As you can see, the flamethrowers are working properly.
Working as intended
I'm just pointing out the fact that walking into this, at the beginning of a dungeon is a bit ridiculous.
I dunno. As daunting as that seems, Scorchers are really fragile. You could probably dive right in and lose less health to those guys than one or two Beryl (shock) Greavers with an unlocky status hit. Also, I have very little sympathy for anyone wearing Wolver 24/7. That doesn't look like Jade Tangle to me.
Yeah just open the gate and go in swinging, it might look scary but really you can kill them all in less than 10 seconds since they're all grouped together like that.
I don't see the red screen of death, so it's working as intended.
I don't get why in fire-themed Decon-zones you always find all of the enemies just behind the gate. Was it intentional or a bug?
'' Was it intentional or a bug?''
Seems bugged to me, especially since the monsters seem ''magnetized'' to the entry area, even the enemies who aren't even on-screen yet. There's times when I enter a Deconstruction Zone from the bottom, so I get to see what's up top. The ones who shouldn't even have spotted me are seen walking straight toward the gate until they reach it.
Like, seriously? These monsters are so far out they're fading in the distance and somehow they ''spotted'' me?
Unlike most other monsters in the game, Gremlins are social creatures. When one of them spots you, all other Gremlins nearby will also come to help him. This results in an "aggro train." (I don't actually know the range at which a Gremlin will spot you, nor the range at which Gremlins will assist each other, but I presume it's about a screen width or so). Also remember that Gremlins at low health will flee if they don't have a life capsule... they could very well end up running to another group of Gremlins, which will then be alerted to the party's presence. If there's a Mender among them, it might start healing the group of Gremlins you were still fighting, which is bad.
Please, finish off the runners. They don't have much health, and a premature wave of reinforcements could put your team in danger.
The fact that Gremlins are social? No problem. The fact that they'll bring in every goblin in the lands to help isn't an issue. However, if you walk into a dungeon, and every gremlin in the whole place, is already waiting at the front gate? Something's wrong with that picture for me. Yes, they are fairly quick and easy to kill. It wasn't an issue for me to rush in head first, and knock them all down. But the point should still be made, that multiple groups of monsters shouldn't be there, waiting to kill you as you walk into the dungeon. Sure, a group being near the gate, or spawning on the other side of the gate when you open it is one thing. This clearly ins't one group of gremlins though!
Yeah, I'm not saying it's not a problem. I'm just saying that's probably how the problem forms: One Gremlin spots the party while they're still on the load screen, and that one Gremlin tells his friends, who tell their friends, who tell their neighbours, who tell their kids, and by the time the players have finished loading in, there's an army of Gremlins glaring at you from the other side of the gate. Like a negative version of Pay It Forward.
My computer loads the stages rather quickly, so the Scorcher armies I see while solo are maybe half the size as those in all the infamous screenshots. However, I do see more of them steadily streaming in as I fight off the first wave-- so that's probably the other half.
Sometimes the elevator is rather far from the initial gate though... gotta wonder how the first Gremlin manages to spot you from that distance.
If you're solo, Levi charge, GF, nitronome, or DBB will make quick work of them. It actually makes the level a lot easier (I realize saying this will probably make them fix it! hah) since you'll probably only get set on fire once the whole level while you clear them all. They don't have any other attacks so if you clear them when they set fire once then that's it. This works under the assumption that you can survive getting lit on fire at least once or twice but usually they drop some hearts so it isn't an issue. I'm not familiar enough with handguns but I'm assuming you're SOL if they stack up like that and you are a pure gunner although you could just whittle them down by shooting around the gate until the numbers are more manageable.
http://www.4mul8.net/up/files/1211_silsb/entiregremlinarmy.png
I had every gremlin in the map at the gate except for about four of them and the ones locked inside cages. Talk about a quick level clear. lmao
Actually, Scorchers have access to a three-shot split Ember Bolt (essentially identical to a Tier 2 Gun Puppy's attack), and in Tier 3 they have the flame-wall attack. I think i've seen them shoot single-shot Ember Bolts in Tier 1... I wonder if they have a sweeping spray-shot in Tier 3. That'd mean it's just identical to the Gun Puppy attack on all tiers.
Gunslingers can take some comfort in the fact that Scorchers are the only Gremlin incapable of dodging gunfire (presumably the fuel tank is too heavy and bulky to allow for rapidly sliding about).
They'll rarely do their ember bolt attack when you're up close like that though and the sweeping fire is the same as single. What I mean is, if you let yourself catch on fire you'll mainly only be taking fire tick damage until you've cleared them and it usually isn't significant enough to wipe you before you clear out essentially all of the gremlins in the entire level.
Having them stack on the gate like that makes the level extremely trivial and I wouldn't be surprised if they fixed it so that no longer happens.
I ran into one of those "walls of flame"... I tried gunning them from behind the gate, but gave up, backed up some, and got lost in /guild chat for a while. When I looked up, I noticed all the gremlins had gotten bored and moved away from the gate. I was able to charge over the button and move out of the way before they could charge back up.
Speaking as a gunner, Scorchers weren't really a huge threat even before the fixed the flamethrower nonsense. At least in Deconstruction zones. I pretty much always carry a Shadow Driver, so gremlins that can't dodge bullets are pretty much free to me. Having them group up like that so I can catch 4-6 at a time with ricochets? Awesome.
Now, if you're carrying some other kind of firearm not as well suited to the task, then yeah, you might be SOL. But honestly, if you're a pure gunner with more than 2 weapon slots (which is pretty much a necessity), you shouldn't be going anywhere without an alchemer of some kind, if not 2.
I believe there are a few core designers of SK that are very sadistic in their game design...
Many things in this game just come of as "OMGRLYWTF"
Like the new slime "alt" forms being triggered by traps... These alt forms are pretty mean without them being automatically fired by traps in danger rooms...
...was that sarcasm? They DO seem to be working properly in that picture. There's nothing anywhere close to hitting you from the other side of the gate, for one thing. The big problem is that fire-themed deconstruction zones are, and always have been, a bit hellish.