Please fix Slayer beast capture.
My slayer is my third character of the league. First was a Hiero FB totem and beast capture was a little annoying but I managed. Second was a Deadeye windripper and capture is pretty easy, sucks when I shatter by mistake but I can deal with it. This slayer however is just a nightmare. The core of the issue seems to be that cull is inconsistent. If I'm too slow on the net the target gets culled, ok I can play around that. However if I throw the net at 25% then it seems cull doesn't happen while the beast is in the net and I fail to do 25% damage in 3 seconds cap fails.
All I ask is a consistent mechanic I can play around. Either I can cull beast regardless of nets or I can't. As it stands I just have to necro net every red beast in high maps because the timing is just impossible. Last bumped23 апр. 2018 г., 20:36:40
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Amen. Just came in here to post the same thing. I've lost lots of captures and lives to needlessly enraging red beasts or netting them and getting them to 10% or so when the net ends and they just die. It's beyond frustrating at this point.
If they make it so you can't cull with nets fine, but they should make it so that red/yellow beasts can't be culled at all or else slayers can't use the league mechanic. |
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Slayer on this league feels like punishment because culling strike doesnt work over netted beasts, wonder if devs ever tried because is frustrating playing this league with it.
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I like to imagine every single quality of life improvement GGG ever makes is won by a battle of wills.
In one camp, we have the GGG core design team, who think everything should be a trade-off and having certain builds not be able to do things like this is fine. In the other, the QA team and a few rogue devs, who keep pointing out things that make the game annoying to play. Every battle the QA team wins makes the game slightly more playable, and slightly more generic at the same time. And every time the devs stubbornly stick to their guns, the game stays annoying, but maintains its authenticity. ------------ If this is actually what happens, then I hope that this battle about culling captured beasts gets won by the QA team:
imaginary battle of wills
QA: The fact that you can't cull netted beasts (or reduce them to below 10%/20% before netting, if you cull) is really annoying.
Devs: Culling Strike only kills enemies, it doesn't reduce their health at all. Beasts in a net can't be killed, otherwise you couldn't catch them. So they can't be culled. QA: Sure, but this means anyone who picks the Slayer's 20% culling node is at a huge disadvantage for capturing beasts. Devs: Well then they shouldn't take that node if they want to catch beasts. or, they can just use a necro net, or get more dps. Players are adults, they can work this stuff out for themselves. QA: But many people won't actually do those things, though. They'll just try to catch the beasts, find out they can't, and then decide to not engage with the league content as much. Devs: That's fine, they can just not engage with the content then if they don't want to. QA: But don't you think blocking a group of players out of the league content for making sensible build decisions is a bit unfair? Can't we just tweak the league mechanics or the way culling works to make it accessible for these players? Devs: No, we can't just change how culling works. Do you know how long that would take, and what other implications for the game it would have? This league is about capturing monsters, not killing them. Culling is about killing them. If you want to pick a build that's good at executing beasts instead of capturing them, that's your choice. QA: Every build is about killing enemies. Why should culling be so special? And anyway, can't you just change the league mechanics so that monsters that would be culled instead get auto-caught? That way the culling mechanic won't need to change. Devs: Well, we technically could do that, although it would mean a lot of work changing the 'cannot be killed' mod that nets currently give beasts. It's still not obvious why we should, though. PoE is about interesting interactions between mechanics, and about making tough choices. it's OK for there to be trade-offs. QA: Have a look at the stats, then. See how many slayers are capturing beasts, and how many are using necro nets. Look at the average dps of slayer players. Check which nodes they are getting. Does it match with the way you intend the game to be? Are people making tough choices, or just getting annoyed at the mechanics? Devs: Hmmmm, well, maybe. We'll see if we can spare enough time. Pretty tight schedule though. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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" so you saying the "tradeoff" is invest all ur currency to buy all the Necromancer nets from poetrade so you TOTALLY avoid this league mechanics for be able to play Slayer. | |
not in the list of 3.2.2c either
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Party members with cull have cost me 2x Fenumal Hybrid Arachnid ... and given the rarity of the spawn, this needs to be fixed NOW.
Alternately, fix the challenge so there is some mitigation for the extreme RNG. |
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" Turns out there is already a fix for that in game - don't party with cullers XD I think they should get a better fix, though. Face it, all of your suggestions are worse than this idea:
http://www.pathofexile.com/forum/view-thread/657756 |
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3.2.3 not addressed either. and 1month flashback coming with beasts
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