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
Plz No. Keep Traps The Same. The 3 seconds trap window is perfect and beasts are much much more consistently caught.
I say just make the pop ups way smaller for getting new recipes from capturing beasts, the things take up like half the screen, its really absurd lol.
I dont really think we need to be able to catch dead beasts but being able to throw the net while moving would be nice. Also maybe a new net that covers an area and attaches to the rarest monster instead of having to target it
Neither side gets to play the vocal minority card yeah sure,but the HC side gets to play the not a casu game card.

Seriously,to all people complaining they couldn't do anything past leagues because game cater to hc player,first it's only half true,second this game IS hard. And I thought that Chris himself already stated this kind of thing by the past. Wraeclast is not for the faint of heart and if you can't adapt to the game,don't make people enjoying it adapting to you.

Casualisation of game is sickening enough nowadays. You don't get to promote your playstyle by saying you don't want to do the whole game content so other have to get it worse so you can get some fun,this is completely backward reasoning here ffs.

BTW GGG,this poll is taking a very bad direction. The No but more rare will not satisfy anyone in the end,or very few people. It doesn't solve the core problem of it.
Last edited by Pr1d0#3384 on Mar 4, 2018, 11:03:54 PM
No, this ain't western with bounty 'Dead or Alive'

Some of the mechanics could be tuned to ease up catching mobs. Maybe alternative(more expensive?) net that can be only target league spesific mob. And it would have target area, so you actually can throw it as on area. Net would target randomly any mob having special mod(s) on the nets catch area.

Or turn nets to be as magic level items, having variety mods helping to catch either very spesific mobs, or having generic minor helps vs every type.
It would be quite added difficulty, to pick another net from inventory to be used in middle of intense combat. Unless some slots for nets are implemented that would contain 1-3 individual nets and slot for default net to be used when special ones had been spent.
Using special net would also add on enrage time if player fails to catch.
+X second to catch time and ++X seconds to enrage time, styled of mods. More catch time would increase enrage time in square or similar.
Relative working mods, if you are getting low level mob some nets would allow you catch it without much of resistance, in case player has like 2x mobs level or very much more levels.
Poisoned/supression nets that reduce mob health regen during catch time.
Leader of pack, targets summoned minions would take extra damage/deal less damage to players during catch time.
Terrifying net, targets summoned minions would have x% chance to flee for duration of catch.
One net, grants much long catching time than other nets vs type, but would break capture if any minions of target would get damaged/killed. (net would work only vs mobs having mod that would summon minions)
Long range net, player would able to launch it greater distance and it would deploy faster. Net would add melee damage resistance to beast for capture attempt duration and x% chance for beast getting away on melee damage event. (would also require ranged weapon active)
Dominate beast, add 0.Xs * player level - beast level to capture time, if player is least 5-10-15-20 level higher.
Supremacy, add 200% damage vs beast if player is 50lv higher or more than beast
Subduer, beast will be captured at x% of health left, if y% or more was lost during catching
Bladed net, add x% damage vs beast, y% chance that beast would die at end of capture
Hooked net, -50% beast movement speed for 5-10 seconds on first capture fail.
Runed Net, prevents minion summon of beast for X seconds after first capture fail.
Weighted net, increase capture time Xs, allow beast to move reduced speed during capture.
Keen hunters net, +x% critical chance vs beast +y% critical multiplier. (5% minimum chance on crit on any hit)
Elementalists net, +x% elemental damage vs beast, +x*[2-5]% physical resistance to beast
Ancient wood, +x% damage vs beast from totems, +x*[2-5]% reduction of other types of damage sources
Two In One, traps two targets that are x apart.
get me normal-magical-rare-unique, can only catch that type rarity of beast (attempt of throwin on other will throw net and put small delay before next attempt. net is not spent if there was wrong type of beast as target)

some ideas for mods for nets. People playing with totems might like to roll/buy Elementalist's Strong Steel Net of Ancient wood to compensate lack of hold fire on totems.
I do hope they do check for accounts created recently just to vote brigade this into one way or the other.
"Into the Labyrinth!
left step, right step, step step, left left.
Into the Labyrinth!"
i think the main problem is , you cant hit the beast with the net cuz the important ones speedrun arround your screen , it would be enough if the "NET" BUTTON would AUTOAIM to throw the net at the nearest catchable beast , without clicking on the monster itself.
Would solve most of the problems for all builds beside 20% cull slayer.
Last edited by Alibi#3321 on Mar 4, 2018, 11:06:14 PM
"
Hemmingfish wrote:
Friendly reminder the results are currently 50.01% to 49.99%, which means neither side gets to play the "vocal minority" card.


does if you can do even minor extrapolation. For example some of the "yes but rare" people are just saying that because they want to be nice to people play summoners... even though RaizQT has show amply that Summoners can cap beasts just fine.

In aidditon and perhaps most importantly: something like 99% of the player base that only just reaches red maps or less aren't represented on these forums or reddit. GGG has said as much very recently. So how do you think "capturing corpses" sounds to players who are slower? Which is most of us?
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
each league is supposed to have a way of playing, some of them favor clear speed while others like this one favor slower progression.

so capturing dead shit... no thanks

keep it alive, slow down and don't pick a fast clear build for your capture character.
"
Mythabril wrote:
I do hope they do check for accounts created recently just to vote brigade this into one way or the other.


Yep there's been a statistically suspicious drop in the no percentage over just the last 20 minutes.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.

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