Poll: Should we add Nets that work on Dead Beasts?
Poll: Should we add Nets that work on Dead Beasts?
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Why the fuck would you need to use net to catch a dead animal?
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Vote 'No' and force GGG to rethink the net capture mechanic altogether.
Voting 'Yes' gives them the easy out and adds more junk in your backpack. "We were going to monitor the situation but it was in the wrong aspect ratio."
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Dead nets, and more common, please!
Speaking on behalf of Necromancers, I object to this prejudice against capturing dead beasts! Speaking on behalf of sucky players like me - many of whom do not come to the forums - Path of Exile is in a sad state if sucky players like me(*) are killing too quickly to cast nets. Playing though the story, it is frustrating to have to run The Climb three times to capture the Faun. It is frustrating to have to re-run the area The Weaver's Chambers to capture the weaver. It is frustrating to run a Vaal side area and realize I can capture the boss - no I can't, it's dead. (*) It's not me, actually, it's my zombies. Running heists fully zoomed in... because
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Currently playing a summoner, and while having the full 3-second window helps immensely, it's still an issue. It's also one reason I'm delaying starting a viper strike character. That said, I still voted no on this change; it doesn't make sense, it takes away from the feel of the league, etc.
A better possibility that I think is worth testing is making monsters immune to damage during the enrage period--the heal itself isn't doing enough to keep the thing alive in the interim. If that's too severe a threat to other characters, it could be made immune to just minion damage and DoT (or even just minion damage), though I recognize that there are also problems inherent in selective immunity "Nothing happened." - CharanJaydemyr, TheWretch
Sayya's Item Filter (updated for Ritual!) - http://www.pathofexile.com/forum/view-thread/1260712 |
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I say no. Dead animals, no for sure.
Abaxoth for map boss!!!
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You could rephrase this poll to something like:
"Should we disable ascendancies and/or skill gems that use Damage over time, minions, cull and otherwise do not have AOE larger than Blade flurry?" It is becoming increasingly apparent that the execution of this league mechanic wasn't well thought through or sufficiently tested (Either the feedback was lacking or the response to it was worse). Why would you introduce a mechanic that punishes characters for character progression? Tedium and frustration alone do not make great gameplay mechanics. 💠 ALL MASTERS CRAFTING [DSC] 💠 | IGN: DeepThunder
https://www.pathofexile.com/forum/view-thread/2201614 💠 Main Vouch Thread 💠 https://www.pathofexile.com/forum/view-thread/2091840 |
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if you don't want to capture death beast, don't do it. but don't force other players to have your point of view. beast capturing is a pain in the ass depending on your skills and your build and is unfair too
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On A Serious Note However
Can you please fix the targeting on the nets It is so frustrating Fighting till the beast could be captured throwing your net and Getting the Creature next to it instead. . . I am your Devine one Bow before me
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Dear Devs,
I am not sure why you are trying to make things so difficult. If it were up to me, I would simply remove the entire need to throw the net in the first place. I find it a unnecessary waste of a hotkey. How I wish it worked, is like this: - You have the nets required in your inventory. Uses the highest quality net first by default - You kill said wee beasties as usual - You get rewarded, or not and that should be that. ... I can hear you screaming it already : "but what if I don't want to waste a net and capture that crappy moa, I want to save my nets for that special boss; if I don't have a hotkey to use and am forced to the throw the net myself, how can I do this?" and the answer to that is simple. You make it so every single critter is worth capturing. You accomplish this by simply getting rid of the bloat yet again, and just adding critters worth capturing that appear randomly. This way the mechanic is folded into natural gameplay without any input from the player other than needing to make sure they have nets in their inventory. Which should stack to 99. I feel like we just have 2 crafting systems now, one that levels itself by finding masters and playing the game and the other which is needlessly tedious and grindy. I feel like this just another thing that is stopping me from actually playing the game. The only part that is enough remotely a tiny bit fun is fighting all the monsters on the blood altar, but even that I find incredibly silly for 1 reason only: - I already fought everything, and captured it. I already won, so why do I have to fight everything again, risk dying, losing xp, for what? for almost nothing imo. Which ties into ... The other the issue I have with this system, as it is currently, is that I have to constantly STOP PLAYING the game and waste (sometimes) a great deal of time trying to capture a monster for a moot reward. I mean, I am going through all this trouble, just to get drops I would normally get by just killing stuff and playing the game anyways. I'm sure there maybe a few recipes that are worth some of the trouble, but basically it's a lot of risk for practically no reward. If the system was considerably more rewarding and allowed us to actually do stuff we couldn't do anywhere else and you cut out all the other needless *bloat* recipes from the list, it might be a system worth using, but as it is now? mostly a waste of time. Examples of things it could do: - Chance to change a corrupt item back to normal - Chance to six link a item - Chance to six socket a item - 4 off colours - 5 off colours - 6 off colours - Add specific prefix / suffix to a item (targeted exalt), roll is still random - etc etc Then you could make the nets more rare, and the systemm would have value. All I feel like I am doing right now is being forced to play a shitty pokemon clone in order to craft mediocre stuff I could just more quickly purchase. I find the entire system as it is right now completely unfun and unrewarding. |
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I think they could make something that in lore would be close to a Soul Gem from Skyrim/Elder Scrolls, it'd give either a different reward entirely from what we can get now (new recipes that follow a "death" theme) or it'd do either a tier lower in recipe or less magnitude (instead of max life it'd be something like guaranteed to be half max life roll).
I do agree that it seems weird using nets on something dead, I mean its dead so is it really being or can be "captured"? The net would have to have a name that implies you're not getting something besides the corpse but rather the life essence of the creature. Something like "-insert tier material- Soul Harvester" and it'd have a different animation for "throwing" and the effect it has on the corpse, maybe it's a spell and it makes it a spectre/ghost and the body is consumed/destroyed? |
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