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Don't bother with the capture system until late game (or until they fix it !) and after you managed to get some level in the upgrades in the Slime Bank
This system was very badly implemented.
You get to craft Trap at 100mL and after getting to Area 3 since you need Spider Silk... so when you get at that point, you basically already one shoot every enemy of the first Area with the basic attack...
And since capture chance at full hp is 0% without upgrade... you are basically stuck waiting to get Slime Bank and level up the upgrade some because of of you won't try until you reach at least 10% (and capture 10 mobs at 10% is already 100 Traps...)
And the delay between capture attempt... when you need to capture 50 or even 150 (in later area) of one mobs... if it's not 100% chance and with this stupid delay ? Talk about an hassle
Is this an idle game or active one ? I'm getting confused here
Plus the purpose of Capture Slime seems to be to raise the drop chance and loot some of the items on their loot table every 2h...
What's the point ? at the point I can capture the Slime... I would make more loot spending 5min in any of the map than with this system and of course you collect the loot manually unless you buy the "Auto-Collect Bestiary Loot" in the Epic Store for a 5500 Epic coin bargain.
Again, this game has so so much potential but it seems wasted in badly implemented system that don't seem to have been tested before and that make you think you can do it early game when you shouldn't bother until late game but it then become almost useless.
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As it is now I'm about 3/4 into stage 2 and I can't be bothered to use alchemy at all. It takes way too much boring manual attention.
Out of curiousity I've barely managed to get to 10ml, but 100ml under the current system? No way!
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I wholeheartedly agree with everyone here complaining about the current capture mechanics.
It's way too random, way too manually involved, with way too low capture chances, and nearly impossible because what doesn't one-shot you is one-shot by you.
What I propose is:
1. Trap potions become consumable like other potions, and each consumed Trap potion grants Capture Points based on its quality.
2. Trapping a single monster costs fixed (as in not scaling up with anything) amount of Capture Points - for example, 10 Capture Points for Normal Slime, 1000 Capture Points for Slime Boss.
3. To trap a monster, you need to a) Have enough Capture Points b) Mark that monster type as Wanted in Bestiary c) Kill a monster of that type
4. When all three conditions are met, the capture happens: a) The amount of Capture Points you have is decreased by Capture Points cost of the monster type b) Captured counter for that monster type is increased by 1 c) Wanted mark is removed from that monster type
5. And finally, add an unlock/upgrade that allows queueing Wanted marks (like queueing Upgrades works).
With the proposal, monster capture becomes non-random (except where Trap potion quality is involved), more predictable and less involved (except when you need to craft+consume potions and queue/mark monsters as Wanted). No more pixel-hunting for low health monsters, no more "i've tried capture 16 times on the same monster type and didn't catch anything" that happens now.
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One try, one capture. A yellow bat (44000+ killed) and i'm lvl 71 (and lucky) :-)
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Updating it would be fairly easy -- instead of treating the percentage as Hp/Max HP treat it as (HP-DPS/10)/Max HP. Now a 20hp monster is considered at 0% hit points for the purpose of capturing if you have 10 million dps, and a monster with 20 million max hp damaged down to 5 million would be (5-1)/20=4/20=20% hp.
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after weeks of ignoring capturing i started last night. the bosses are annoying but is it worth capturing thing when the tasks are done? has anyone tracked the Captured # to dop % boost? i feel 100 captures is decent 28% but i dont know how bad the curve gets. Still trying to catch blackbats and any other boss/elite monsters in zone 4 and 8 for stages 2+ the bat is annoying. 10% health or so and used a whole inventory of traps and fail to capture it.
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unfotionontly u have to get a boss down to 5% or less or healthy capture for a way lower percent shot if ur having trouble getting health down there is two methods use slim ball with weak skills or no skills and using a mage with normal attack only with warrior skills if too weak or use warrior with mage skills more perferibly lightning or dull lightning do to damage being weak just hope ur power lvl is not too high because its hard to find a balanced hit
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> *Originally posted by **[flyingrobots](/forums/1069380/topics/1906110?page=1#13375117)**:*
> Yeah the capture mechanic really needs an adjustment for power difference. I get the idea of weakening the monster for better chances like Pokemon, but it shouldn't be an absolute 0-100% scale based only on the monster's current HP. Especially since you need to be fairly powerful even to access the trap creation. At this point it's basically impossible to fulfill the capture missions on the early stages. It's not fun.
100% this
Traps don't unlock till the 3rd stage at which point you kill everything from the 1st stage in 1 hit.The game needs a move that can not reduce an enemy below 1 hp
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There's a slime bank upgrade that lets you capture monsters at full health. That's the reason it's a late game mechanic.
Also now that reincarnation is out, you can get a low chance to capture mobs just passively as you kill them. It's really really low but considering capture is one of the few things you keep on both rebirth and reincarnation it makes some sense it would be. Starts at 0.02%, can be upgraded up to 0.2% eventually so, 2 in 1000 or so. Which is actually pretty good if you consider the sheer amount of kills you end up racking up on stuff.
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