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Yet Another Devilites Thread.

19 replies [Last post]
Fri, 10/11/2013 - 09:48
The-Vindicar's picture
The-Vindicar

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.

Fri, 10/11/2013 - 10:03
#1
Little-Juances's picture
Little-Juances

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.

Fri, 10/11/2013 - 10:05
#2
Zeddy's picture
Zeddy

I agree with 3. The full-heal is just cheap.

I could list a bunch of ways to safely deal with devilites for you, but I'm sure that's not what you're looking for.

Fri, 10/11/2013 - 10:13
#3
Khamsin's picture
Khamsin
@Changelog

LOL reduced dodge frequency. I had an overtimer dodging for 15 seconds straight yesterday. Absurd.

Anyways, just wait until Gilded Griffon is introduced. Should make devilites a heck of a lot easier.

Fri, 10/11/2013 - 11:00
#4
Skepticraven's picture
Skepticraven
@OP

The normal devilites flinch at any attack which makes a patient gunner really deadly to them. Overtimers will still even flinch their range attacks at anything (but not their melee attack).

Sat, 10/12/2013 - 01:50
#5
Hexzyle's picture
Hexzyle

if similarly dodgy wolvers can be shot reliably

You did NOT just compare the most rubbish, overnerfed enemy in the game with the most deadly one. :P

Anyway, one and three I agree are okay suggestions. Two though is a bit iffy. I mean, when they're dodging they're not a threat.

Sat, 10/12/2013 - 06:29
#6
Waffleconecake's picture
Waffleconecake
oh you people. Just get a bomb.

I find it funny how many people can't deal with the devilite family seeing how they are the most easily countered with bombs as most flinch when you hit them with a bomb.

Correct me if I am wrong but I'm pretty sure a nitro can make most devilites (Not talking about trojans here)flinch when hit by the blast. I know they do from the barb bombs when the correct star for spectrum.

The only real "nerf" i feel they need is a longer flinch time. Make him fall or do a little, "AHH ALMOST FALLING PLES NO GRAVITY," kind of animation so that they take more time while flinching.

Sat, 10/12/2013 - 07:56
#7
Geosmin's picture
Geosmin
"Get up so I can kill you again!"

"Problematic if you're playing gunslinger?" While I find both Snarble weapons to work wonderfully, my favourite way to deal with Devilites at this time is an Alchemer & Needler combo, and I'm also getting into piling up lots of ASI so I can make a Magnus work well, for yet another gun-centric option. Neither of my favourites is what I'd consider the least problematic, though; that would be the Pulsegun. It's as much of an "I win" button as I've found so far.

I find Gorgos more problematic for my gunslinging ways, as I'm having trouble reliably hitting them when level geometry makes it difficult or impossible for me to back off and spray a huge area around them with spikes, because I don't yet know how to safely and reliably handle large groups from right up amongst them. Until the recent gun update announcement, I thought Gorgos were added to the game as part of a large multi-update effort specifically to encourage bomb use, other parts of that effort including Compound levels and the Chaos buff. Right before that gun announcement, I had Stun Shards on my priority list largely because of those 3 things.

Sat, 10/12/2013 - 09:22
#8
The-Vindicar's picture
The-Vindicar
First, thanks for all your

First, thanks for all your replies.

@Little-Juances
> "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.

It might be a lag, but still, as Zeddy agreed, full heal (and, it seems, removing all statuses as well) is ridiculous.

@Khamsin
> LOL reduced dodge frequency. I had an overtimer dodging for 15 seconds straight yesterday. Absurd.
Exactly my point.
> Anyways, just wait until Gilded Griffon is introduced. Should make devilites a heck of a lot easier.
I'll look forward to it.

@Skepticraven
> The normal devilites flinch at any attack
Even with alchemer line you can attack 2-3 devilites at once, and they often come in packs of 5-10. You're still very likely to be shot by others.
Spray guns like Needle Gun line can hit more, but they will require you to stop and make an easy target out of yourself.

@Hexzyle
> I mean, when they're dodging they're not a threat.
I have been pummeled by office chairs when a devilite dodged straight into my path and stopped me for a split second. More than once. ;)

@Waffleconecake
> I find it funny how many people can't deal with the devilite family seeing how they are the most easily countered with bombs as most flinch when you hit them with a bomb.
Maybe I don't understand something important, but getting close enough to a group of devilites to set a bomb is a good way to get hit. I'm trying to use Sun Shards line right now, and that's what I get. Circling them with a bomb is no easier than with a gun.
Do you think that bomb that inflicts fire would be better? Will fire make them flinch as well?

@Geosmin
> my favourite way to deal with Devilites at this time is an Alchemer & Needler combo, and I'm also getting into piling up lots of ASI so I can make a Magnus work well, for yet another gun-centric option.
Honestly, I cannot see how needlers can work at all on them without loads and loads of ASI buffs. While you're firing, you're sitting duck, and with their trackign ability it means that pretty much every devilite who has already begun it's attack sequence when you stopped to fire WILL hit you. =\
One of my friends uses blitz needle for them, but it has high ASI on it.

Sat, 10/12/2013 - 09:30
#9
Thunder-The-Bright's picture
Thunder-The-Bright

you don't have to get close to use bombs, you have to get out of their range so they follow you, and get them exploded while they are in the explosion radius.

Sat, 10/12/2013 - 10:09
#10
The-Vindicar's picture
The-Vindicar
@Thunder-The-Bright A sound

@Thunder-The-Bright
A sound idea, but it's not always possible. Devs love to place devilites into tiny rooms with little to no place to maneuver.
Besides, if you walk too far, you won't be able to see when one of the devilites shoots at you. Maybe if their projectile speed was nerfed a bit...

So far I'm outright unable to get through another Devilite-themed mission without wasting loads of Sparks.

Sat, 10/12/2013 - 10:12
#11
Thunder-The-Bright's picture
Thunder-The-Bright

devs love to place destructible blocks that your bomb can dispose of so that you can bomb safely. besides, if they are in little spaces, they too have little space to dodge, and in that case you need a brandish or a pulsar and the job is done.

Sat, 10/12/2013 - 13:54
#12
Revolucas
I used to think they were

I used to think they were overpowered but then started farming the Gauntlet on Elite to the point where I can do it without ever dying once. I found out they are just as easy to take out as any other monster. The trick is to be either really close to them or out-of-range and always keep moving. Circling around a group is usually the best movement pattern, if their are traps then find a spot you can move in a C pattern. I noticed the devs intentionally placed breakable blocks on Devilite levels, use cover to your advantage.

They aren't overpowered, they just have a steeper learning curve by requiring strategy to kill them (ie. kill order, moments of attack oppurtunity)

Sat, 10/12/2013 - 18:43
#13
Leafblader's picture
Leafblader
moo

Devilites are not even in my top 5 hardest enemies. The hardest is a tier 3 rocket puppy.

Sat, 10/12/2013 - 20:59
#14
Geosmin's picture
Geosmin

Yeah, groups of (T3) Rocket Puppies are ranked way higher for me, too- higher than Gorgos by far.

I still think Devilites are a pretty well-solved problem. The strings "Alchemer and" and "combo" are very important in the sentence you quoted. You don't have to go all Devilite May Cry with combining four weapons and all 3 sprite abilities in some mind-blowing way, but SK does let us switch weapons so fast that they're more like fire modes than separate weapons, which is a big capability to ignore and very easy to learn to use. I agree that the Needler is not the best answer in every situation, and also that Devilites are at their most problematic when we're forced to fight groups of them in cramped spaces, but Alchemers are my favourite weapons for that specific case; Alchs deal the best damage _per attack_ of any gun besides the slow Pierce ones, which means that when I have to ease up on attacking in order to evade more, the Alchemers are my best option since the only weapons that come close in terms of minimal slowdown when attacking are the other non-Pierce guns. When I can afford to slow down and/or pause enough that the Alchemer is not my best DPS option, each of the Pierce weapons I've tried has Fiend applications where it really shines, with its time/movement cost limitations neatly dovetailing with the Alchemers' forte, to say nothing of Alchemer charge attacks being so powerful and versatile. In those time/movement terms, both of the Snarble weapons are great as bombs and swords go, but lacking when compared to most guns. Since those guns excluded by that "most" qualifier happen to be the Pierce guns, I suspect there's an intentional game design decision to encourage us to look for complementary pairings beyond just Meatloafing the damage types.

As for boosts, my preference for the Alchemer is in some part because it doesn't demand any particular boost vs. Devilites, so I have more flexibility to pair with any Pierce weapon and stack whatever bonuses are called for, like status resist when the theme includes Freeze, Shock or Fire- and when I'm not worried about those I can choose any offensive boosts based on my heavier weapon. For Magnus, I find ASI essential for switch-shooting, though I expect that less derpy players don't consider it essential. For Needler, I prefer damage and CTR for pop-tarting and spawn-ambushing, though I'm comfortable using no boosts at all and ASI is always nice. For the sword, ASI is my preference but again not essential, and for the bomb I consider CTR to be a must-have.

Sun, 10/13/2013 - 07:19
#15
The-Vindicar's picture
The-Vindicar
@Geosmin Well, Alchemer is my

@Geosmin
Well, Alchemer is my fav gun so far too. But take a look at Return of Ur: the very first danger room is of size of a toilet, filled to the brim with devilites and spookats. No weapon can cut through that fast enough, and 4* skelly suit seems to be pretty useless here. Yes, bombs work nicely in confined spaces, but I just can't spam them fast enough to keep enemies flinching, and I have no place for evasion, especially with all those spookat bullets.
Either I missed something very important, or mission is f...ouled up beyond all sense, since I never had to waste sparks just to cut through start of the level on normal, not on any other monster family.

Sun, 10/13/2013 - 07:29
#16
Isekuube's picture
Isekuube
Derp. :3

Now that the gunner update is coming, you should hold on to your socks because they may or may not be blown off.

At least one new piercing gun is coming. And the Glidled Griffin is probably gonna be a 5* Antingua. Thus making dealing with fiends much easier. There's really no need to nerf one of my favorite monsters to deal with. I have a Grand Flourish with Fiend High. I knew I was gonna have to deal with these guys, so I rolled and rolled and rolled. Get a Final Flourish with Fiend Max on it or something. There is no need to nerf these guys.

ALTHOUGH,

I do agree with Point 3. The same thing should apply with Lichen Colonies.

Sun, 10/13/2013 - 07:43
#17
The-Vindicar's picture
The-Vindicar
@Crimson-Sapphire > Get a

@Crimson-Sapphire
> Get a Final Flourish with Fiend Max on it or something.
Yeah, why won't I just get one of the highest level items I can't even buy recipe for (since I don't have 5* cert yet) and imbue it with 0,(0)1% rare UV when each attempts takes about as much as I earn in a week?

Honestly, it's getting a bit annoying how UVs are taken for granted when it's can easily take months of grinding to aquire one you want.

Besides, I'm mostly talking about defense here, since you can't attack ALL enemies at once, not even with bombs.

Mon, 10/14/2013 - 05:42
#18
Geosmin's picture
Geosmin

I went to try Return of UR to see what you're talking about; I played on "Elite" setting, on the EU server (oversees from my location, as I'm in the U.S.; as much as I whinge about my jitter, I see other peops who have it worse, so this seems the more fair option for testing playability) unequipped my Sprite and used 4-star armor rather than my usual for Fiends- used 5-star Skelly shield because I don't have a 4-star Shadow shield, and tried with various 4- and 5-star weapons. The first level varies, but interestingly always has a giant haunted toilet room near the beginning as you described.

I had to use my free revive to get through that level, every time I tried it, though I did get through the spooky toilet a couple of times before watching my poor character fall over. Test was aborted when I noticed I was starting to fall asleep. I think I managed at least 5 tries, based on which weapons I can clearly remember using: Prisma Driver with Mega Magnus, with Blitz Needle, with Hunting Blade and with Storm Driver. The latter two went derpishly; I kept trying to spray needles with my sword and I'm pretty sure I'm not quick enough to get any benefit from juggling two Alchemers, so all I managed to do there was slow myself down.

I have trouble with FSC and OCH, so if I can manage something, most people can do it. I expect cheesing it with a Blaster and Pulsegun would make it pretty easy to get through, but I already upgraded both my Blaster and my Pulsegun to 5-star. I guess it's reasonable for a newbie to fully upgrade those first, so maybe I should have tried it anyway. Next time I find a nice block of playtime, which should be next weekend at the latest, I'll do that, as well as try again on lower difficulty but still using mostly 4-star gear since it's before the final Wall of Heroes and still using the more distant available server. I'll be very surprised if I find that it doesn't look like any reasonable newbie can get that one checked off as cleared, though, in the very worst case having to ask for a friend to carry. Now that I think of it, I should still have my old 4-star swords, I'll dust those off as well.

Mon, 10/14/2013 - 15:22
#19
Usevnsevnsixfivfor's picture
Usevnsevnsixfivfor

Have you tried using a Blitz Needle against Devilites? I'm glad that FSC has an absurd amount of profit per run.

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