Labyrinth Enchantment Running Feedback



I like the lab very much.

It has a lot of potential. Give the GGG some time. They will fine tune in and develop it im sure.

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joachimbond a écrit :
YEah but it's working out great for VOC and his army of optimized lab-cheesers!


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I've done about 150 lab runs trying for eq reduced duration. I feel burnt out already and its really starting to put me off the game.
GGG could at least let you pick between your current enchant and the enchant you will be receiving. This would allow someone to look for an upgrade to a current enchant they have without as much risk.
Months later;0 damn given by GGG :(
This really must be thought! I'm a necromancer and I have fairly more opportunities to get something helpful for me than others builds and i'm still getting the others 280 options... It's just SOOOO Fking worthless... And for me, a lvl 90 necro, there is so little to do right now to make this character better, just missing enchants, correct ones. For me it must take into account your equipped gems. Just that! What's the point on doing ubber lab hundred of times when almost every other late content is much much more enjoyable and rewarding. Ubber lab must be there to get the Perfect enchants to late builds, not to infinite, repetitive, stressfull and unrewarding runs.
Nice necro on that 6 month post, but if you haven't doin' it I would have do it too.

The enchant like it is atm is just a pain. Boots and gloves are supposed to be easy to get. But yeah no, sometime you just get it on first try, sometime you can run the lab 20 time with twice enchanted and no, you will never have what you wanted.

I'm probably going to DOWNGRADE my helmet just to have the ability to buy one with the enchant already on it, and it's a pain when you know you have a really, really late build (meaning you are supposed to have each piece of the stuff you want, each gems, quality, etc).

It's like having a build done at 99%, but knowing the last 1% can take you 2h or 300h of farming the same shit again and again and again with possibly no result. Boring.
As many times said by now - we need few options to choose from, PLUS to keep the existing enchant.

Alt Art items as League MTX - When?
Loved B and C ideas, really loved them.

Although i never had problems getting fury on my gloves, lel, guess i'm lucky, actually, let me forget you didn't get it in 22 runs, DON'T RUIN MY LUCK GODDAMM, IT'S ALL IN THE WILL POWER....... must forget......
Also i needed the 80% chance to avoid stun in my boots (on kill) since i'm CI, and i got it in my first try, so, it's all in the will power, your failures will never Happen to me, it's not possible NOOOOO PLS NOOOOOOO GET AWAY FROM ME STUPID RNG.

It may look like fake internet drama but i'm actually seriously worried about needing some enchants one day and not getting them... like... forever.

Oh, i never try to enchant my helmets, i always buy the bases, there are 388 enchants per tier (15 on gloves). lmao
Buff life on the right side of the tree! Just a little! Pretty Please!
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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.


Agree , +1. Get this on for god's sake. Running labyrinth 10 times in a row to get actually a fitting enchantment is not funny, it is annoying and makes ppl bored!

3 choices on one item per one skull use. With prophecy "Twice enchanted" you get 2 times 3 rolls. Also increase "twice enchanted" prophecy chance - its prices in standard > 10 chaos is a joke. GGG does everything to keep most annoying issues that make people play less or quit the game.
Dernière édition par Fnts7#2833, le 3 sept. 2017 à 00:45:18

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