Devourers, what makes their current state justified?

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BackwoodsS wrote:
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StumpyJoe wrote:
Devourers, what makes their current state justified?


Michael Bolton


I laughed
Don't forget to drink your milk 👌
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StumpyJoe wrote:
The mere fact that you have no way to possibly counter play their behavior has been a constant issue to me. If if you suspect they are there, there is nothing you can do to make them pop out without putting yourself at risk.


Decoy totem, mirror arrow, raise zombie, summon skeleton...you get the idea.
We fight to delay the end because it's the means that matter.
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Timewar9 wrote:
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StumpyJoe wrote:
The mere fact that you have no way to possibly counter play their behavior has been a constant issue to me. If if you suspect they are there, there is nothing you can do to make them pop out without putting yourself at risk.


Decoy totem, mirror arrow, raise zombie, summon skeleton...you get the idea.


None of these actually work on devourers.

The answer is ggg's underlying philosophy behind this game: because fuck you, that's why. We don't need balance as long as it kills those pesky players.
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Hemmingfish wrote:
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Timewar9 wrote:
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StumpyJoe wrote:
The mere fact that you have no way to possibly counter play their behavior has been a constant issue to me. If if you suspect they are there, there is nothing you can do to make them pop out without putting yourself at risk.


Decoy totem, mirror arrow, raise zombie, summon skeleton...you get the idea.


None of these actually work on devourers.

The answer is ggg's underlying philosophy behind this game: because fuck you, that's why. We don't need balance as long as it kills those pesky players.


If they aren't working you're doing it wrong guy.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
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Hemmingfish wrote:

If they aren't working you're doing it wrong guy.



No it doesn't work because totems don't count toward their aggro when they are under the ground. We are talking about BEFORE you draw aggro and make them first pop up.

If you haven't encountered them, your totem will not make them come up at all. You must physical walk near them to make them come up and that is the entire problem. This is all assuming you even know that they could be near to begin with.
Cause GGG says so. If you get killed by them it's your fault, just like if you get scammed out of 10c to run tainted paradise. it's always your fault.

Deal with it or go play something else.

"standard forum white knight reply"
GGG's design philosophy is basically "player deaths = difficulty", so when they find that not enough players are dying, they add things that can kill them. Unfortunately since they're married to passive gameplay options (things that define your character all happen automatically and most builds have only one or two active skills), theu can't rely on player error to kill players. So they have to make threats that bypass entire builds.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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gilrad wrote:
GGG's design philosophy is basically "player deaths = difficulty", so when they find that not enough players are dying, they add things that can kill them. Unfortunately since they're married to passive gameplay options (things that define your character all happen automatically and most builds have only one or two active skills), theu can't rely on player error to kill players. So they have to make threats that bypass entire builds.


Maybe your point is more valid for softcore, where in my opinion anything goes because there is no true penalty.

It comes to more than just balance, but also enjoyability of the game. "Ant-fun" comes to mind when I think of Devourers and how they work in this game.
A lot of things in this game are unfair and/or not handled correctly. For my build I just went as defensive as possible and these things don't even hurt me at all.

For glass cannon/offensive builds you might as well prepare to die (if the desync doesn't get you first).

It's sad you have to build a certain way in order to account for this game’s problems. Unfortunately, it doesn't look like they care...
You may already be aware of this tactic, but since I haven' t seen it mentioned...

Devourers aren't evenly spread through an instance and the packs tend to be clusteted. Once you see the first one, you know there are more. Keep moving, using a hit and run technique. After the initial emergence, totems make good lures (flame totem with blind is my favorite) and any kind of area damage you can deal helps hurt them while keeping you out of their jaws. Zig zag, don't stay in one spot or flee in a straight line. If you can add some DOT like burning or poison to tne area damage, you
should be able to take them down through attrition.

Its never quick.and easy, but so long as you can survive that initial burst attack,
and get out of the way, you should be able to take them down.

Piety's story http://www.pathofexile.com/forum/view-thread/2081910

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