Important: How We're Changing Capturing

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pixeljunkie82 wrote:
Like all the other players who posted this suggestion in a similar fashion, I have to say, the simple solution is to just remove the nets entirely. The harder monster challenge is nice. Maybe make them a little more challenging if the capture mechanic is removed, and then face those killed bosses in groups in the menagerie for crafting gear. It would be similar to invasion bosses but with an arena to fight those bosses in groups for crafting possibilities. The nets are useless and the most annoying feature ever introduced in Path of Exile. I'm begging you GGG, remove this silly game-breaking capture mechanic.


I agree with you. The capturing mechanic is very annoying :(
Okay so i've reached the damage threshhold that makes 1-mod beasts nearly impossible to capture in maps, because the animation to throw the net takes quite a while, and if i wait for them to get low, they just die. Or they die to my warchief while i'm doing the animation.

So yeah, while i'm enjoying the league, the fights vs legendary beasts, and will probably enjoy beastcrafting, the desing of capturing feels really poor and rushed. So, some feedback on that.


1) Net animation is too long. If my 3-link warchief can kill the beast before i throw a net on it, i'm scared to imagine what summoners and totem players go through.

2) There are way too many net tiers. In the early maps, four types of nets can drop at the same time, it's bizarre. I initially thought the capture was gonna be a skill, but okay, if we're having consumable nets - three tiers is already more than enough IMO.


As for the whole clear-speed thing, and dead beasts capture, i don't think it's gonna be enough to please clear-speed players :D They'd still have to stop and click on the net.

At this point you might aswell just throw the nets away and make the capture an on-kill effect: every time you encounter a rare or legendary beast, you fight it, drop it to 1hp, and then Frey shows up and captures it, or something like that. Honestly sounds better than the mechanic we have now.


Anyway, like i said, love fights against beasts, love the Bestiary book, love the Menagerie, gonna do some beastcrafting, love the content of the league so far. But the capture mechanic at its current state is too messy and too clunky to be enjoyable. Looking forward to the changes.
Last edited by nskLantash#4654 on Mar 3, 2018, 10:37:01 AM
Here's my solution, but first the requirements of any solution:

1) Do not interrupt regular play with some mechanism that requires more than one click. Even the three clicks on an essence mob is annoying. I get it, but it's still stupid.

2) Do not fill our inventory with tools. It has another purpose and sticking nets in there isn't going to work. It's ok to pick up stuff to store later, but don't make us carry shit around.

3) Don't penalize us for killing stuff. That's what the game is about.

Solution:

In playing the game you encounter something that you want to capture. You press V. Minion damage is temporarily disabled. Dude shows up and throws HIS net. You "kill" the beast, but it survives and he captures it. Encounter over. No pop ups. When you talk to dude in the menagerie, he tells you all the cool things you can do if you challenge the now healed and buffed beast he captured. Tada.
Last edited by Shagsbeard#3964 on Mar 3, 2018, 10:41:59 AM
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Last edited by PoopCityRemix#2630 on Jul 28, 2023, 11:31:58 PM
Thanks for the quick response :}
Why not have instead of a net you put a curse that captures its soul so you curse the beast you want (which has either no effect to it or makes it stronger) and then when it dies you get its soul.
"Blue warrior shot the food"
It's just... amazing how responsive you guys are to feedback. This is why I keep coming back.

The following suggestion has my vote. It can still be a net, but it doesn't need to stun or lock down the beast. Rather its a net that captures its soul on death.


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maxor wrote:
Why not have instead of a net you put a curse that captures its soul so you curse the beast you want (which has either no effect to it or makes it stronger) and then when it dies you get its soul.
It's still mechanically awful by design, even if we can easily catch 100% of the time. Please remember this when tweaking, Bestiary is awful please try to make this less the case.
Buy the ticket, take the ride.
Music to my ears.

Sucks when you have to leave the area, come back in resetting it, because your minions killed off the beast you were supposed to capture.
My problems so far have been:
-Killing enemies before the net even lands.
-Running out of currency to buy more nets at the start of leveling, which in turn means I am having to make multiple trips to sell junk items instead of leveling and progressing.
-Running out of nets mid-fight and trying to equip new ones.
-Identifying and targeting the correcting monster I am intending to catch can sometimes be tricky.
-Waiting for some enemies to register being caught before dropping loot.
-Fighting enemies that spawn enemies which in turn spawn even more enemies aka insect queens and other insane enemy combos along with ghost spawns next to them.
-Recipe spam that blocks a large portion of the screen during combat.
-And lastly using this league's mechanics to craft items for the resists I need, only to die in the arena because of said lack of resists and lose the beasts in the process.

Now I really like Einhar and the menagerie, I am just having problems adjusting to this league's mechanics.
Last edited by grimskuldar#2018 on Mar 3, 2018, 1:11:38 PM

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