantments ATM is how exactly are we suppose to get the ilevel 75 ones.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
I didn't care for the labyrinth at first, but they are growing on me - kinda like a parasite, or... cancer.


As for enchantments (or Cadiro)... I often wonder if 3 can be offered to you, but you can only pick one. But you'll know what it is before you place it on the item. This gives people a bit of a choice, and makes them feel smart if they make a good choice. However, RNG is still a major factor. There are, after all, over 300 helmet enchants alone.
Dernière édition par DragonsProphecy#4593, le 16 mars 2016 à 10:09:15
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DragonsProphecy a écrit :
I didn't care for the labyrinth at first, but they are growing on me - kinda like a parasite, or... cancer.


As for enchantments (or Cadiro)... I often wonder if 3 can be offered to you, but you can only pick one. But you'll know what it is before you place it on the item. This gives people a bit of a choice, and makes them feel smart if they make a good choice. However, RNG is still a major factor. There are, after all, over 300 helmet enchants alone.



But if you see what it is before it applies to the item you can just rotate items in\out until you match it up with something appropriate. It just cheapens the whole thing and isn't necessary. There might be 300 enchantments but as far as anyone knows 1\3 of the helm ones are basically blocked out for regular so down to 200, with there being about 3 per skill you have a much better chance then 1\300 or whatever to get what you want after you take everything into consideration.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
i completely agree the lab is great in theory but were gonna see pople grab acendancy and never go back. its simply a waste of time with so many possible enchants
"
goetzjam a écrit :
"
DragonsProphecy a écrit :
I didn't care for the labyrinth at first, but they are growing on me - kinda like a parasite, or... cancer.


As for enchantments (or Cadiro)... I often wonder if 3 can be offered to you, but you can only pick one. But you'll know what it is before you place it on the item. This gives people a bit of a choice, and makes them feel smart if they make a good choice. However, RNG is still a major factor. There are, after all, over 300 helmet enchants alone.



But if you see what it is before it applies to the item you can just rotate items in\out until you match it up with something appropriate. It just cheapens the whole thing and isn't necessary. There might be 300 enchantments but as far as anyone knows 1\3 of the helm ones are basically blocked out for regular so down to 200, with there being about 3 per skill you have a much better chance then 1\300 or whatever to get what you want after you take everything into consideration.


This is a stupid disagreement with the idea. You are assuming it is made badly, instead of just being "you have used the enchantment, you have to choose one of the three".

Its like saying you can just rotate the quest rewards until you get the one you want... its more like 'you have these options, you have to pick one, but you can't just reroll it over and over'

I would assume something similar, you put an item in (instead of picking up skull), and then there are three items in the box and you can take one. You take one, the others are 'gone'


I strongly support B
I have too grinded lab, I got arc +2 chain on my helm (unique) and went "I don't erally want this, but I do use arc). Proceeded to buy a backup helm (since its unique and easy to do that), and have done about 80 runs attempting to get something 'better' for my helm with no luck. Not to mention trying to do something with boots/gloves....

Needlessly grindy when I am looking for maybe 1/300 enchant. Having 3 options means 1/100 instead (sort of) chance, which while it can still take a long time (isn't it somethingl ike 2.5* roughly runs for 90% chance of 'at least once'), its more reasonable...
While I would really like option C, personally, it is open to abuse for seeing which enchant you will get and therefore being able to "sell" the enchantment (like people do with Cadiro offers).

So option B is preferable.

I think it should offer distinct categories, though. Like, it won't show 2 different "when hit" enchants for Gloves, or 2 different "if you've killed recently" enchants on boots. The categorisation for Helmet enchants could probably be based on gem colour.

This has the advantage of allowing the player to not accidentally get offered all useless enchants (like kill effects for a Totem build) but equally it means you'll still have basically the same chance of getting the specific type of enchantment that you do want. The only problem I could imagine with this system is that there are a great number more blue gems than red or green gems, so it would tend to favour attacks over spells.

I certainly agree that the system needs to be slightly more deterministic.
Dernière édition par Lavablade#2117, le 22 mars 2016 à 23:37:28

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