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
yes, but more rare
This whole thread shows how bad a decision can turn when the only answers are as categoric as "YES" or "NO".

Several solutions have been given that would :
- Preserve the spirit of the league
- Solve the problem of culling, killing too fast, etc...
- Preserve the viability and diversity of all builds.

The best solution is most of the time a matter of compromise. GGG is usually very good at twinking things, I have faith in them and looking forward to seeing the result ;)
"
Figolth wrote:
A reward without a challenge is meaningless.

Please feel free to try to defend everything else in PoE with that argument. The clearspeed people will just laugh at it.
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DON'T add extra nets for dead bests, just let us use the nets we us for living beasts also for dead ones!
What about changing the net mechanics altogether (apologies if this is a repost, only had time to skim the 126 previous pages).

1) Get rid of net tiers.
-You could link net effectiveness to the delta between playerlevel and beastlevel. Like if 1:1 65% capture rate. 1.8:1 90% effectiveness. 1:1.8 10% effectiveness. Maybe that's too effective.

2) You could make supports add to net interactions with interesting effects:
---Increase AOE (lose effectiveness: capture probability),
---Decrease AOE (increase effectiveness),
---shock adds a subdue effect,
---burn adds enrage but lower health,
---cold adds slow but more damage resistance,
---chaos adds lower degen but increased beast damage output


3) Make the nets' AOE effect take down multiple beasts at once.
No more having to click on exactly the right one in a writhing mass of beasts. They all get taunted and they're all coming for you.

4) With the AOE effect, you can now make some interesting probable interactions with the beasts in AOE:
-Along with the enrage, taunt, damage increase, damage taken decrease
---some beasts could be completely incapacitated (low probability)
---some beasts could be held for a time but then scatter
---some beasts could break your net and make it unuseable for a cooldown. (low probability)
---some beasts could turn on their own in the net killing them (making them unable to be captured).
---some beasts could, after turning on their own and eating them, turn them into an uncommon or rare.

5) With the AOE effect allowing you to capture more beasts, make the necessary numbers of beasts necessary for each offering large, so you have to fight more of them, possibly in huge waves, with unpredictable mods. Each beast and each mod modifying the item modifiers to make fighting the more dangerous fights more rewarding and geometrically more difficult.

6) Make the net an item slot in the character sheet. Don't make this take a skill slot. Use the current net hotkey.
---You can only have and use one net at a time (unless you have a special passive/jewel/or gem).
---Higher quality net objects will modify the net's effectiveness.
---Net Mods and gems (if implemented) could change the net's capabilities (see 2 above).
---You could add special Net art & microtransactions.
---You can add different types of nets. Or maybe even revamp traps to be able to capture beasts.

7) Eventually the capture mechanic will probably go further than just being able to capture beasts. Most interestingly you could possibly use the capture mechanic to create a fighting beast pet, where modifiers of the captured beasts could modify the pet predictably. This would take a large rewrite, and revamp of the AI like spectres, targeting, aggro ranges, pathing, etc. Would be cool eventually to see and is a logical evolution of the current bestiary league.



To be clear, I like the addition of the net capture mechanic, but I can see that many players have different preferences and visions for nets and beasts in general. Thank you for your hard work GGG. And to the rest of you players, thank you for your input and inspiration.

Oh yeah. Voted No. Should be about beast capture. Capturing dead beasts is just a bastardization of the spectre skill.
Last edited by TheBastage#0171 on Mar 5, 2018, 11:57:39 AM
"
Appels_Zijn_Gezond wrote:
I say no.

I'm saying this from a pretty casual player style. I don't have a lot of interest in the clearspeed meta, nor am I going to efficiently run map X for max profits. I'm enjoying the capturing mechanic as it's been tbh, and being able to capture that one monster with life regen and whats not, by killing it just feels. Well cheap.

If you can kill the monster and then capture it anyways, it takes away the capturing part. I mean, 90% of the monsters can be captured by throwing the net before damaging them(note, I haven't been to red maps as I write this). If you have a net for those 10%, or even 1%. What's the point for this mechanic? You might as well completely scrap it, and add monsters to the menagery as we kill them.


Try playing a minion based build and capturing anything i sometimes 1 shot mobs if they all group up and re-positioning them to me 24/7 so they dont do that means i cant kill anything else, even if you dont want it to become useless it can be so hard for high level minion builds that it basically already is.
Last edited by OGBlake#0749 on Mar 5, 2018, 11:57:15 AM
this is an will be the most R**arded vote ive seen in along time, this isnt a majority vote when only half the playbase votes and ony half of that is needed to decide the outcome... why 50/50

what happend to somehting like 70 votes for it to win or even 60 thats a majority not 50.-


i guess this is my last day of this league.
Dungeons IIII
Yes people keep going.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
"
Isseus wrote:
The whole point of the league is to capture beasts alive so you can make them fight to the death as a sacrifice to the Old Ones.

Let's just say the Old Ones aren't after roadkill.


"
Hyuuziito wrote:
No...Please

I want to keep capturing beasts not corpses


"
Ssparkiii wrote:
No, 3 seconds to kill after throwing the net should be fine. If you screw up and kill it accidently it's your own fault and you should just move on
"
Fifth2301 wrote:
"
Sepulturis wrote:
ON BEHALF OF EVERY SUMMONER THIS LEAGUE:

PLEASE GIVE US THOSE DAMNED NETS FFS. My Spectres literally 1shot most beasts, and sometimes even the red ones. I can't manage to cast a net before my 20 srs, 8 zombies and 4 Solar Guards decide to unleash a volley of 32 attacks per half a second god damnnit. Or just make summoners only have them or something, because it is frekin hell for us, honestly.


so what you're saying is: GGG should take a good long look at the summoners and balance them? If you literally ONESHOT EVERYTHING OFF SCREEN??


There was no text mentioning a summoner's ability to 'literally oneshot everything off screen', so no need to get dramatic. Almost every skill that a non-summoner uses, they have control of to some extent. You don't have control of your Spectres (or other minions, except with the duration ones you have a choice of when to summon them, but that is not really any control in this kind of situation) nor can you DPS a mob down and then summon your Spectres after netting. Summoners are in a unique position in which they can grow their power source but no control it once it is used, and this mechanic (unknowingly at the time of development, somehow) punishes that harshly. If the nets are implemented and you don't like them, don;t use them. It's not like they are going to give those who want/need them a major DPS boost or some sort of unbelievable advantage.

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