I think everyone is with me, devil are way, way too powerful. Not only do they attack fast, have alot of life, but they also mix with element. Shock devil attack you and shock you for 10 sec while attack every 2 seconds. The only suggestion I have for you is to simply nerf them for that they attack a bit slower, or that there is less of those little plague everywhere in there world!
Nerf Devil!
I hate devils too, but i don't think they should be nerfed. For one, i know i am not very good at dealing with them because i get impatient. Also, i think it is good for their to be monsters that give people (me) trouble. It offsets rooms full of those little mechanical dog things that are only dangerous if they spit fire/shock on an oiler/silver slime.
Once I got my shivermist I never had problems with them again.
No more nerfs, they nerfed the jelly king now look how common the sealed sword line has become. The market is overflowing with faust and avengers.
That point aside, easier does not equal more fun.
arimal, the jelly king was nerfed for a good reason. he was coming close to vanaduke level hard and was in the end of tier 2, making the boss disproportionately hard for his location on the gate map. the problem was how much they nerfed it. If we stopped nerfing all together, we would have something similar to what happened with the rocket puppies( becoming the grim reaper at tier 3) before they were nerfed.
That said, the devils should not be nerfed, OP just needs to know how to use the shield right.
P.S. speak for yourself next time OP, because i don't agree with you at all.
People with different equipment and playing styles will find certain enemies harder than others. I actually don't have a problem with Devilites, since I tend to (a) shield a lot with a shock- and fire-resistant shield, which helps with projectiles, and (b) wander in with Khorovod, which deals enough damage to one-hit or even two-hit the non-boss ones. There's also the way you handle Devilites that can make a difference between whether they're a fun mockery of certain corporate structures, or a pain, which is in how you target the different kinds of Devilites and in what order.
arimal, the jelly king was nerfed for a good reason. he was coming close to vanaduke level hard and was in the end of tier 2, making the boss disproportionately hard for his location on the gate map.
lol no he wasn't, I was soloing him before the nerf, as were many, many other people, in only 4-star gear. If you get hit by his rampage it's your fault.
As for the topic at hand, Devilites are trivialized by two-swing weapons and the Flourish line.
I think there needs to be:
- An increase in the sheer amount of beasts spawning in beast levels
- A chance for every normal jelly cube killed to spawn 0-4 smaller cubes.
- A new gremlin type that changes target / walking direction for small groups of other mobs and ocasionally destroys blocks / activates triggers
That should balance things out ;). If you prefer monster themes because they are no danger for you, those are the ones that need to be fixed. And if that makes t3 too hard, the rewards need to be boosted so you're not instantly getting a negative cr/energy total for a lvl just because you had to skip / run from a room or one player had to self-res once.
Also: A good gunslinger on your team should be able to interrupt devilites and make them jump away instead of hitting you in the back with that office chair - sometimes. At least he should be able to stop them from throwing at you repeatedly while you're shocked / while you need to focus on that nasty gun puppy or whatever is your problem. We need more gunslingers, I've never met a "full gunslingers" and only few who handle guns as their "off-hand" REALLY well -.-
But with the introduction of flourish weapons, I've been able to finally keep them stun locked. You just have to try and pull them away one by one. If you're in an arena style area, you might need to have friends to pull all the attention from them.