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Fighting Demons is just sooo not fun


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47 réponses à ce sujet

#1
Cryos_Feron

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I am not crying for nerfs. Actually I just switched from hard to nightmare cause 

basically I want the game to be challenging.

 

The problem is that fighting those greater terrors (those that go under the earth and IMMEDIATELY come up again)

is not "challenging" - it is just no fun.

 

  • It is just unfair because it cannot really be prevented (unlike what Bioware said, running does not help in many situations
    and besides: we cannot tell our group to constantly move - not to mention at full speed) 
  • It makes every group tactic obsolete
  • this "greenish warning light or fog" does not help at all in the tumult of the battle with a party of 4 people

The demons slide through roots and trees and stones like nothing. It is just not fair. No group tactic works.

 

 

Game developers should create challenging enemies - yes!

but the player should be able to develop counter-measures.

Like the stalker for example - he is tough and has a reasonable tactic - but when you know this you can act accordingly.

I respect that.  

 

 

Sorry, I just had to vent some air - have to go back to the f****** demon fight :-(



#2
hong

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If you see the green glow under you, hit your escape skill immediately. Warrior: Combat Roll; rogue: Evade; mage: Fade Step. That should get you away, assuming you're not in the middle of a long-animation skill. (Or if you're S&S warrior, you can soak the attack, and then immediately Payback Strike the demon.)
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#3
Cryos_Feron

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If you see the green glow under you, hit your escape skill immediately. Warrior: Combat Roll; rogue: Evade; mage: Fade Step. That should get you away, assuming you're not in the middle of a long-animation skill. (Or if you're S&S warrior, you can soak the attack, and then immediately Payback Strike the demon.)

but do your party members use the escape skill, too?

 

If yes, I would learn it for all of them.



#4
Zetrial

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Stack your ranged using tac cams hold position (double click move) drop a fire wall on the area your ranged is, odds are the terror pops up, knocks them down but is panicked straight away and doesn't do his aoe scream.
Ice mine, fire mine and static cage can also work with this tactic. Also if you are struggling on rifts with terror demons, try picking up dispel and dispelling the larger spawns, it will drop their number at least.

Yes, the ai will use escape skills.

#5
Zenthar Aseth

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This is a "learn to play" issue, and I don't mean that in a nasty manner -- there are counter-measures, it's not a fault of the game, you've just yet to find what works. I have no problems with Terrors, on the contrary, I find them to be the easiest and weakest of the demons, especially on Nightmare.


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#6
Yuyana

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Static cage aroud them and stand on the Ice mine.



#7
WillieStyle

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Those demons are only dangerous if you leave them alone. They are susceptible to every stun in the game. Also, significant damage interrupts their channel. When you see them cast the green circle around themselves, hit them with Twin Fangs / Mighty Blow / Winter's Grasp / Lightening Bolt etc. then proceed to wreck them while they're helpless. Unlike Pride or Rage Demons, these guys don't seem to have much hp or armor.
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#8
Feranel

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Do you run with a tank warrior in the group?  If so, keep them at the point of impact.  When the terror's are grouped up doing their scream thing, use Payback Strike, it clears all status effects, including being knocked down, and if the warrior has taken damage recently it knocks down the target.  From there, alternate between Shield Bash and Payback Strike to be the ultimate troll and keep terror's perpetually knocked down. Works like a charm.

 

So, to wit: take control of your warrior, and let them do that hop up underneath you, they are falling into your perma-stun trap when they do.


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#9
Strange Tamer

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Combat in this game is absolute trash in this game regardless of demons, which I also see your point. You cant really control your team unless you pause every second, changing their skill and/or moving them. Even trying to line up combos is ridiculous, you go into the chaotic tactics cam mode (which you may not even be able to see everything since the zoom out is tiny or heaven forbid a tiny tree is in the way) you make one guy do a stun and your archer do a detonator but then the stun happens after the shot sometimes, or your team just doenst do it at all..... This is not a combat system that combines both real time and turned based strategy in a great way, it is a game that attempts to do it and fails miserably. Worst combat system I have ever witnessed hands down. Even moving your map is dumb, when controlling a character you hold the right mouse button down, when using the map, it is the left. Swinging at enemies as a war misses more often than not, half the time your character will just continue swinging at nothing instead of moving....



#10
snootz

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Greater terrors in fallow mire are the hardest enemies in game barring envy demon imo..

They are elite not just your normal types which are hard enough.

At level 6 to 8 you don't have stuff like evade.. roll etc..

And if you do u have no damaging abilities.. u can't even use a mage to dispel in fallow mire.

It was incredibly hard on nightmare as a rogue.. even when I went bow I wiped a lot.. they destroy tanks easy

#11
StrangeStrategy

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I agree about the Terror demons. I'm ok with the speed with which they come up: You need fast reactions honed by Moba games to evade them.. The problem is, the edge of the AOE isn't clear at all. You'd think if you're past the glowing green circle, you wouldn't be knocked down. But you are... It makes no sense.

They should add a patch that either reduces the surprise AOE to fit inside the Green Circle, or increase the size of the green circle to accurately represent the area of effect. As it is, it lacks clarity... That's never a good gameplay mechanic. Ever.


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#12
Frraksurred

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The AOE tends to be 10 -20% larger than the graphics show for both attacks given and received. It "looks" like you're safe when you are not.

The Terrors are annoying early game, but once you learn how to deal with them they become a minor threat. Try to interrupt them with damage or a stagger as quick as possible, at least before they pulse. Prioritize them first with archers and learn to anticipate their moves. I'm generally in the thick of it, so I'll fire mine myself because they tend to prioritize the Inquisitor. Even on Nightmare this makes short work of them.

#13
Selea

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I am not crying for nerfs. Actually I just switched from hard to nightmare cause 

basically I want the game to be challenging.

 

The problem is that fighting those greater terrors (those that go under the earth and IMMEDIATELY come up again)

is not "challenging" - it is just no fun.

 

  • It is just unfair because it cannot really be prevented (unlike what Bioware said, running does not help in many situations
    and besides: we cannot tell our group to constantly move - not to mention at full speed) 
  • It makes every group tactic obsolete
  • this "greenish warning light or fog" does not help at all in the tumult of the battle with a party of 4 people

The demons slide through roots and trees and stones like nothing. It is just not fair. No group tactic works.

 

 

It's perfectly preventable by using skills as Combat Roll, Evade or Fade Step. Before the Terror teleports in a place a big green circle appears in the area. At that point you have about 2 seconds to go away. Running in combat is not fast enough to go away in that timeframe but with those skills it is easy (especially with Fade Step) to dodge the hit.

Moreover there are a lot of skills you can use the CC the enemies (as Terrors) and kill before they can do anything. Lightning Bolt, Winter's Grasp, Pommel Strike, Mighty Blow, Payback Strike (if hit in the previous 5 seconds), Shield Bash, Full Draw+, Knockout Power/Bomb etc. etc.



#14
sinosleep

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Static cage is your friend :)

 

The moment I realized that static cage blocks teleport and results in them paralyzing themselves is about the happiest I've ever been with this game. It completely neuters them.

 

Also they're vulnerable to knock downs. A sword and board warrior has an extremely easy time doing grapple KD, followed by payback KD, followed by shield bash KD, and you just kill them while they're getting knocked around.

 

Static cage works best though.


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#15
Gaz83

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Green warning circle + Fire Mine = A good time. 



#16
Bhaal

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As many already said; terror demons are susceptible to every disabling effect except panic(naturaly), Shield warriors with their payback strike and shield bash, can beat them to death with ease. Grappling chain is very handy to save your mages from terror demons as well.

 

Fire and ice mines can be chained to keep them under control as well. And if there are terror demons place your mines defensively under your ranged characters.

 

Warriors are hard counter againts terror demons.

 

Ones in Fallow mire keep company with corpse archers so it's the only time terror demons realy pose a danger. So go there only after getting specs :/



#17
presidentroh

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Honestly, after getting tier 3 equipment, anything in this game including nightmare difficulty is hardly challenging. 


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#18
WJC3688

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Seriously? Between Mark of the Rift, Dispel clearing rift spawns, and the Inq being able to disrupt the rifts to stun everything..... you have more than enough broken tools with which to address this enemy. If you are not fast enough to dodge the teleport on reaction, I don't blame you, I'm not either. That's why I use tac cam where you can freeze-frame and then advance time very slowly when you see them about to do it, it is easy to freeze time when the "warning circle" appears but before they actually pop up and react accordingly. Honestly wraiths are more threatening IMO because I can't knock them down.

 

And there's no reason not to have evasion skills by level 6. Yes, it is better to have those skills than more damage abilities, they are invaluable.


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#19
snootz

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If your going to get evade ur basically stuck auto attacking if you go near fallow mire round level 6-8 you won't stand a chance... especially as melee. It's far from optimal.. how on earth will u actually kill them? Stare at them

Tanks die to the elite terrors quickly at that level as it is.. nevermind the 5-6 archers which one shot most party members.

They are the hardest fights on nightmare if you go at a normal level with normal gear.. not even joking..

Ofc after u get more ablities/tier 3 everything is easy.. which is a shame as I liked the difficulty pre skyhold barring the fights in the mire.. which just seemed unfair

#20
teks

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Greater terrors in fallow mire are the hardest enemies in game barring envy demon imo..
They are elite not just your normal types which are hard enough.
At level 6 to 8 you don't have stuff like evade.. roll etc..
And if you do u have no damaging abilities.. u can't even use a mage to dispel in fallow mire.
It was incredibly hard on nightmare as a rogue.. even when I went bow I wiped a lot.. they destroy tanks easy

i believe those are elite. I coulda swore it said so in the tactical details.
Ranged is worse off against them since melee has much more knockdowns. Still its just sbout focusing those guys down. They are really weak against tanks though. Payback strike, bullrush, shield wall. These skills absolutely wreck the annoying buggers.

#21
Biotic Flash Kick

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Actually I found grappling hook[+giving the boot] to be quite useful.against terrors. 

You can yank them out of the animation completely even if they are off screen. 

Also, terrors are stupid if they target Vivenne or a Knight Enchanter Inquiz because fade cloak/shroud is just punishing and they set you up for it. 

 

If you are fast enough winter's grasp can catch them and there are times where you can leaping shot away, you are safe and they get pelted in the face for 12 point blank arrows.

 

Evade, Fade Step and Combat Roll are good opinions too. 



#22
Arbiter156

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1. Keep your party spread out when fighting terrors, don't let them get caught in the AOE effects. Mages can use fade step if neccessary.

2. Use a Warrior as others have said to knock them down. Keep the warrior alive with guard/shields and heal at the last moment.

3. Prioritise them first and target them with whole party, have a warrior draw all the aggro with war cry. Do that and you'll shred the terrors quickly, and keep other enemies off of your mages and rogues.

4. Ice spells like winters grasp work well to stun them and stop their AOE screams or stop them teleporting. Follow up with a shield bash for massive damage.

#23
Kage

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Im so sick of this. I play nightmare without much tactical camera, and still there are no issues with Terror Demons.

They are SLOW, they do LITTLE damage, they have LITTLE health. They just are CC machines.

 

Dont even bother trying to avoid the first knockdown with your non-controlled characters. Just eat it. However, if you manage to eat the whole 3 pulses that always go afterwards, then you just have chosen terrible abilities. I always have at least 1 ability in each character that cancels the pulses.

 

From what I recall right now, Varric has the artificier mine (you knockup the terror demon), or the jump fire ability. Vivienne has paralize, frozen. My templar has AoE stun, or charging bull. And Cassandra has shield bash, payback strike. And this is only in my party right now, every class has multiple ways to do it.

 

And of course, you also have the option to just right out dps it before it endes the pulses.



#24
RamonNZ

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At level 6 to 8 you don't have stuff like evade.. roll etc..

And if you do u have no damaging abilities.. u can't even use a mage to dispel in fallow mire.
 

 

The mages' escape costs 1 skill point, the rogues' cost 2 skill points (since you'll want to have stealth either way), the warrior's escape costs 3 skill points.

 

You should at least have the mages' escape and the rogues escape if you want to go up against those guys. The warriors' escape, is admittedly too costly and could impact survivability at that early stage.

 

But it's the rogues and mages that need the escapes more anyway.



#25
Gigamantis

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You definitely need an assortment of AoE CC to deal with them, but once you have that it's not too bad.  Just group your whole party together and barrier everyone when all 2 or 3 of them teleport at you. 

 

Then once they start their AoE you hit them all with Explosive Shot, Payback Strike, Shield Bash, Wrath of Heaven, Viel Strike, Stone Fist, Winter's Grasp, whatever you have that will stop them.  Then you cast something like Pull of the Abyss or Static Cage to keep them in place and try to focus down one of them. 

 

I'm not sure what class you play, but having 2 Mages in your group and Cassandra as a Templar will shred groups of demons like tissue paper.  Non Elite Terrors will be in bad shape after a Wrath/Spell purge combo, and barriers will keep you alive while you clean up what's left with Static Cage/Pull of the Abyss and Immolates/Fire Mines.