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
BIG NO (I'm playing totem build now BTW)

Capturing alive beasts is what this league is about.

I like the idea of deciding if I want to capture beasts or just play mindlessly like always (and the way half the people wants to do)

But I would like to suggest increasing the time from 3 seconds to 5-8 or so, although allowing the beast to continue fighting to avoid trivializing it. Maybe with limited movement so the net theme makes sense.

Thanks for everything, this game is fun!

BTW so curious how the votes are divided so uniformly :-)
I vote for No

catching them alive is challenging sometimes.
voted no, but how about necro nets for racing leagues..?
to me it adds an extra challenge, not one killing mobs.!
Last edited by GettingOld#6413 on Mar 5, 2018, 6:34:54 AM
I'd say yes, but only if they are really rare, like unique net rare. What i would rather want to see though is a thingy (rarer than the masterball) that revives a beast and gives you a second try.
I also say "no" for three reasons:

1. The term "capture" would lose its meaning. If something is dead then you won't capture it, you just collect it. Capture must have a challenge, like when the beast is trying to defend itself or avoid being captured or at least tries to kill you. So if you just collect the dead beast where's the challenge? This leads to reason 2:

2.
It will reduce the motivation for the main league feature. The challenge will no longer be on capturing the beasts but on killing them first like in all other leagues and monsters too. Also it would make the content of this league less valuable. Players would unlock much easier the beast-crafting recipes and this would also reduce the motivation for farming items. Also this will lead to more created rare items. More rare items = lower prices, no motivation for farming rare items. Alchemy Orb will become less valuable and chaos orbs probably too, since players will no longer see any challenge on rerolling mods for rare items. This leads to reason 3:

3.
Profit and potential economy disturbance. I will not comment this further.


EDIT: Furthermore I understand the problem with culling strike or other fatal hits and skills. In order to prevent this, GGG could make monster be captureable at 30% of their life, or implement a mechanic providing situations where the beast e.g. is getting tired after a while that would give the player a 100% capture rate if he throws the net at the right moment or something similar.
Last edited by GordonSpace#7188 on Mar 5, 2018, 6:44:32 AM
"
Mythabril wrote:
What does Culling Strike do to a trapped beast? Kill it? Nothing? Reduce it to 1 Life?


1 life. If it's in a net, it can't die. Issue is if it breaks free enraged, it'll instantly die on the next hit it takes, unless another net is cast on it.

I know it's a struggle, but that's what you get when you play with culling strike this league.

If I decided to crawl instead of walk from now on in my life, I'd experience similar difficulties with stairs. Does that mean stairs have to go or get changed?
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.
Last edited by Xavathos#5130 on Mar 5, 2018, 6:36:14 AM
Yes, but more rare.

I want to enjoy Necromancer this league but the capture mechanic ruins pace and is extremely frustrating with so much screen clutter.

For those who think capturing dead beasts is dumb, just imagine it's the soul you're capturing and offering with the new soul nets. From Einhar's perspective you are still defeating the beast.
Yes, but more rare.

Its very hard to catch monsters with a minion/totem build, i have to click out my 6link in inventory to make my totems despawn and get a chance to catch some monsters. And with 4 GC totems its a shit fest, i usually can't see the mob im trying to catch, and just hover over the area to find it + the nets from beeing thrown and landing on the mob have like a half second delay in which the mob still can die. We have a real disadvantage against selfcast / melee / ranged builds .

Thats why i say yes .
"
Xavathos wrote:
"
haGrOck wrote:
"
Balzzar wrote:
Devs, did you forget the Slayer 20% cull when making this league? Adding nets to dead corpses is the only solution here!


Player, did you forget about the league mechanics when choosing to play Slayer class?


This.

World revolves around no one. You adapt or you fall.


So, you have no problem with temporary league mechanics invalidating certain classes/ascendancies just because developer did not think it through? Slayer's cull or totem builds are around for a very long time but suddenly they will not be played because..

Any temporary league and its new mechanics should give player freedom to participate in them or ignore them. It should never be other way around that league mechanics ignore players.

I decided to play Scorching Ray Trickster as my starter build, however, since Scorching Ray was crashing my game every 2 minutes I decided to test Hierophant totem build--as a sub-class with very significant changes to it. So, now my choice were to not play bugged Scorching Ray or not play Hierophant because it does not work well with league mechanic. Hmmm....

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