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Man deerclops is so easy now.


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Im a little sad that deerclops got nerfed.  Its so crazy how you can remove AOE and how nerfed it makes the enemy especially if you can just kite under them.

Klei buffed ancient gaurdian and nerfed Deerclops

Deerclops in the clip is from uncompromising mod  Which makes this boss fight harder but  is completely undone by  the new method of kiting deerclops added in the UI update

https://clips.twitch.tv/HappyArtisticPigPrimeMe-NGky8ptBO0GhopWp
 

 

Pretty sure that was the point. New players now have a slightly better chance at beating him and from a visual perspective it makes much more sense and so there are two different kiting patterns that you can use to fight Deerclops, you can still use the old one, which might even be safer. And the ancient guardian was not buffed, the fight was just made more interesting, it is much easier to beat it now than it was before if you didn't use indestructible structures to just hold F to kill it.

31 minutes ago, EsaiXD said:

Im a little sad that deerclops got nerfed.  Its so crazy how you can remove AOE and how nerfed it makes the enemy especially if you can just kite under them.

Klei buffed ancient gaurdian and nerfed Deerclops

https://clips.twitch.tv/HappyArtisticPigPrimeMe-NGky8ptBO0GhopWp
 

 

is the deerclops from uncompromising mode i think

This is way harder than just doing nothing other than hold f, the typical way DC is killed. The 60% damage increase is a notable buff.

And AG stunning himself for 45 minutes every time he rams a pillar is an enormous decrease in difficulty. The fight is leagues easier than it used to be 

1 hour ago, Gods fiddler said:

is the deerclops from uncompromising mode i think

yeah it is
Its currently what i am streaming for my gameplay
Just to have some unique changes to have to survive with
So this deerclops is supposed to be harder than default clops

1 hour ago, Cheggf said:

And AG stunning himself for 45 minutes every time he rams a pillar is an enormous decrease in difficulty. The fight is leagues easier than it used to be 

TBF, the fight was always easy since it was cheesed. I think the Rework is better than just removing the cheese method imho. Just my 2 pennies

3 hours ago, EsaiXD said:

Im a little sad that deerclops got nerfed.  Its so crazy how you can remove AOE and how nerfed it makes the enemy especially if you can just kite under them.

Klei buffed ancient gaurdian and nerfed Deerclops

https://clips.twitch.tv/HappyArtisticPigPrimeMe-NGky8ptBO0GhopWp
 

 

you should mention this is modded. i thought this is standard game.

 

AG is easier after the rework

12 hours ago, reallychina said:

you should mention this is modded. i thought this is standard game.

 

AG is easier after the rework

I mean yeah it is modded but that does not change the fact that the UI Update changed how deerclops fights and now This clops that has methods to go against the standard way of kiting him which is to spawn freeze craters  so you cant just barely get outside of his attack range.
instead now you can just go behind him.

IM just saying deerclops should keep his small aoe damage he had which is the 60 dmg aoe  around the base of his body
so it makes it still require some skill to dodge his attack   and that you don't just walk into him to dodge

It just doesn't look right

8 minutes ago, EsaiXD said:

I mean yeah it is modded but that does not change the fact that the UI Update changed how deerclops fights and now This clops that has methods to go against the standard way of kiting him which is to spawn freeze craters  so you cant just barely get outside of his attack range.
instead now you can just go behind him.

IM just saying deerclops should keep his small aoe damage he had which is the 60 dmg aoe  around the base of his body
so it makes it still require some skill to dodge his attack   and that you don't just walk into him to dodge

It just doesn't look right

It works the same identical way Ymir in Smite works.. if you can get behind Ymir the “Frost Giant” then you can avoid taking damage from the shards of Ice he spikes up out the ground in a path in front of him.

I don’t see how you can say it doesn’t look right, for me it’s just logic.

3 minutes ago, Mike23Ua said:

It works the same identical way Ymir in Smite works.. if you can get behind Ymir the “Frost Giant” then you can avoid taking damage from the shards of Ice he spikes up out the ground in a path in front of him.

I don’t see how you can say it doesn’t look right, for me it’s just logic.

image.thumb.png.93f1eb609560ca737ae3a09032524e81.pngBecause there are still spikes around him.
Hence why he should still at least have his small aoe

 

 

24 minutes ago, EsaiXD said:

image.thumb.png.93f1eb609560ca737ae3a09032524e81.pngBecause there are still spikes around him.
Hence why he should still at least have his small aoe

 

 

Alternatively, Klei can just update the animation sprite so the spikes much like Ymir in Smite: Only extend in front of him, which would also visually help new players learn the intended kiting method for it.

2 minutes ago, Mike23Ua said:

Alternatively, Klei can just update the animation sprite so the spikes much like Ymir in Smite: Only extend in front of him, which would also visually help new players learn the intended kiting method for it.

The thing is are they going to do this for every enemy that has what looks like a directional attack?
cause there is plenty more that look like this.
Deerclops is the current outlier

Heck even fuel weaver which does have a directional attack follows the target he is aggroed on.  which is what deerclops used to do but now his attack is locked in place when the animation starts

 

 

2 hours ago, EsaiXD said:

The thing is are they going to do this for every enemy that has what looks like a directional attack?
cause there is plenty more that look like this.
Deerclops is the current outlier

Heck even fuel weaver which does have a directional attack follows the target he is aggroed on.  which is what deerclops used to do but now his attack is locked in place when the animation starts

 

 

they did it with deerclops to match the fx, other enemies dont have fx, have attack animation

when deerclops hit the ground and summoned ice spikes, these spikes actually did nothing, the game just puts other spikes in your feet in you were in the boss's range when the big spike appeared

now there are no more random ice spikes in your feet because this big ice spike actually hits you and can be avoided in another way

19 minutes ago, Capybara007 said:

they did it with deerclops to match the fx, other enemies dont have fx, have attack animation

when deerclops hit the ground and summoned ice spikes, these spikes actually did nothing, the game just puts other spikes in your feet in you were in the boss's range when the big spike appeared

now there are no more random ice spikes in your feet because this big ice spike actually hits you and can be avoided in another way

but you can still see the spikes under the feet  deerclops eve has them at the base of his body.  so those should still hit at least

 

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