Poll: Should we add Nets that work on Dead Beasts?
Poll: Should we add Nets that work on Dead Beasts?
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Definetly yes but more rare.
Just as a big part of the community i don't like the idea of capturing carcasses instead of actual beasts but i like the idea of having a small amount of nets in reserve in case I fuck up the capture on a rare monster. |
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Of course all the racers and speedrun meta people would complain.
How about they slow down and enjoy the game instead of rushing though everything. Big NO! | |
I'd love to vote "no" on this since the whole leagues theme is about capturing and sacrificing living beasts.
I did vote with "yes" however because the whole way the capturing is implemented mechanically and UI-wise. You cannot even play the league with certain ascendancies (culling strike anyone?) Even your golems (!) kill the mobs you want to capture because of the ridiculously low hp-threshold you have to beat them down to (lost legendary mobs because of that). On top of that it feels incredibly clunky to even hit the mob you want whith a net if it's in a pile of summoned adds while you are key mashing. And all of that isn't accounting for high damage builds, that utterly oneshot whole monster packs. It certainly would have been way easier to just massively increase the hp pool of capture relevant mobs and let all of them be captured after beating them down to like 40 percent health. You'd still have to fight them for a reasonable amount of time but at least most builds would have a real chance to capture them. At least don't force people to beat red capture mobs into the one digit threshold for capturing and make beasts damage immune while in nets. That only invites "accidents". And those poor beasts certainly deserve a tiny bit of mercy. As do we players. Last edited by Accon_TDR#6899 on Mar 5, 2018, 6:02:28 AM
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" That sounds reasonable. Or keep it as it is and have the player consider trading off instakill for captures. |
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I think there can be a better solutions that preserves both the whole capture experience (and animations) but doesn't make killing the monster too trivial.
For example, leave traps as they are but make them apply a 5-8 sec bear trap effect or a movement limiter around where it was caught (they're tied to ropes after all), thus monsters will retain most of their special abilities and minion summoning capabilities, but they're still elegible to be killed and captured; at 10% life u also could start the normal shock-stun until they're taken away, to salvage that awesome shock animation. |
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The marked beasts need WAY more hp, esp the yellow ones. Nets need to not stop your character and not have a travel time. CD on net is quite awful as well.
We don't really need on dead beasts if nets are just a lot faster and the good mobs get a lot more hp(even red ones aren't that high hp could use some more) Last edited by punkxxattack#2602 on Mar 5, 2018, 6:08:00 AM
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Builds with culling / totems etc. should still be able to capture with the current 3 second window.
It's not very immersive to capture dead beasts and tbh. I don't want more nets to flood my inventory. |
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I think the 3 second timeframe paired with netting the rarest a small area, so that we don't net adds would be enough.
You could also add a "revive" skill, so we could revive the beast and try again if we still screwed it up. |
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" I play a summoner and am in maps, still voted "no". :) Our only issue is targeting the beasts, we have 20-40 mobs on screen, it´s super hard to throw the net on the right one. |
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This problem occurs whenever your character is based on flameblast(huge casting time) or necromancer. So i suggest that increase the timer to 5 seconds on lower levels. In higher levels 3 should be fine. I stopped using flameblast bc of this problem.
Last edited by Andya34#2233 on Mar 5, 2018, 6:07:33 AM
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