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The Real problem with the Demon Commander.


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#1
MadMaximoff

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Terrors.

 

This is how most groups get wiped, by getting CC Locked when 2-3 Terrors enter the fray making it extremely difficult to avoid the Demon Commanders one shot.

 

If you have an Assassin or Alchemist in your team, they should actively hunt down Terrors (Stay away from whomever is fighting the Commander) and when no Terrors are around, hunt down Fear and Despair Demons.

 

The fight becomes a lot easier if you have someone dealing with that potential CC Lock Wipe chain.



#2
xlm1994

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How could they be any problem?  They always die instantly after showing up.



#3
MadMaximoff

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How could they be any problem?  They always die instantly after showing up.

 

Except the common PuG tactic is to try turtle in the entrance room, which means they pop in out of LoS and initiate a stunlock with the commander.

 

Personally I think it's better to fight on the move but sending your single target killer after them while the team deals with the commander usually does the job.



#4
Shadohz

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It's not difficult just annoying. You can use the same strategy on any board or boss to achieve success.
1. Have someone take out the ranged fighters first.
2. Have the person being target by boss kite them (distraction).
3. Take out foot soliders as they come.
4. Once they stop rushing you're free to take down the boss (if he/she wasn't killed in the meantime).

The Demon Commanders tell-sign is too short. You have a split-second to try to evade. They should be lengthened a bit. 



#5
-PenguinFetish-

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It's not difficult just annoying. You can use the same strategy on any board or boss to achieve success.
1. Have someone take out the ranged fighters first.
2. Have the person being target by boss kite them (distraction).
3. Take out foot soliders as they come.
4. Once they stop rushing you're free to take down the boss (if he/she wasn't killed in the meantime).

The Demon Commanders tell-sign is too short. You have a split-second to try to evade. They should be lengthened a bit.


Its 2 seconds actually. The exact same duration as fade cloak. That's plenty of time.

#6
-PenguinFetish-

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This is why i recommend having 1 person allocated to managing the DC as opposed to barrier spamming a group.

Have 1 person draw him into the back of the font room, everyone else can hold the chokepoint as normal.

#7
Catastrophy

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This is why i recommend having 1 person allocated to managing the DC as opposed to barrier spamming a group.

Have 1 person draw him into the back of the font room, everyone else can hold the chokepoint as normal.

Yea, but it's not really an awesome job. You don't get to see much of the explosions when you do it.



#8
Shadohz

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Its 2 seconds actually. The exact same duration as fade cloak. That's plenty of time.

Spoken like a mage. The auto-attack for archer on the other hand is a different matter. Even with quick hand-eye coordination, the archer may be able to get half a step out of his radius because you lose some time for draw animation to stop. If you're already in motion (not firing), then it's all good. If you are firing then you barely have enough time to stop and evade (assuming your view of the tell isn't blocked by some of the colorful scenery that they put in front of your screen instead of adjusting the camera angle). This coming from someone who doesn't even like the archer class that much.



#9
Shinnyshin

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I actually think the worst part about DC is his first appearance. Once you know whom he's on, everything becomes much more manageable. That person can keep track of his stages, position themselves with room to maneuver, etc... But in the chaos of the beginning of the fight, it's very possible to miss him and you can't realistically ask that all players be in constant dodging mode...and it only takes one unprepared person on that boss to cause a cascading wipe. Most of the counterplay comes after he first makes himself know or is spotted early enough. I'd suggest a convenient audio cue or some big flashy indicator when he enters the fight as a way to avoid the most frustrating kind of death.

#10
iphan4tic

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The main issue is the laggy hit detection. You can be well out of reach, several feet away from the indicated damage radius of the jump, but die anyway. If they can fix the laggy rubbish, then Demon Commander will suddenly become a cake walk. Archers will be less bull too.



#11
-PenguinFetish-

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Spoken like a mage. The auto-attack for archer on the other hand is a different matter. Even with quick hand-eye coordination, the archer may be able to get half a step out of his radius because you lose some time for draw animation to stop. If you're already in motion (not firing), then it's all good. If you are firing then you barely have enough time to stop and evade (assuming your view of the tell isn't blocked by some of the colorful scenery that they put in front of your screen instead of adjusting the camera angle). This coming from someone who doesn't even like the archer class that much.


Uhh... he goes underground way before the tell appears. If you are still shooting your bow at nothing and not anticipating an attack then you quite frankly deserve to be OHKed.

Archer is probably the best character to solo demon commander on that note.

#12
Shadohz

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Uhh... he goes underground way before the tell appears. If you are still shooting your bow at nothing and not anticipating an attack then you quite frankly deserve to be OHKed.

 

I know that. :mellow: You're making the assumption the player is a) targeting the DC and B) they saw it go underground. The DC can change player priorities, so it's easy to get blind-sided by him when you're targeting other mooks. If his baby cousin DemonLite decides to jump in the mix, forget about it.

 

 

Archer is probably the best character to solo demon commander on that note.

 

Please, please. I already have enough of my own e-peen. No need to try to rub yours up against mine.
 



#13
Lenseflare

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The main issue is the laggy hit detection. You can be well out of reach, several feet away from the indicated damage radius of the jump, but die anyway. If they can fix the laggy rubbish, then Demon Commander will suddenly become a cake walk. Archers will be less bull too.

 

 

I agree with this,

the real problem is connecting to a game with high ping, making your dodge skills not reliable.


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#14
-PenguinFetish-

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Please, please. I already have enough of my own e-peen. No need to try to rub yours up against mine.


It can leaping shot out of the scream radius, can dodge ambush and can attack from range with mark of death. No epeen about it.
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#15
TheShadyEngineer

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Spoken like a mage. The auto-attack for archer on the other hand is a different matter. Even with quick hand-eye coordination, the archer may be able to get half a step out of his radius because you lose some time for draw animation to stop. If you're already in motion (not firing), then it's all good. If you are firing then you barely have enough time to stop and evade (assuming your view of the tell isn't blocked by some of the colorful scenery that they put in front of your screen instead of adjusting the camera angle). This coming from someone who doesn't even like the archer class that much.

If the commander goes after an archer (or any other ranged dps class for that matter) then the team's tank has failed at their job. But I do agree with your post on a general level.

 

OT, terrors are easily knocked flat on their ass and their AoE attack takes so long that you can just walk out of range. Even when slowed. Hell, they don't even have all that much health, you can kill them before they finish their scream in most cases. Not to say that they're not annoying, they are, esp on perilous, but it's not to the point of "This is how most groups wipe against demons."



#16
AhRealMonster

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Uhh... he goes underground way before the tell appears. If you are still shooting your bow at nothing and not anticipating an attack then you quite frankly deserve to be OHKed.

Archer is probably the best character to solo demon commander on that note.

 

They really are, Leaping Shot out of scream and ambush radius works all the time when you aren't lagging



#17
AhRealMonster

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If the commander goes after an archer (or any other ranged dps class for that matter) then the team's tank has failed at their job. But I do agree with your post on a general level.

 

No, if there is more than 1 add chasing ranged DPS while DPS has commander aggro then Tank has failed its job



#18
TheShadyEngineer

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No, if there is more than 1 add chasing ranged DPS while DPS has commander aggro then Tank has failed its job

What if I told you a competent tank can tank both the commander and his accompanying mooks without much issue? It's not an either-or situation.



#19
Shadohz

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It can leaping shot out of the scream radius, can dodge ambush and can attack from range with mark of death. No epeen about it.

That's not what I m... *sigh*

Let's run that back. We can sit here an write an entire guide on which kits should use whatever abilities to best the DC. My point is that its burrow attack should be considered a special attack, not a common one. If they are going to let it remain an OHK then they either need to reduce the frequency of the attack or increase the tell time. Players shouldn't have gear their character around a certain boss. They should be to use basic mechanics (jump, sprint) against such a frequent attack. The game is buggy enough as it is without getting cheapshotted. I've been hit plenty of times by that attack even though I was out of radius.


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#20
AhRealMonster

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What if I told you a competent tank can tank both the commander and his accompanying mooks without much issue? It's not an either-or situation.

Pretty sure the only tank that can handle that are Legos



#21
Shahadem

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The real problem was giving any mob a one shot attack in the first place.


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#22
III Poison III

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I actually think the worst part about DC is his first appearance. Once you know whom he's on, everything becomes much more manageable. That person can keep track of his stages, position themselves with room to maneuver, etc... But in the chaos of the beginning of the fight, it's very possible to miss him and you can't realistically ask that all players be in constant dodging mode...and it only takes one unprepared person on that boss to cause a cascading wipe. Most of the counterplay comes after he first makes himself know or is spotted early enough. I'd suggest a convenient audio cue or some big flashy indicator when he enters the fight as a way to avoid the most frustrating kind of death.

In my experience he picks a random person to pop up on almost every time so I don't see how you can have one person watching him and everything you're saying? A lot of times when he pops up on me I'll make it my job to do as much damage as possible while kiting him around the back and using fade cloak when he pops up...easy. he never EVER stays on me though. He'll randomly pop up on someone fighting in the doorway, maybe insta-gibbing 2 of them thus leading to a whipe.

#23
Shinnyshin

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In my experience he picks a random person to pop up on almost every time so I don't see how you can have one person watching him and everything you're saying? A lot of times when he pops up on me I'll make it my job to do as much damage as possible while kiting him around the back and using fade cloak when he pops up...easy. he never EVER stays on me though. He'll randomly pop up on someone fighting in the doorway, maybe insta-gibbing 2 of them thus leading to a whipe.


I've been playing with a Legionnaire on the team at...pretty much all times (my friends and I are enamored of that character) so once they see him he's accounted for. Taunt him once and he's on you all match. The few times we've gone without a Legionnaire, he sticks to one person pretty reliably if the rest of the team ignores him and that one person leads him away on a merry chase.

But all those strategies really only come into play after the first appearance. And if your Legionnaire never has LoS on him or if you don't know yet who the designated runner is, then it can be brutal.

#24
III Poison III

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Yeah. I play with pugs mostly and a massive percentage don't know how to play their classes so I haven't experienced a decent lego keeping agro. Bet it's a glorious sight to behold.

#25
Shinnyshin

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Yeah. I play with pugs mostly and a massive percentage don't know how to play their classes so I haven't experienced a decent lego keeping agro. Bet it's a glorious sight to behold.

That it is. Not even that hard too, since Counterstrike taunts everything within vision and he has tools to reduce its cooldown and continuously reapply taunts (which buff party damage by 20%) without dying. It's a problem at times as you can accidentally pull whole rooms from the starting area if you carelessly taunt near a corridor or balcony.

But yeah. He can global taunt the commander, spam cleanse any slow/cc that'd prevent him from moving, survive the hit if he doesn't dodge right, and flat-out go invulnerable vs DC regularly in several different ways. Having a Legionnaire completely changes that bossfight...once he sees the boss.