Poll: Should we add Nets that work on Dead Beasts?

Poll: Should we add Nets that work on Dead Beasts?

No
1762448.07%
Yes, but more common
942825.72%
Yes, but more rare
961126.21%
Poll closed
I would say no, However maybe something to impliment is a stun net that makes the creature immune to damage for a duration so you can clear the other trash an focus on the stunned one after the rest are taken care of
Clearly everyone saying no, is not playing an slayer with culling at 20%...

It is making the process so frustrating.

Edit: At least they should implement something that avoids culling the special ones, like red or yellow ones.
Last edited by sirmanuxgg#7786 on Mar 5, 2018, 7:52:56 AM
I vote a big Effing NO!!. Stop making the game idiotproof, there should be a cost to mistakes and there should be a cost to choosing to speed clear or engaging with league mechanics, you can't have your cake and eat it too.
How am I supposed to capture beasts as a Slayer with cull? Red beasts seem to be capturable with <5% hp. Also since the beasts are pretty tanky I dont want mu cull to NOT work on them either.
YES, but more rare.

Basically, there is no reason why a "net" should be able to capture a dead beast but hey, it's just a game and we're here to have fun so let's not get frustrated by accidental kills.
If you can capture the beasts after they're dead, why do we need nets at all? The only purpose of the net was to trap it before it dies so the crazy guy can come grab it.

If you're going to capture them after they're dead just remove nets and make all beasts automatically go to my bestiary.
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velozyraton wrote:
Clearly everyone saying no, is not playing an slayer with culling at 20%...

It is making the process so frustrating.

Edit: At least they should implement something that avoids culling the special ones, like red or yellow ones.


no, if you want clearspeed you want to be able to clear everything.
i would not like to have my cullin removed when fighting those mobs, they are strong as it is i dont want to loose ability to cull them.
Dungeons IIII
GGG, you should maybe try to track whether people voting multiple times via their alt accounts from the same IP? For a *very* long time, No was winning (at ~50.5%), then almost exclusively yes votes started trickling in. In my opinion, it makes the most sense that yes-voters would do this since they care the most (as for no voters, it results in a "no change"). If you want this to be an actual community decision, I feel like alt accounts cheapens it.
Last edited by codetaku#0468 on Mar 5, 2018, 7:56:41 AM
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codetaku wrote:
GGG, you should maybe try to track whether people are making new accounts to vote an additional time. For a *very* long time, No was winning (at ~50.5%), then almost exclusively yes votes started trickling in. In my opinion, it makes the most sense that yes-voters would do this since they care the most (as for no voters, it results in a "no change"). If you want this to be an actual community decision, you should've blocked voting for new accounts.


people are coming home from school and work, alot more will vote soon
Dungeons IIII
I've played only in acts 1 and 2 so far, having started on Sunday evening. The 3 second capture mechanic combined with needing to have the mob between 0 and about 20% health to capture it seems like it gives you plenty of opportunity to capture the mob. I have lost a few captures so far, but each time it was because I applied too much damage too soon and waited too long with throwing the net. Once with a red mob I had the opposite and was too slow in killing it, so it enraged and I needed to kite it a bit before trying again.

I like that you have to approach these yellow/red mob fights as if they were Vorici missions. You peel away the adds so you won't get distracted. You poke the mob with some weak attacks to see how much damage they take. Then you either wear them down before throwing the trap, or you throw the trap and you unleash hell upon their head. In the end, Einhar taunts the stupid beast. Totems, pets, boss mods and summons, etc... you have to factor them in for these fights, just like you would for Vorici missions. For Vorici you learn that Decoy Totem is amazing. For these fights, Frost Bomb seems to be a useful tool to get around health regen. We learn, adapt and conquer.

If I could get traps that capture dead mobs, then there's no point in having to adapt my playstyle to the league mechanics. Right now "no" is at 48%, so if the traps do get added, maybe they should be drop only (no Einhar purchase) with a rarity that makes them drop once every 2-4 hours. They should give you a chance to fix a rare botched capture, but they won't drop enough that you can rely on them and ignore the league mechanics.
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