Please if your experience is a half dozen of them at GS 160, please go away. If instead it's tons of them often many at once, at late gamestage, tell us what you do to handle them?
Owch. Little bit rude.
Have played through to game stage 200+ a few times now; have not been focussing exclusively on Demolishers yet - mostly exploring Perks and pregen maps, so in first playthrough they blew up my stuff and I just stayed on foot and legged it until felt 'finished'.
Second playthrough I went with small kill box with a winding path leading them in on level ground, and shotgun / dart traps shooting from above and behind, and electric fences across the paths, but had similar problems to others - repairing the fences and refuelling the darts traps was tricky - but this had some potential. Perhaps a side path, upper or lower walkway would provide the access needed without getting dug out. Easier in multiplayer if one person can do repair runs. As I played, I Kept extending the winding path; but need to work on lines of sight - but it meant explosions only ever took out a small bit and rarely a full on 'break in'; and with some tweaking could provide a longer term opportunity. Didn't have a pit, didn't have spikes, didn't use half blocks to let dogs and crawlers through ahead.
Third playthrough I was working on retreating through POIs and leaving traps behind, which went well, but did mean a lot of POIs got destroyed. It has potential, but think it's a little too much for one player; and would benefit from more team play and depends upon you getting a row of favourable POIs together.
Last game I was trying to advance on Kage's core, but I got too ambitious for 1 player and it was just never gonna be 'ready' - and I did not care for the INT build very much so abandoned that - shall watch how Kage gets on to see if it feels worth a revisit.
Current playthrough I'm working on a gravity belt.
Next up Im either gonna go for the raised curtain wall corridor winding around a core base, with winding pit that leads them back up to the start - or starts, and 'gatehouses' at each 'start' and smaller gatehouses along the path to hold and fall as they progress = but intend to be mostly working with cobblestone on those, understanding it's designed to fall, but in an order, and cheap and quick to fix back up. Solid core is where to fall back to if it gets crazy, and get out plan is a must.
Im toying with taking the hotel POI's and trying to make a little fort on each floor which can be retreated upward, take out all but one stairway from each floor, with a quick escape from the roof if needed.
But for the record, you CAN use turrets. Don't be silly. Blade traps only set them off if they're hitting their chests or if you use them to kill them from below - just doing damage to legs or heads as they pass is still doable, and you can turn them off to let Demo's through if you need - but Im gonna investigate placing them so they only hit them on the non explody side and see if it's possible.
Herding is fine, and if there's a way back out they shouldn't be exploding, the point is to try and shear off specific ones - and it's relatively simple to shear off faster ones - so any reliable hobbling of them or the non-demo's will make separating them easier.
Avoiding and running remain viable back ups; and your deliberate choose to disuse particular options - as part of a larger design - makes your claim that nothing works sound very petulant.
The charge is that they are OP - and that's been accepted.
The charge is that nothing affordable works - that's not proven.
In this thread alone - which isn't even meant to be about Demolishers - there are multiple things which can be investigated which would address, lessen or potentially one day solve it;.
They're gonna be toned down or replaced eventually, in the meantime if you hate them that much turn them off in the XML