Poll: Should we add Nets that work on Dead Beasts?

Poll: Should we add Nets that work on Dead Beasts?

Yes, but more common
943025.72%
Yes, but more rare
961326.21%
No
1762848.07%
Poll closed
I play guardian this league, an aurabot with insane amount of dps in my party and i dont have a single problem throwing nets in right moment. You just have to learn and mastery how to do that properly.
Voting no makes the most sense because capturing something already dead makes no sense, but the current method has a high degree of failure (as well as just being a pain in the ass) depending on your build and needs to change. I don't think people are voting 'no' because they like the current mechanics and don't want anything to change. If that was true it wouldn't have prompted this debate. I think you need another option which is "No, but we have to figure out something else." The way your first option is written is basically forcing players to make the decision to do nothing because the alternative options you proposed in your poll make no sense (throwing nets on dead things).
✰CARD✰ The Survivalist
I can’t buy any more big supporter packs because the forum only supports showing 7 legacy tags.
"
scabchewer wrote:
I vote NO.
Don't encourage the faceroll meta. I don't want this league to be dead in 5 weeks.
Don't reward the faceroll meta!

Oh yes. If it stays like it is now, it will be dead not in 5 weeks, but in 5 days. But then you will be able to enjoy something brand new, like forced SSF pokemon league, as there will be nobody to trade or play with. But don't worry, GGG will fix that issue. Maybe monsters will play and trade and party with you instead of real players :P And ofcourse, those monsters will buy precious "supporter pack's" and stash tabs.
Last edited by postrach_myszy#3054 on Mar 5, 2018, 9:24:01 AM
I vote yes, and If it's added it might as well be available to all players rather than niche expensive/hard to obtain for the Very dedicated and/or rich.

Why Yes?

As a totem player, I can very much understand why people have proposed this type of net in the first place, while it was a hassle, I never saw it as problem that needed this Net to counteract, Rather I more so wished I somehow had a button to Insta-Kill All My totems at once to stop the damage, rather than having to cast New ones far off to quickly move them - the same goes for Vorici quests where you're not allowed to kill the target.

The update that added the 3-second rule or what not though has been very helpful.
So for solo play I think the game is fine as is.

My issue for why I vote yes comes when it get to the Co-op and party play - where it is an annoying hassle to do co-ordinating With each others damage output And have all of us cast our nets at the same time to succeed in catching the same unique/rare beast. While still possible, it is a nuisance - one which I can only imagine gets worse in Public party without co-ordination.

Before finding out both or all of us could catch the one and same beast - It was either a "Who will get it this time?" or Rush to be the first one to catch it. Neither of which is fun.

This is where I see the Dead Beast rope coming in handy - Party play.

While I think it is an Odd idea in itself to "catch" a Dead beast, I'd rather overlook that to maintain comradery between my friends and randoms.

Of course I'd be open to any other solutions to this problem that doesn't involve Nets for dead beasts, or even changing the capture mechanics themselves - but 'tis my opinion on the proposed solution for this thread.


When a shadow falls, death isn't far away.
As someone playing a slayer, it's really hard to capture beasts because of the cull. The 3 second window is nice, but the thing is, red monsters tend to be very resistant if their life is above 20%. First net I throw, 90% of the time (guesstimate) they break away and become enraged. They gain life, so I try to wither their life down closer to 20%, but almost always they die.

I have a suggestion. Instead of netting dead beasts, why not put in a mechanic where you can't cull a monster that you've thrown a net at? This way, you can still kill it if you want to.

In addition, when a monster that becomes enraged, it won't instantly die and instead, it will cast something like vaal immortal call and live with at least 1 life for another 1-2 seconds. Even just 1 second might be enough for the animation when throwing traps.

Thanks GGG. Great idea btw.
I voted for Yes but rare. Sometimes we accidentally kill things, and being able to repair it helps a lot specially if it is a specific monster you're grinding for a recipe. Should be rare because making it common would just allow people to rampage though everything and capture later; being rare means we need to watch out and only use in special beasts we need.

Another options instead of dead capturing could be:
-Red Totem Gem "Protection Totem" with "Beasts in radius cannot die."
This would allow us to have a aura totem that prevents beasts from dying while we deal damage with other skills. Tradeoff: 1 skill slot and 1 totem count
-Green Trap Gem "Protection Trap" with "Locks Beasts in place. Beasts recently hit by this skill cannot die."
This would allow us to lock a single beast in place (like Bear Trap) and make it unkillable while we lure minions away and then damage it. Tradeoff: 1 skill slot and 1 trap count
-Blue Curse Gem "Preserve" with "Cursed Beasts cannot die", duration of ~5s.
This would allow us to keep a group of beasts unkillable for a while, allowing us to use our main skills to damage them. Tradeoff: 1 skill slot and 1 curse count
-White Support Gem "Avoid Death" with "Beasts recently hit by supported skills cannot die".
This would be a simple, generic support instead of the other 3 that would allow us to keep a single or group of enemies unkillable for 4s. Tradeoff: 1 support gem slot

This would allow us to avoid killing beasts by sacrificing gem slots. If you don't want to lose slots, be careful when damaging them. I'd rather have this tradeoff instead of dead capture.

And if you change the "Beasts" in the gems for generic "Enemies", they could be used in other places like the issue with summoners/totems constantly failing Vorici's "Kill the target and keep at least 1 guard alive" and "Keep the target on low life for X seconds" or an alternative for the timing of a culling strike+item rarity on a boss.
this league has some strong core elements but there are definatly some more tweaks needed than just another new rope.. from my casual perspective this enraged red monsters are way too overpowered.
"
Fiercce wrote:
As a totem player, I can very much understand why people have proposed this type of net in the first place, while it was a hassle, I never saw it as problem that needed this Net to counteract, Rather I more so wished I somehow had a button to Insta-Kill All My totems at once to stop the damage, rather than having to cast New ones far off to quickly move them - the same goes for Vorici quests where you're not allowed to kill the target.


Are you familiar with Decoy Totem ? Dude please, totem solution is easiest ever - when beast is about to die replace all totems with Decoy, and bam! Problem solved even when u want to slow dps reduce amout of dmg-ing totems do you use.
i get it, you people should try heroin. you get a nice warm feeling and have nozhing to manage, just chill and watch.
"don't worry GGG, it's ok!"
"
cgexile wrote:
Voting no makes the most sense because capturing something already dead makes no sense, but the current method has a high degree of failure (as well as just being a pain in the ass) depending on your build and needs to change. I don't think people are voting 'no' because they like the current mechanics and don't want anything to change. If that was true it wouldn't have prompted this debate. I think you need another option which is "No, but we have to figure out something else." The way your first option is written is basically forcing players to make the decision to do nothing because the alternative options you proposed in your poll make no sense (throwing nets on dead things).

I think you got "yes" and "no" backwards.

Any ways, the in-character explanation would be that Einhar can resurrect beasts. After all, Wraeclast is a place where the dead rise again. Seems fitting even if you don't get the relevance right now (you've been here far longer to grasp that, I'm sure!). :-)

I don't like getting more nets, but I hate the current capture process even more. As I posted a suggestion a page or so ago, I'd like to see these mechanics instead...

1.) Cast the net. The creature gains a new net-appearance skin, but they're not stunned/pinned (in-character explanation: the beast is too lively at this stage for the net to hold them down, but the net is still stuck to them).

2.) Fight the beast as you normally would. The best is not stunned, not pinned down. It goes about its normal movement.

2.) When the beast gets to a certain percentage of life (eg: 5% or whatever, depending upon culling), then stun them and make the net visible as pinning them to the ground. The capture cut-scene progresses.

But no, GGG screwed up by adding this enrage mechanics and having the beast pinned down right when you throw the net. Those sort of mechanics give a free stun skill to players.
▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄▄
▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒░░░░░░░░░░░░░ cipher_nemo ░░░░░░░░░░░░░▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀

Report Forum Post

Report Account:

Report Type

Additional Info