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
No. Keep things as they are. Its perfect <3
mirage archer support killing most stuff in 1-2 hits even with a 1c bow?
definitely yes
just add a really rare masterball that is like normal net but enemy wont break out of
Vote NO to force a cleanup of the mechanics.

Obviously no playtest was done for each of the play styles in trying to capture a RED beast in their basic variations.


For me its all the summons (Adds) and I end up killing it trying to clear visually the area to target the beast. maybe nets don't work on Adds, maybe nets can be tossed by an Einhar phantasm if you already threw one on the beast at full life and get an auto-enrage.


but as it stands there's no global net mechanic if you support all content viable character builds.
I play a totem build, and the nets are 100% impossible to use in the current state. It is absolutely atrocious. For regular rares/blue mobs I can't even throw the net before they die to 1 totem half the time, and if I am running high end maps I have to have my totems laid out in front of me, I cannot just run forward to check for mobs first the lay totems or I would be dead.

I'll show an example, with Hiero it takes a second or so for my totems to start firing, and the capture window is 3 seconds, so I have to have my totem down before I throw the net, or I have already lost 1/3 of the capture window(not counting spell travel time). The stronger I get the more likely that I kill something before the net animation even finishes. So I end up being punished for play a totem build. Heaven forbid I ever tried to be a summoner in this league.

The current state feels slow, clunky, and outright NOT fun. It isn't about clearspeed meta and it isn't about this causing you to slow down, if I could consistently trap mobs with any build and some skill I would be fine. It is about the mechanic simply NOT working with a large amount of builds. I do not want to play a game that OUTRIGHT PUNISHES ME for getting stronger.

I have played, and been a supporter of, most leagues. This may be the first one that I completely quit less than a week in. If the mechanic is not drastically improved I think this may just be my last league, I cannot condone this level of poor planning and execution of an entire league.

If you will not add a death net (by the way, the guy turns them into a giant ball of blood before porting them away, I don't think "but they are dead!" is a legitimate excuse for why this can't be done) then you need to make a complete change to the capture mechanic. Make it auto-capture rares if you have a net equipped, or make nets AoE because actually hitting the rare mob in a sea of adds it spawned is stupidly hard, or make the net a debuff placed on the target so I can throw the net whenever I want then the mob gets captured once it hits low enough HP.

As it stands, this league is an unplayable mess.
No.
Otherwise it will kill the whole meaning and fun of the league.
The problem is, due to the game being so fast paced, accidental kills will happen and also, due to trying to single out 1 beast among may is another problem. My suggestions is, AoE net. A net that can be cast on multiple mobs so that instead of trying to get that 1 in a field of 20, you can net 5 of them with a 5 sec cool down.

Just my opinion.
#nooblivesmatter
I am not sure which outcome would be most beneficial. I think it is dependent on how many beasts are worth capturing at higher tiers that get one shot. I haven't seen many people ask if the beasts getting killed are worth getting at later stages in the game. The value of the beast should be determined by if the craft it can be used for is being used or would be used. Missing a beast that is getting killed shouldn't matter if you weren't ever going to use it's associated craft.
Necromancer voting no.

The three-second stun did improve capturing substantially, but it's still definitely an issue for a build where my zombies tear things apart extremely quickly even though I don't summon skeletons, the build's focus, when facing a rare beast. It's also the reason I've put off starting a viper strike build that I've gotten excited about. That said, allowing dead beasts to be captured, especially if it becomes common, has yet more downsides: it interferes with the features that make this league exciting, removes the characteristic (and essential) risk-reward balance from the entire theme of the league, and just doesn't make any sense.

It would be nice to see alternative solutions pursued and tested. One I think could work well is making monsters immune to damage while they're enraged from breaking a net. This prevents uncontrollable DPS like DoTs and minions from killing them before the player has a chance to throw a second net. If this is too risky for HC players or the like, there could be a 'grace period' during and slightly after the enrage where if a monster is brought to zero (or one, whatever) health, it is immobilized and deals no damage but can be captured. (Or the enrage ends early at zero health, and you still have a couple of seconds to capture.) Alternatively, damage immunity during the enrage could be restricted to minion damage and DoTs, but non-uniform things like that are clunkier and unintuitive. I'm sure other potential solutions have occurred to people as well.

Maybe dead beast nets will turn out to be the only reasonable solution. But I think it's too early to make a change that drastic, especially when other changes with less negative impact may be sufficient.
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Just add MORE! MUCH MORE beasts and monsters into game please!
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