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devourers in maps

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Valkoinenraparperi wrote:
Are you stupid or what? what does my postaccount have to do with anything?
Icreated this account 10 minutes ago so i could post my question.
If you cant answer me go away,moron.

This guy obviously did create a posting account that his/her real account would't get banned.
Doesn't need to be very smart to realize this.

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GARY_GGG wrote:
When devourers pop up, there is enough of a delay to stop them melee attacking you by moving out the way. You are then able to manually dodge the projectiles.


In my scenario I was already running when the devourers rose from the ground, didn't have the time to do anything, but reflex instant healing potion followed by death. Maybe I was desyncing but usually I don't desync much(delay 40ms all the time) and /oos won't usually correct my character's position. I also had very bad luck with the monster mods(cult of elements and extra damage). How much damage does 67lvl devourer do when they come from the ground?

-if devourers would do 600 damage each
with 7400 armor 50,6% damage reduction (7400/(7400+(12*600)) = 0,50684)
one devourer would do only ~296 damage
after extra damage mod ~370 damage(25% extra damage)
after shocked status 555 damage (50% increased damage taken)

with 4k hp it would take 8 devourers to kill you, I think in that pack there weren't even 8 of them. And why do devourers do at least 130% damage compared to average 67lvl monster?
Well, just to make sure we're talking about the same situation, right? :) One of my friends died right next to me on the Untainted Paradise to a pack very similar to this. He didn't take a picture, though:
Spoiler


Next day one of the survivors was in a different party, risked going to Paradise again, and had a very similar death happen, the picture above is from there.

I don't think running out of melee range is an option here, really. Besides, it's Bloodlines, so this pack is actually a multi-pack of magic devourers, with Cult of the Elements, Otherworldly, Phylacteral Link and Bond of Chaos being especially interesting to have in the mix around you.
Last edited by EpicFail42#7165 on Jan 1, 2015, 12:01:01 PM
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Gary_GGG wrote:
When devourers pop up, there is enough of a delay to stop them melee attacking you by moving out the way. You are then able to manually dodge the projectiles.


No enough of delay I can say. Its usually this happens:

tadadada Im runniing -> "fuck, devourers! I gotta move somewhere from this place" -> Im moving out a few steps from where they showed up and start shoot/cast/whatever -> boom! Im in the center of the pack and I have a choice: *respawn in the hide or in a town*

Another scenario:

tadadada Im runniing -> "fuck, devourers! I gotta move somewhere from this place" -> boom! Im in the center of the pack and I have a choice: *respawn in the hide or in a town*

Another scenario:

tadadada Im runniing -> Im in the center of the pack and I have a choice: *respawn in the hide or in a town*

Why do we have *respawn in town* button anyway? It sucks, I hate when I click this by accident.

It not everytime this happens but with a big pack almost everytime. I dont do no more Dark Forest maps with the character Im leveling and I always rerolll *Animal* mod and I always leave the map if Zana gives me a map with *Animal* mod. This monster adds nothing but negative. It its fun for you to make players completely ignore content with these creatures, then go on.
If I dont reply to you - I dont give a flying duck about your opinion

If you dont reply to me - I dont care either because I dont come back to see who replied to me
The map with the most devourers is the unique zana only map untainted paradise. There are packs with like 10+ devourers emerging from teh ground in that map. My charachter was killed there by a pack of 10 or so.

I died to the emerge damage not their actual attacks. I was dead before that. They do huge damage from just emerging it would seem.

Hardcore charachters need to be prepared for this if they get that map as a daily. I had 3500 life but it wasn't enough (softcore)

Also cast when damage taken + immortal call are bugged and don't work vs devourers. There was a thread about that recently with a video.

Devourer packs are as dangerous as those bloodknight packs from diablo 2. Same scary feeling :)
Last edited by kompaniet#2874 on Jan 1, 2015, 4:01:30 PM
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Gary_GGG wrote:
When devourers pop up, there is enough of a delay to stop them melee attacking you by moving out the way. You are then able to manually dodge the projectiles.


there should be a unique devourer monster in the game... normal and rare devourers are not dangerous enough, when the look, their attacks, everything about them should make them one of if not the most dangerous in the game. please do not nerf them, but rather, increase their frequency and even better make a unique super devourer in new end game maps for 1.4!

same for frogs and avian retches, but GGG should start with devourers.
Dark_Chicken - lvl 100 Marauder
Divine_Chicken - lvl 100 Duelist
Last edited by Dark_Chicken#5481 on Jan 1, 2015, 11:34:42 PM
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Gary_GGG wrote:
When devourers pop up, there is enough of a delay to stop them melee attacking you by moving out the way. You are then able to manually dodge the projectiles.


That's how it works in theory.

In reality a combination of desync (minimum player influence as how devourers pop up is seemingly random) and plain old lag makes this a dubious assumption at best.

Added to that is their incredible damage range (particularly if extra damage or powerful crits is involved) makes this one of the most hated monsters in the game.

Hope GGG can think of changes to make these monster encounters a little more skill based.

EDIT: Suggestion: Make it so that you can at least see a trail indicating where a buried Devourer is going.
Last edited by elitedesolator#6827 on Jan 2, 2015, 2:52:21 AM
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elitedesolator wrote:
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Gary_GGG wrote:
When devourers pop up, there is enough of a delay to stop them melee attacking you by moving out the way. You are then able to manually dodge the projectiles.


That's how it works in theory.

In reality a combination of desync (minimum player influence as how devourers pop up is seemingly random) and plain old lag makes this a dubious assumption at best.

Added to that is their incredible damage range (particularly if extra damage or powerful crits is involved) makes this one of the most hated monsters in the game.

Hope GGG can think of changes to make these monster encounters a little more skill based.

EDIT: Suggestion: Make it so that you can at least see a trail indicating where a buried Devourer is going.


Amen to that.
When 5 devourers spawn right on top of you(so to speak) there is "fuck" all
you can do.You die and you die instantly,not from their hits or elemental
red ball they spit.I dont mind that this game is hard(it is to me) but i hate
it when it delivers a cheepshot like this,because there is not a thing you can
do to prevent it,other than not run maps containing them.
And to Gary(G.G.G) its not the melee that kills you,dont really know what it is,but
you are "instadead."
To avoid the issue: More hp, actually all you can possibly get and some defensive solution(s) on top of it like: CWDT with immortal call + enduring cry, Grace with ondars guile, MoM + EB, etc.

And remember guys, armor helps you least when you need it most ;)


They could get a bit tuned down in damage for few seconds when showing off or let you pass through their bodies or maybe widening the area they spawn so it not only reduce the burst damage but reduce desyncing in lethal scenario. After the surprise buttsex situation I think their current damage scaling is ok
Last edited by Jyssi#3843 on Jan 2, 2015, 6:19:35 AM
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Gary_GGG wrote:
When devourers pop up, there is enough of a delay to stop them melee attacking you by moving out the way. You are then able to manually dodge the projectiles.


Yeah, it would be really nice if it worked that way.
What usually happens is, few devourers pop up, you move out of the way, you've been slightly desync'ed and got stunned, get resync'ed back into the pack and pot like a mad man trying not to die.
Or you just get surrounded.
Or you're in a cast/attack animation.
Or you run into way more devourers while moving out of the way.


Sometimes I really wonder if you guys test stuff under realistic conditions. Saying there is "enough" of a delay is like a slap in the face to everyone struggling with the above mentioned.
Now don't get me wrong, devourers are kind of my favourite monsters, but the damage out of nowhere thing is a pretty terrible mechanic.
CliveHowlitzer wrote:

I am now too addicted to that feeling of being kicked in the nuts when you die.
man i love devourer QQ threads. my current main scion has barely 4.7k hp at lvl 93 with almost zero armor, no block, evasion or es and she runs arctic armor only. i cant recall when was the last time i got killed by devourers (yh some moments were close but not close enough). when there is a map with -50% to hp/mana regen i run without arctic armor at all and, if there are devourers, im always ready to pop quicksilver flask when they emerge, keep my distance for them to go back to the ground and in meantime i just cast srs like 5 times, and keep moving; they are dead in like 2 seconds. if you see a devourer poping up keep moving and dont stop - thats all. and avoid hugging the wall because them you get surrounded. less qq more pew pew
"Individuation ends when emptiness and form become one" Carl Gustav Jung

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