Good time of the day, everyone.
If you're annoyed out of your mind by "Nerf Devilites" threads, you might want to go on to next topic. Otherwise, I'd appreciate if you read my arguments.
I suppose you can agree that devilites are the hardest common enemies in the game right now, as they are the only ones still able to track knights during attack animation, come in groups and are incredibly dodgy. Gremlins are comparable in terms of intricacy, but they posess wider variety of attacks, generally less annoying and actually pretty fun to fight.
As far as I have experienced, the biggest problem when dealing with devilites is the fact they can very reliably hit you when in groups. Even the simplest and the safest strategy - circling - poses danger of crazy devilite dashing in front of you and stopping you in your tracks for split second necessary for the barrage of office supplies to catch up with you. The fact their projectiles seem to be the fastest AND have the largest hitboxes in the entire game further cements the issue.
TL;DR: hard-hitting but dodgeable attack is more fun than weak but hard to dodge.
Devilites are already problematic to deal with if you're playing gunslinger, but due to their unique attack they now present ridiculously small opportunity window: if similarly dodgy wolvers can be shot reliably when they are preparing for attack, you can't really slow down for the shot in case of devilites, because you'll just let them hit you. Overtimers are even worse, as they can be dashing for several seconds straight.
Third, very frustrating quality is the fact that ANY devilite transformation hels it fully. You spend good thrity secodns gunning at one, and then it gets transformed into an overtimer, and here we go again. Moreover, I saw devilites being transformed during death animation - which effectively brought them back to life! Not fun.
So basically, my suggestions are:
1. Removing tracking ability from regular devilites, leaving it only for Overtimers. More incentive to deal with Pit Bosses ASAP.
2. Putting (at least) 3 seconds cooldown on dodging, to give larger window of opportunity for taking a shot.
3. Transformed devilite should have HP proportional to those it had before transformation. It would make much more sense.
If someone is afraid that it will make the game too easy, to compensate for it tracking could be given back to Alpha Wolvers (only during set up stage, not between individual bites) and added to Lumbers, as they are ridiculously easy to evade now. That would even the families in terms of difficulty somewhat.
http://forums.spiralknights.com/es/node/77254
Read the "other changes" part at the end. That was enough. They ain't as annoying as they used to be.
"I saw devilites being transformed during death animation - which effectively brought them back to life! Not fun."
This is effectively the only bug that should be fixed.