Poll: Should we add Nets that work on Dead Beasts?
Poll: Should we add Nets that work on Dead Beasts?
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" "I play a totem build ..." - may I kindly ask, where do you play it? because surely not in BESTIARY league. Not with 0 challenges done, meaning you haven't caught a SINGLE BEAST. Or did your totems instakill everything from the very start? :( much sad " yet another alt account pumping the "yes" scale. God this poll is so rigged. And even with all of those alt accounts that have nothing to do with Bestiary league, the NO option is still almost at 50%. |
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I don't care. I would ignore the pokemon mechanic anyway.
You have to be realistic about these things.
Logen Ninefingers | |
" This. It makes no sense to throw a net on a dead beast either. What's it gonna do? Run away? Also, we're not bounty hunters. Unless we are, but then just let us kill stuff and collect skulls or something. Headhunter league. "I WILL DRINK FROM YOUR SKULL!" Oh, wrong game. Carry on my waypoint son, there'll be peace when maps are done.
Lay your portal gem to rest, don't you die no more. 'Cause it's a bitter sweet symphony this league. Try to make maps meet, you're a slave to the meta, then you leave. |
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I think they need to stick with players having to capture living beasts and not backpedal so fast just because they messed up the implementation. Or, if they really want to go there, have a rare net for dead beasts with corpses. I don't care how awesome Einhar is with blood magic, reanimating a creature I just turned into ice cubes seems a bit far fetched given the premise of the league. (This would directly affect me as I play a crit build with freeze.)
I would like to see them let us throw nets on creatures at full health with the consequence being an enraged beast that is harder to take down and more dangerous to fight. My character is only in Act 8 and I am already starting to melt non-legendary beasts while leveling with less than 8c invested into my build. It is much easier to net a beast at the start of a fight than to try and time a net throw while I cannot control exactly when my damage stops. As for builds with auto-targeting minions... I don't know how to answer that but there must be some way to create an invulnerable state until certain beasts are actually on screen for a player to have a chance to target. (Or at least something to give the player a chance to interact with the league mechanic before it goes boom.) Last edited by UnseenSpectacle#4425 on Mar 5, 2018, 3:21:31 AM
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NO!
IF anyone has problems capturing those beasts alive, just play in party with 3-6 people. The amount of HP gain shall easily make those rare mobs almost immortal. I am doing this with my friends right now. We use one Wanderer for easy map clear (3 screens wide instant clear on attack against every non-rare beast), one necro for auras and boss dps + whatever the rest of our party wants to play. |
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Dead nets might be useful for the super rare spirit beasts, for others its a matter of targetting. It is quite hard to distinguish a rare beast in a pack a lot of time and often you cant just stand when the creatures are hoarding you. A mark above the bestiary mod beasts above its actual model would help distinguishing, plus autotargeting the most rare monster in the area would help.
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While I voted now, I would be open to catching dead beasts if it penalized the crafting at the blood altar. For instance, on a craft require 4 beasts, give the value of a live beast 25%, and the value of a dead beast a random value of 17-20%, so if you crafted something with 4 dead beasts, you would have a 20-32% chance of failure.
While this might seem complicated, with weapon swap and all number of ways to ensure you don't kill the beast, I don't see why hand holding is an option. I have only a couple of times thrown a trap where my mouse cursor wasn't over the rare in a pack. |
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Funny thought. Put all of those 0-challenges accounts who vote YES under observation in suspicion of RMT-activities. I guarantee you, there'll be a multitude of hits ;) because all of the speed-farming RMT'ers are posting and voting here with their trading accounts to keep their no-brain-just-cash meta alive.
Last edited by Fifth2301#5767 on Mar 5, 2018, 3:18:55 AM
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No.
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The whole netting thing is meh. Even the 3 second Window is mostly bad, when either Beasts die instantly or too slowly. Player Damage is not predictable enough to make it Work properly.
I would either suggest the Harbinger Mechanic, that the Beasts have a high Damage reduction, when far away from the Player, or change the net Mechanic as a Debuff, that Capture the Beast, when it´s about to die. The "stun" from the Net can occur as a Animation at the end of the Beasts lifetime. The Beast Enrage, when the 3 seconds expire, is meh aswell. Because the capture failes 99% even when it's a Red one. I would enrage the Beast, when the debuff is applied, so that there is still a punishing mechanic involved. The whole League mechanic at the moment is mostly bad. Even when you are careful, the Mechanic are counter intuitive to up to date playstyles. This Mechanic would be sucessful, if we are at the Damage levels from Beta, but not now... TLDR: Change the Nets to a Debuff, no stun, no 3 seconds, just a Debuff The Debuff Enrages the Beast The Debuff lasts forever, until the Beast dies When Dead, the Stun and Capture Animation ist played Beast is captured Give the Beasts some sort of Damage reduction when offscreen, to prevent oneshots Nurbel NurbelST Level 97 Low Life Animate Weapon (Standart) DerNurbler Level 96 Low Life Animate Weapon (Talisman/Standart) Animate_Weapon_for_Life (Essence) Last edited by Nurbel#4899 on Mar 5, 2018, 3:22:39 AM
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