History DemonicSpiders / MassivelyMultiplayerOnlineGames

24th Jul '17 5:23:58 AM Tenma-Yuuki
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* ''VideoGame/{{Runescape}}'' is very well-known for some of its DemonicSpiders.
** A literal example are the infamous Shadow Spiders. They aren't particularly damaging, but the minute one attacks you, it cuts your prayer points in half. When you consider that prayer points are used both to NoSell enemy attacks and give hefty buffs, you see why they're so dangerous, especially considering that Jagex loves to put these guys right at the start of several dungeons. It's even worse as of the Evolution of Combat, where not only are their homes multi-combat, but they now attack with ''ranged''.
** Revenants are demonic spiders themselves. They can attack you while you're already in combat with something else, freeze you, poison you, prevent you from teleporting, heal themselves, cure themselves of poison, and are overpowered for their combat level. The player killers they were meant to replace could do this too, but not all players could inflict the StandardStatusEffects, and several are 50 times more powerful than a player of the same level. There are NO LEVEL 7 PLAYERS that can do 90 damage. Or freeze you. Or teleblock you. Or attack from beyond the draw distance(!!!), which is almost a guaranteed freeze or teleblock.\\
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The good news is, Jagex shuffled them into their own specific area after reverting the wilderness and free trade changes made in 2007, meaning you can just ignore them entirely if you want to. The bad news is, [[PlayerVersusPlayer Player Killers]] are back; Player Killers are notorious for using some of the same or comparable tactics; particularly, spells that keep you in place and teleblock spells. Made that much worse by the fact that other players can obviously run as fast as you, so unless you've got some manner of run energy regen at your disposal, you're screwed.
** The Dungeon Spiders in Dungeoneering, especially before the introduction of the Evolution of Combat. They can poison you, which does 50 damage every 20 seconds or so, which fades away very very slowly. Within Daemonheim, every resource is limited, including food, so losing this much HP is a major issue. However, it's not just that. They can poison you through prayers, which you would expect to stop that sort of madness[[note]]even though all poisonous monsters are capable of doing so[[/note]]. Fortunately, poison mechanics have changed since the launch of the Evolution of Combat[[note]]Poison now wears off after three minutes and does less damage per hit, though it does damage faster[[/note]], and even if you do get poisoned, there is a cure which can be bought for just 200 gp, and potions which give immunity for several minutes can be made with Herblore.
** Brutes in Daemonheim. They're not as infuriating as the dungeon spiders, but their attacks are utterly devastating, especially at higher levels.
** One of the challenge rooms in Dungeoneering is a bit of a DemonicSpider ''web''. The Mercenary room is near-''impossible'' to complete without racking up several deaths on a solo dungeon, especially on a free world. On a members world, it might involve getting attacked from all three sides of the combat triangle at once by Tier 11 mercenaries. Thankfully it is fairly rare, and has been made considerably easier as of the Evolution of Combat.
** There's also Shadows in [[ThatOneLevel The Temple of Light]], from "Mourning's End, Pt 2". They do a huge amount of damage and interrupt you when you're trying to work ThatOnePuzzle. Note that as part of the puzzle, you must bring up windows on-screen, and being attacked automatically closes those windows. Thankfully, they have [[GlassCannon pitiful HP and defense]], but they respawn fast and will swarm you if you let them.
** Goraks, extradimensional monsters that can ignore prayer, hit excessively hard, and drain your stats. They're only found in a couple places (God Wars Dungeon and the Gorak Plane), but they're extremely aggressive and can be dangerous if you don't have a quick means of escape or a way to raise your stats back up. Just to add to that, their drops mostly consist of low-level weapons and pitiful amounts of gold.
** ''[[EverythingTryingToKillYou Everything]]'' on Ape Atoll, unless you're a monkey. The spiders and scorpions, despite being tiny, can easily smack you with nasty poison and respawn almost instantly after death. The monkeys come in packs and can deal ungodly damage, and the zombie and skeletal varieties in the gnome tunnel will mob you if you give them the chance.
** The giant swamp snakes in Temple Trekking / Burgh De Rott Ramble. Not only do they have powerful, fast melee and magic attacks, pack hefty HP, and come in packs, but unlike the other nasty monsters (shades, snails, ghasts, and nail beasts), they can't be easily distracted from your companion. When you enter the area for the event, you're almost guaranteed to get swarmed, with several of them focusing on your companion. If you don't have enough food in your companion, or are not quick to distract them with the Provoke ability, then you're screwed, and it can be outright impossible on the hard route without Provoke.
*** The giant snails themselves count, if you don't know the trick. They have devastating ranged attacks; even with melee armor, you'll still be taking a lot of damage quickly, and they can outright wreck your companion. The trick is to take a shell from one of the smaller snails you find in Mort Mire and chisel it into a helmet; wearing it reduces the damage their ranged attacks deal by 90-95%. [[GuideDangIt Naturally, this is explained nowhere in game, and only vaguely hinted at it in the official Runescape guide]].
** How about an old one? In the older versions (as well as the current "Old School" version) of Runescape, you had the Draynor Jail Guards. They were aggressive, located in a multicombat area, could kill a new player in four hits with high accuracy, and were less than a minute away from Lumbridge, the starting town. To new players just starting out, they were a nightmare to deal with, but they would gradually decrease to GoddamnedBats status as players gained levels. In fact, medium-leveled players sometimes even exploited their aggression and used them for training.
*** Even worse than the jail guards were the Dark Wizards south of Varrock, infamously known for killing many a new player. Aggressive monsters with powerful magic attacks located in the start of beginner quests, they could kill a player fresh from the tutorial in just two hits. It was common to see the remains of dead beginning players at the stone circle south of Varrock. Made worse because due to MinMaxing, wizards had low levels so a unsuspecting player would attack one only to be quickly killed.
** The [=TokHaar=]-Ket-Zek, [=TokHaar=]-Tok-Xil, and [=TokHaar=]-Yt-[=MejKot=] found in the [=TokHaar=] Fight Kiln and Fight Cauldron. All of them do hideous amounts of damage, possibly hitting for well over a thousand damage. The Ket-Zek uses magic and melee, the Tok-Xil uses ranged and melee, while the [=MejKot=] sticks exclusively to melee.
** Pretty much any monster that can use abilities in combat, but in particular are the Iorwerth and Cadarn elves in Prifddinas. Their adrenaline meter is constantly locked at 50%, enabling them to use threshold abilities [[TheComputerIsACheatingBastard without having to build it up]], whereas you do not have that luxury. It's not terribly uncommon to attack a Cadarn Magus and have him immediately stunlock you into an Asphyxiate.
** The first of the [[EliteMooks elite slayer monsters]] introduced in November 2015, Wyverns, are the bane of even the best players. They are aggressive, inflict gobsmacking amounts of damage with their attacks (even more if you do not apply a special potion to protect you from their breath), can inflict a very damaging [[PoisonousPerson poison status]], and are accompanied by a very annoying environmental mechanic. See, the underground cave they reside in is incredibly cold. If you allow yourself to become too cold, you start getting stunned for 8-10 seconds at a time, preventing you from attacking, healing, or teleporting. This can be countered temporarily by lighting the fires in the cave and using anti-stun abilities, but if you are caught off guard you may have no choice but to watch your helpless character get [[CurbStompBattle murdered]].
** The second elite monster, [[WolverineClaws Ripper]] [[LightningBruiser Demons]], while not quite as bad as wyverns, are still a major threat. They attack [[SpamAttack very fast]], hit very hard, and when their special attack bar is filled, can use an attack that will [[OneHitKill kill you instantly]] in a DeathFromAbove manner if not evaded. Worse yet, when you kill one, it [[LastDitchMove starts swinging around wildly]], [[KaizoTrap causing multiple hard hits]] if you don't back off. And if your health is below half when one dies, the others will [[GangUpOnTheHuman become aggressive]] and try to finish you off, and likely will.
** The crystal shapeshifters on Tarddiad. Don't let the deceptively low combat level fool you, these guys mean business. They can attack with all three attack styles, and will change styles to whatever your armor's weakness is. Their basic auto-attacks are hard-hitting and accurate, and they can use a huge variety of abilities, including ultimate abilities. In addition to all this, melee shapeshifters can shut off your prayers, and all types can roll into a spiked ball and smash into you, dealing up to 3000 melee damage.
** The [[FlunkyBoss spider minions]] occasionally summoned during the fight against Araxxor and Araxxi can sometimes be literal DemonicSpiders, but the one in particular that stands out the most is the Mirrorback spider. Attacking Araxxor or Araxxi while one of these nasties is alive will result in the entire attack being [[AttackReflector reflected back onto you at full power]]. Needless to say, you can [[HoistByHisOwnPetard easily kill yourself]] if you use a heavy-damage attack as a mirrorback spawns.
2nd Apr '17 4:23:15 PM nombretomado
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* In ''PhantasyStarUniverse'', there are numerous enemies that fit this {{trope}}. The following are most of the most menacing enemies.. but this is a game where any enemy can have very powerful [[StatusBuff Status Buffs]], including halving all damage they take and doubling all damage they deal.

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* In ''PhantasyStarUniverse'', ''VideoGame/PhantasyStarUniverse'', there are numerous enemies that fit this {{trope}}. The following are most of the most menacing enemies.. but this is a game where any enemy can have very powerful [[StatusBuff Status Buffs]], including halving all damage they take and doubling all damage they deal.
6th Jan '17 7:41:57 PM TheRedRedKroovy
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* Ak'ab in ''VideoGame/TheSecretWorld'', a combination of a charge attack that stuns, and the tendency to move around a lot, means players can be fighting large groups of these at once, and be stunned for large amounts of time in that fight, if not careful.
* ''VideoGame/StarWarsGalaxies'' had the Nightsisters of Dathomir. They were extremely powerful on the attack (able to kill an unbuffed player in a few hits), had oodles of HP, were resistant (or, in the case of the higher level ones, completely immune) to most types of attacks and, unlike other dangerous pieces of Dathomir's wildlife (like the Rancors), were not easily spotted thanks to their drab garb and relatively small size. Oh, and the best part? They ''attacked vehicles'' and would usually destroy them in a single attack, meaning you could be flying across the wilds on a speederbike, only to have a nearby Nightsister blast it out from underneath you and then proceed to turn you into pocket mulch. Nightsisters were the reason why no one dared take out rare vehicles - like AV-21s - on Dathomir until the game was updated to allow destroyed vehicles to be repaired.

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* ''VideoGame/TheSecretWorld'':
** The
Ak'ab in ''VideoGame/TheSecretWorld'', a combination of a charge attack that stuns, and on [[LovecraftCountry Solomon Island]] are just about the tendency to hardest enemies players will face in the early game. They're giant moth-monsters that, while they do little damage, have lots of health, move around a lot, means players can be fighting large groups lot during the fight (increasing the odds you bump into more of these at once, 'em), spawn thick on the ground, patrol over wide areas, and be stunned for large amounts of time in have a powerful knockdown attack, and their hives are also thick with "broodmarks" that fight, if not careful.
greatly inhibit movement and make it hard to escape. They generally combine all the worst parts of every MMO enemy into one, and make for solid preparation for what's to come. One of the joys of revisiting Solomon Island later on is kicking their asses with your new, upgraded abilities.
** In the mid-game in [[AncientEgypt Egypt]], there are the cultist patrols. Their sole saving grace is that, being more concerned with leading captives back to their home base, they will generally ignore you unless you get right up in their grill... at which point, even a high-level player is likely in for a NoHoldsBarredBeatdown from a mob of tough enemies that, elsewhere in Egypt and even in the late game in [[{{Uberwald}} Transylvania]], are generally faced alone.
** The above are nothing, however, compared to virtually ''all'' of the enemies in the endgame area of [[UsefulNotes/{{Tokyo}} Kaidan]], thanks to the AEGIS system you need to fight them. Anything tougher than the most basic zombie mobs ''will'' issue a NoHoldsBarredBeatdown to new arrivals in Kaidan, even the mid-range mooks that are the next step up. And even Kaidan has its own Demonic Spiders: namely, those enemies that have ''two'' AEGIS shields, requiring you to switch in the middle of the fight (which takes several seconds before you upgrade the ability), or the rare mobs of multiple enemies with different types of shields.
* ''VideoGame/StarWarsGalaxies'' had the Nightsisters of Dathomir. They were extremely powerful on the attack (able to kill an unbuffed player in a few hits), had oodles of HP, were resistant (or, in the case of the higher level ones, completely immune) to most types of attacks and, attacks, and unlike other dangerous pieces of Dathomir's wildlife (like the Rancors), were not easily spotted thanks to their drab garb and relatively small size. Oh, and the best part? They ''attacked vehicles'' and would usually destroy them in a single attack, meaning you could be flying across the wilds on a speederbike, only to have a nearby Nightsister blast it out from underneath you and then proceed to turn you into pocket mulch. Nightsisters were the reason why no one dared take out rare vehicles - like AV-21s - on Dathomir until the game was updated to allow destroyed vehicles to be repaired.
29th Oct '16 2:04:24 PM nombretomado
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* The dungeon ''Shards of Orr'' from ''GuildWars'' expansion ''Eye of the North'', is plagued with these, from mobs consisting of zombie brutes who deal lots of damage, coupled with skeleton sorcerers who blind you and knock you down, and then add a cleric to the mix for healing them, oh and for the record: groups of many enchanted weapons that are all agroed at the same time.

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* The dungeon ''Shards of Orr'' from ''GuildWars'' ''VideoGame/GuildWars'' expansion ''Eye of the North'', is plagued with these, from mobs consisting of zombie brutes who deal lots of damage, coupled with skeleton sorcerers who blind you and knock you down, and then add a cleric to the mix for healing them, oh and for the record: groups of many enchanted weapons that are all agroed at the same time.
20th Oct '16 2:02:07 AM TSBasilisk
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** ''Legion'' presents a few in the first set of dungeons. They become especially dangerous on higher levels of Mythic Plus runs.
*** Rockbound Pelters in Neltharion's Lair ignore tank aggro and spam a ranged attack on whatever player takes their fancy. As an extra bonus they have Retreat, which lets them disengage from melee range, potentially landing right next to and activating other mobs or even a boss.
*** Blazing Imps in the Court of Stars are, on their own, easily dealt with. They are of course never alone, traveling in large, fast-moving packs with long patrol routes. Each member of the pack can channel Drifting Embers inflicting party-wide damage; if not interrupted or killed quickly, this can easily wipe a party.
*** The most feared enemy in the Eye of Azshara is not an elite mob or even usually hostile - it's the neutral Cove Seagull. It's not the damage they can deal that is the danger either but their long disorient ability. Accidentally pulling a Seagull during a boss fight can result in the tank being disoriented, allowing the boss to randomly attack and likely kill other party members. Many players consider them more dangerous than even the bosses.
20th Sep '16 8:39:45 PM ChilledXSocks
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** Pretty much any monster that can use abilities in combat, but in particular are the Iorwerth and Cadarn elves in Prifddinas. Their adrenaline meter is constantly locked at 50%, enabling them to use threshold abilities [[TheComputerIsACheatingBastard without having to build it up]], whereas you do not have that luxury. It's not terribly uncommon to attack a Cadarn Magus and have him immediately stunlock you into an Asphyxiate.


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** The [[FlunkyBoss spider minions]] occasionally summoned during the fight against Araxxor and Araxxi can sometimes be literal DemonicSpiders, but the one in particular that stands out the most is the Mirrorback spider. Attacking Araxxor or Araxxi while one of these nasties is alive will result in the entire attack being [[AttackReflector reflected back onto you at full power]]. Needless to say, you can [[HoistByHisOwnPetard easily kill yourself]] if you use a heavy-damage attack as a mirrorback spawns.
29th Jun '16 5:07:04 PM thenameisbean
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Added DiffLines:

** The crystal shapeshifters on Tarddiad. Don't let the deceptively low combat level fool you, these guys mean business. They can attack with all three attack styles, and will change styles to whatever your armor's weakness is. Their basic auto-attacks are hard-hitting and accurate, and they can use a huge variety of abilities, including ultimate abilities. In addition to all this, melee shapeshifters can shut off your prayers, and all types can roll into a spiked ball and smash into you, dealing up to 3000 melee damage.
28th Jun '16 3:31:39 AM Morgenthaler
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* Part of the design philosophy in ''TabulaRasa''. If it isn't immune to half of the available weapons types, it probably can heal and rez allies, or can make themselves invulnerable for periods of time, or reflect damage back at you. The real fun enemies combine these attributes: Atta are immune to electric, thermal, and virulent damage, have massive health bars, spawn in groups, and choose between an attack that ignores armor or an attack that knocks you on your backside at range. Linkers will, at random intervals, make themselves invulnerable to all forms of attack and reflect any attacks against them and unleash all the damage done to them ''again'' as they become vulnerable again; players can and regularly do commit suicide trying to plink them. Rakash Repair Bots heal themselves and allies, ignore armor, have locations where machines spit one out every eight seconds, and can create copies of themselves, their allies, or even the player.

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* Part of the design philosophy in ''TabulaRasa''.''VideoGame/TabulaRasa''. If it isn't immune to half of the available weapons types, it probably can heal and rez allies, or can make themselves invulnerable for periods of time, or reflect damage back at you. The real fun enemies combine these attributes: Atta are immune to electric, thermal, and virulent damage, have massive health bars, spawn in groups, and choose between an attack that ignores armor or an attack that knocks you on your backside at range. Linkers will, at random intervals, make themselves invulnerable to all forms of attack and reflect any attacks against them and unleash all the damage done to them ''again'' as they become vulnerable again; players can and regularly do commit suicide trying to plink them. Rakash Repair Bots heal themselves and allies, ignore armor, have locations where machines spit one out every eight seconds, and can create copies of themselves, their allies, or even the player.



* The MMORPG ''MapleStory'' has a large number of these depending on player level and class, such as Nependeaths, which auto-agg and spam with a similarly unavoidable ranged attack (but are mercifully immobile), Electrophants, which have no knockback and deal absurd amounts of damage, and Jr. Nekis, which are fast, absurdly difficult to hit, and deal an inordinate amount of damage.

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* The MMORPG ''MapleStory'' ''VideoGame/MapleStory'' has a large number of these depending on player level and class, such as Nependeaths, which auto-agg and spam with a similarly unavoidable ranged attack (but are mercifully immobile), Electrophants, which have no knockback and deal absurd amounts of damage, and Jr. Nekis, which are fast, absurdly difficult to hit, and deal an inordinate amount of damage.
6th May '16 5:45:24 PM nombretomado
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* How many DemonicSpiders can ''GaiaOnline'' incorporate into their MMO? Let's count...

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* How many DemonicSpiders can ''GaiaOnline'' ''Website/GaiaOnline'' incorporate into their MMO? Let's count...
31st Mar '16 11:36:24 AM ChilledXSocks
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** The Dungeon Spiders in Dungeoneering, especially before the introduction of the Evolution of Combat. They can poison you, which does 50 damage every 20 seconds or so, which fades away very very slowly. Within Daemonheim, every resource is limited, including food, so losing this much HP is a major issue. However, it's not just that. They can poison you through prayers, which you would expect to stop that sort of madness[[note]]even though all poisonous monsters are capable of doing so[[/note]]. Fortunately, poison mechanics have changed since the launch of the Evolution of Combat[[note]]Poison now wears off after one minute, though it does damage faster[[/note]], and even if you do get poisoned, there is a cure which can be bought for just 200 gp, and potions which give immunity for several minutes can be made with Herblore.

to:

** The Dungeon Spiders in Dungeoneering, especially before the introduction of the Evolution of Combat. They can poison you, which does 50 damage every 20 seconds or so, which fades away very very slowly. Within Daemonheim, every resource is limited, including food, so losing this much HP is a major issue. However, it's not just that. They can poison you through prayers, which you would expect to stop that sort of madness[[note]]even though all poisonous monsters are capable of doing so[[/note]]. Fortunately, poison mechanics have changed since the launch of the Evolution of Combat[[note]]Poison now wears off after one minute, three minutes and does less damage per hit, though it does damage faster[[/note]], and even if you do get poisoned, there is a cure which can be bought for just 200 gp, and potions which give immunity for several minutes can be made with Herblore.
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