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RANT

12 replies [Last post]
Mon, 06/27/2011 - 01:26
Portly
Legacy Username

*I should put here that I'm well-aware that I'm likely to get flamed to oblivion over this, but I have to get it off my chest, so please, if you find this stupid, I already know this is likely to be pointless, so there is very little point in telling me. Also, I also get that maybe my set-up isn't the best (kamarin and needle shot=probably not the best combo), but nonetheless*

DEVILITES.

I hate the little hell-spawns.

I shall now go on to list why exactly I hate them, and why exactly I feel they need to be nerfed.

The wiki entry's for these cute balls of death states that they "make for poor warriors". A pretty poor taste in jokes, whoever wrote that. Simply put, these diminutive(running out of non-swear words here, not sure what the rules on that around here are) pests are mine, and I'm going to assume many other's worst nightmares when doing a run. Here are a couple of arguments, which you can scoff at if you are so inclined:

1. Super range: The guys can throw things far. VERY far. So far even, that I can't even see them on screen. Just now for instance, I put my shield down for one second to finish off a murderous cat, and BAM! pitchfork from nowhere to the face. Surely that's a little cruel? admittedly, we can shoot some guns about that far, but that brings me along to my next point.

2. dodging: Jesus, these guys are fast. Even with my piercing damage needle shot (I know, needle shot hah hah) I'll struggle to hit them from anywhere, unless they're cornered by two other knights hacking desperately to avoid a chair to the groin. This makes them extremely hard to kill with guns, meaning you have to rely on swords, and when you're wielding slow things like Kamarin, that just gives them ample time to pull another cabinet out of hammerspace. which again leads into...

3. The charge speed: they're just no way to be ready to counter one of their projectiles. The moment you swing your sword at one of them, another one has already charged and thrown something sharp with a direct hit, making you do a sissy pirouette and (presumably) throw lots of heat everywhere for funsies. This charge speed wouldn't be so bad, if it weren't for...

4. Their damage output: This is mainly an armor problem. shadow damage armor is certainly less common then other sets, and while it is available, many of the sets debuff in crucial areas such as fire resistance (Skelly, I'm looking at you here). But combined with above, the fact that they can take maybe 3-5 chunks off your health is extremely worrying, especially when that's all it takes to kill a newly revived knight who couldn't get his shield up quick enough to block a lightning fast blow from off the screen (see what I did there?) Again, this wouldn't be problem if it weren't for...

5. The numbers: SO MANY DEVILITES. SO LITTLE SPACE TO HIDE. Whenever I encounter devilites, they are nearly always in wide open spaces, which unfortunately combines with their dodge roles to allow them to flank, and gang-bang you in mere seconds. The last game I played, in which we had to quit in the 3 strata right before terminal, They were almost literally everywhere at once. There was nowhere to hide.

and one final gripe, 6: Their mystical sucking power: Now, this could just be me and my crappy connection, but I am getting killed all the time by blows that should not have killed. Attacks through sturdy (if only recently brandished) shields, mystical attacks that, after having been narrowly dodge, mysteriously drag you back to your death. This is not just a devillite thing, but they are some of the worst problems I have with it. But again, maybe it's just me and my bad Internet.

Well, that brings an end to the rant section. Now on to the suggestion segment.

Frankly, there are many ways you could nerf these tiny (that's it, out of inventive words. Make up your own to fill this spot. Have fun). In fact, I was surprised to see they seem to get minimal to no changes (except for a reduced dodge rate, which I haven't really noticed, though others might have) in the recent balance update. Surely they deserved it? never-mind, I'll just get on with my suggestions.

Ok, number 1: Nerf their shadow damage. Pretty simple, Pretty obvious, instantly hated by you pessimists because it "takes away the challenge". Let's move on.

number 2: make their attacks easily interrupted: with such a quick charge rate, surely they should have a bane to their power, a crux if you will? like say, being stopped in their attacks by a lot of stuff. Shield bashing, sword/gun hits, etc. Something that means they can only get off their super powerful pitchforks of death when you foolishly neglect them.

number 3: lower the range: I'm all for having some ranged attackers in there (since there are only really 2 i can think of, not including guys that do close and far, re trodes etc.), but can we make them a bit, you know, worse at throwing? like, so we can see them when they actually throw.

number 4: Change the pit-boss role somewhat: Now, the pit boss concept is inspired, and is easily my favorite thing about devilite (maybe the only thing I like about devilites), but the execution of their concept is somewhat problematic. The fact is, players seem to get easily confused on what to kill first, as sometimes you need to kill him first to save hassle (I'll call these guys "bad bosses") and sometimes it's best to leave them to the end ("good bosses"). Problem is, even with the last one, you're most likely to end up with at least one overtimer when the big guy kicks the bucket. Can we change this? first of all, give "bad bosses" a different colour, so we can know instinctively weather to go for them or not, or just get rid off the whole adoring yesmen turning into overtimers; just make them turn into the normal devilites we know and hate.

number 5: Change the Environments: Seriously, giving them that much space to attack is just frustrating. Gun puppies are usually found in narrow bridges (though not always), where you can either hold shoot-outs or go for the kamikaze attack. Could we do something similar for devilites? make it like a western shoot-out or something, where you can take cover behind walls, and so can they. That would be pretty cool, and It would give gunners a nice edge for some floors, which they seem to otherwise lack.

Anyway, that's plenty of typing for now. I suspect I've made a dozen spelling/grammar mistakes, but no matter. Please post your opinions on devilites, any suggests you have, or just simply flame me. Any bump is a good bump. 'Cept for a certain kind of bump, but lets avoid that issue.

Mon, 06/27/2011 - 02:01
#1
Alwen
Legacy Username
I also hate Devilites. My

I also hate Devilites. My best suggest for you is to always have your shield up around them. If you know you're going to a level with lots of fiends, (for example T2 is the new gate) then bring along a piercing sword. A Snarble Barb line sword would do you a lot of good for them.

Regardless, it definitely sucks having to fight them when there's a lot of open space since you'll have anywhere from 4 to 5 random items flying at you at any given moment.

Mon, 06/27/2011 - 05:09
#2
Portly
Legacy Username
I generally do keep my shield

I generally do keep my shield up most of the time, It's when I drop it for a quick swing (Y' know, so I can actually get rid of them) that I get in trouble. But I might think about getting something like snarble barb. I've already got the shield, But a close-range piercing weapon wouldn't hurt.

Mon, 06/27/2011 - 05:15
#3
Vermilicious
Legacy Username
Hehe, yeah.. I hate them

Hehe, yeah.. I hate them too.
I do like challenges and variation tho, so I don't think they should be changed much, but I really think the range should be reduced. You just don't have time to put your defense up. Besides, it just isn't realistic.

Mon, 06/27/2011 - 05:34
#4
Portly
Legacy Username
Exactly. The difference

Exactly. The difference between "challenge" and "frustration" gets so blurred on these forums, which is why people get fired up over nerfing requests. I like challenges, which is why I didn't complain about retrodes, which are easily one of the tougher monsters out there.

Though I'm not exactly sure where realism comes into this game^^.

Mon, 06/27/2011 - 06:28
#5
robocpf1
Legacy Username
I'd be up for a range nerf,

I'd be up for a range nerf, just so a desk chair doesn't fly from the side of the screen and smack you.

I'll hold comment on the Devilites in general as I'm still working some of it out, but I will say the range is a bit much. Just decrease it so they have to be on your screen (at least more often) for their random office objects to hit you.

Mon, 06/27/2011 - 06:42
#6
mikodo
Legacy Username
Suggestion #2 is already in

Suggestion #2 is already in the game. Instead of needing to hit with your final attack to interrupt a devilite's charge you can pretty much do it with any attack. It used to be pit bosses never turned into workers and never attacked but they changed that now so when you kill workers the pit bosses turn into more workers. At the same time, if you kill pit bosses, the workers turn into more pit bosses, which still don't attack so you can decide which to kill first.

Mon, 06/27/2011 - 15:47
#7
Portly
Legacy Username
It might just be again my bad

It might just be again my bad connection, but It doesn't work a lot of the time for me, and with slow, 2-hit swords, you only really have time for one swing. Besides, I'm also suggesting it be interrupted by shield bashing or even other enemies attacks hitting it (not doing damage, but interrupting it. Though this could be too much of a nerf).

I know how the whole pit boss system works, I just think It needs refining. A simple colour change for bad bosses would make it easier to know what is your first priority, rather than waiting for the deed to be done, in which case you may be in trouble, as overtimers HURT. While it is a cool system, many newer players may not understand it, and that can lead to problems. It's also hard to concentrate on what to kill first when the game is frenetic as it is. That's why some new colours would make it a bit more instinctive, so that you aren't struggling to choose what to kill.

Tue, 06/28/2011 - 00:51
#8
Drizit's picture
Drizit
I agree with th OP, i like to

I agree with th OP, i like to solo play quite a bit and there are a few levels where you step on a team switch and are surrounded by a horde of devilites in a small space. because all the aggro is on you there is a constant barrage of projectiles that quickly destroy your shield leaving you defensless and crying on the floor.
i find when i can lure them away in groups of no more than three i can just about handle them.
one room in particular that destroyed me was a small space with 3 devilites and a greaver. i didn't stand a chance and had to leave the clockworks, i even had 3 health capsules but no time to use them.
as it is now i just avoid devilite runs like the plague by either waiting for the floor to change or if the whole floor is devilite not even going on the run at all, this leaves my options kind limited when choosing runs.

Mon, 08/15/2011 - 19:53
#9
Ovian's picture
Ovian
Sorry for a bit of necro-ing

Sorry for a bit of necro-ing but, I agree they should be weakened...I mean, the only thing they really need to be debuffed on is their insane damage for something that's ranged and hits so fast AND comes in great numbers most of the time.

Tue, 08/16/2011 - 06:21
#10
Duke_Nukem
Legacy Username
@Ovian +1

@Ovian
+1

Tue, 08/16/2011 - 14:06
#11
Effrul's picture
Effrul
Am I the only person playing

Am I the only person playing this game who doesn't have a problem with Devilites? They've got sod all HP. They can frequently be neutralised by targeting their (harmless) Pit Bosses. They're reasonably adept at dodging gunshots, but bombs leave them in ruins. Just keep moving and mind your surroundings; if that's not working, invest in some gear with Shadow protection. Few people seem to bother with Shadow gear but it takes a great deal of the sting out of Devilite attacks. You can't just run at them with your shield up and try to spam them to death with sword combos, you've got to be agile and observant.

Tue, 08/16/2011 - 21:26
#12
Urabrask
Legacy Username
I do not really notice how

I do not really notice how big a threat devilites are. In fact I am disappointed that my armor never served a higher purpose other than pummeling little cute fiends. I have seraphic set, the 4 star shadow resist that gives me bonus attack on fiends. It should just say bonus damage on devilites because the other 2 fiends are really no threat to me at all. Trojans barely show up and are very easy to kill and the grievers are just flying pinatas. But devilites? I thought a fiend would have been some sort of snarling dark creature I had to slay while wearing my angelic armor of might! But nope, I am smacking awfully cute critters with office supplies.
Right now I just upgraded my helm to a crown of the fallen, once I get some more gameplay in and start upgrading my body to fallen, I can tell you exactly how I feel about devilites since fallen armor has a damage penalty against fiends.

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