Important: How We're Changing Capturing

Thumbs up from me on the capture changes. I can't count the number of times that something has died before I can get a net on it.
this should not be a effort to empower the builds that super clear, if capping a dead beast is done it should have a much lower chance to capture vs live capture.

-unorthodox-
Capture dead monster? You must be kidding. :-DDDDD That's huge fail as all league.
a good explanation of how nets actually work would go a long way. i literally used 7 nets on one mob and nothing worked...yes it was the right level.

Next one i find i used a net and the beast was captured promptly. This makes no sense.
San Diego Zoo: Hello this is San Diego Zoo, how may we help you?

Elite Path of Exile poacher: HEY GUYS I "CAPTURED" THIS BRAND NEW SPECIMEN. FRESH KILL FROM YESTERDAY *SQUISH* *SQUISH* JUST SEW HIM BACK TOGETHER AND ADD A MISSING EYEBALL AND I SWEAR THE KIDS WILL LOVE HIM
idgaf about it being live or dead, why in gods green earth am I not catching legendary poemons using the highest tier net available, while it is in 10-20% life range (i run a lot of FB totems BTW) fuck! All of a sudden ppl come out of the woodwork all like "butbut bro it's the Leagus FLAVA" like what the fuck this isn't divinity this is a fucking Grinding Gear Game.
Second-class poe gamer
Last edited by pr13st#1040 on Mar 3, 2018, 2:06:33 PM
Hi devs hope you read this,

So i currently play a sunder slay that has the 20% culling strike, the first option sounds good to set the timer to 3 seconds but just like chris explaining lettancy lag in the interview with ziz, their is some issues to arise with this 3 seconds.

I currently communicate with the texas server and with the lag time and communication that 3 seconds of feed back and being able to capture the beast turns into a feeling more likely of 1 second. An issue arises now with a build like the multi strike sunder were it feels like a lag time between throwing the net and striking the beast is to be around .75 - 1 second. Then with the feed back from the server it will basically say that the monster has been killed.

I have fiber optic internet so their is no "lag" between me and the server its just the feed back were talking about here.

I purpose instead of the time being 3 seconds as intended to make it 5 seconds and PLEASE DO NOT MAKE THE DEAD TRAPS, everything you worked on for this league will be thrown out the window with that!

Also if their are different time settings between the diffrent traps and the capturing of the monster please let use know since if i have to throw that extra rare trap to have more seconds to be able to catch that bestiary then ill use it vs if i use a regular trap and it instant rages... well not cool for a sunder slayer.

Also i have seen were after you use the trap their is a long.... long... long... cooldown from not being able to throw the trap again so this turns into a run around, yelling at the screen, spamming v (i have set to y for easier accessibility) concept and well long story short trying to thread the needle of not killing the monster at 20% ends up with a really really really annoying trying to catch monster time witch most likely ends with a killed bestiary.

Well hope this helps y'all out and hope your able to answer a question or two on this. Thanks -Avery
Last edited by Silentlegion24#1888 on Mar 3, 2018, 2:17:26 PM
hahahahahahahhahahahaha

capturing dead animals.

what in the candy crush is this garbage? hahahahahaha.

oh, man. this is... yeah, this is real.

pathofnetflix realllllly did a number on this once great game.
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"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
1.Beast should get dmg reduction with every hp% lost,and when they get dmg red. buff they will get dmg attack debuff ore something like that
2.Nets should be like sextans for normal/rare/uniqe beast
3.We cant kill beast ,we only can drop they life to 1 ant then beast are stunned for x sec and we have time to capture it,chance to capture it should be x% for normal(like95%) rare(80%-90%) uniqe(75%) if we dont capture it beast have 3 options :first>die ,or sec>fight again with lower stat and three>flee
Maybe it would be better to just remove the stun part of capturing? Then there is no problem with exploits.

Have the trap work more like "marking for trapping" than physically trapping. Similar to how soul capture works in Skyrim. Trap could be sprung automatically when monster reaches 0 health and instead of dieing, monster gets trapped/stunned.

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