#gd2-nullified
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Honestly, am I the only one who feels like the difficulty timer shouldnt be active during final stage? Not only is the stage fucking massive, it also kinda kills any chance for a mediocre run to get through it because the boss just keeps getting more HP.
Ok so, i just put mithrix in insta faze 2
Doing 25mil with ballista
ONE SHOT OF IT.
Honestly, am I the only one who feels like the difficulty timer shouldnt be active during final stage? Not only is the stage fucking massive, it also kinda kills any chance for a mediocre run to get through it because the boss just keeps getting more HP.
@slim raptor Tbh, if you have enough, you can just get shaped glass so you kill everything before it touches you
Anyone else having trouble with Mithrix?
I've only ever cheesed the fight, the most legitimate win I've had with acrid but I just sort of camped him out with poison on the last phase
Well my friend is refusing to play with me now because I always go for shaped glass.
Does anyone know where is the Environmental log at the final location?
you guys are killing the final boss? i cant even get thru the first stage 
there are MULTIPLE STAGES!?!?!?!
"phases"
but are there more stages
Only 2 more. The third one is a super sekret stage that we still don't know how to get to
meanie game
??
the game is mean and will murder you
in real life, in fact!
it hires a hitman
one that will specifically knock your door down and then bludgeon you to death with a hammer
he wears a T-Shirt that says, "Worms suck"
it has a picture of a worm getting its teeth ripped out
captain is very powerful
So the Feedback and Ideas section seems to be more aimed at ideas. Is it really okay to still post legitimate feedback there?
yeah you can post actual feedback
Cool~ ๐
see the thing is with captain is he isnt really good without certain items past the first couple stages but he doesnt really sync with items that well
quite the contrary, it's extremely easy to stack bleeds into the hundreds with tri-tips and his high proc chance makes all of those items effective
while the huge damage from m1 will proc bands
easily my favorite character just due to how op their m1 is
every character is insane with bleed, and also m1 cant proc bands. atgs can proc it from m1 tho
it's 980% damage, there's no reason for it not to proc bands
its 120% per pellet... each pellet is seperate besides crit
I was surprised, but I understand why Cap's M1 doesn't proc the bands.
It's all smaller damage hitting an enemy, even if you hit them with every shot. A bit disappointing.
eh itd be a bit broken
you always have the shift to proc bands anyways
I get that, it's just that I expected the shotgun to work closer to Loader's punch for some reason if you hit every pellet.
got bands as my first items yesterday with command and was proccing them off m1, so I don't know why it wouldn't activate.
8x120 is still a single attack
same with phaseblast for commando
its probably proccing from atg
I didn't have atg yet
phase blast doesnt proc bands either
I don't think it's 8x120.
It's
120
120
120
120
120
120
120
120
Pretty sure caps m1 procs things on every pellet when they proc things with like maybe a couple exceptions
double tap (commandos m1) is 2x90 but every bullet is counted different
Slicing winds isn't meta, but it's kinda fun with how it exposes enemies
Hmm
Does anyone know if the pellets are randomized, btw? Or do they have a set pattern?
the pellets proc individually, I've hit all pellets on an enemy and only procced two bleed
random
the pellets are all individual except when it comes to crit
yea, crit works differently
so you instantly gain all of your predatory instincts when you crit an enemy
the power
this also means one harvester's scythe heals a shit ton
commando is basically a lot of bullets in a constant stream and captain is a lot of bullets in bursts
do we know what the doll nerfs are yet?
the annoucement didnt specify, we need to test.
hey guys, im hearing some people calling the final boss cheap, is he?
last phase is kinda beat, but hes pretty okay otherwise
last phase is more cinematic than anything
it can be total bullshit tho if you have the wrong items
whats the last phase?
yeah i think a good change is you dont have the items but he doesnt either
while i myself havent experienced any one shots or instakills, ive heard there are issues with it
like the whole item steal is a good idea, but him having them apparently leads to instakills
oh he steals items?
yeah
cant imagine what its like if you let it loop once or twice before fighting him
more loop means you can kill him faster
you dont need to cheese him
looping isn't cheese either
yeah its not a cheese, its just... thats not how the fights supposed to work
what do you mean how it's not supposed to work?
hes supposed to yknow
steal your items
not... be dead.
but taking your items slowly is part of his fight lol
its not actually that slow
if you have a ton of items it is slow
yeah, kind of.
so it's in your favor to kill him as quickly as possible, while you have greater power
ok so wait
they said thats that phase is just meant to be an "oh crap" moment where you get stripped of power. like im not saying that its really an exploit, its just probably not quite how they intended the fight to go lel
whats the boss's deal here?
what exactly happens?
but they probably expected some people to do it anyways cause thats how the game often goes
you get so powerful not even the final boss can stop you
you fight him in one phase, he goes away and you fight some enemies. He comes back for another phase with some new attacks. You finish that one, he goes to the center and starts taking your items. Once the taking-items phase is dead, you're done
in the item taking phase, after he takes them all, as you deal damage you get them back
Does "being unlucky" mean that enemy hits are rerolled against you?
is the meta then to not have items?
hahah
good luck doing phase 1-3
the phase is so easy cause the pattern is so simple
its not intended to be a difficult phase
survivor with mobility helps a ton on last phase
its meant to feel like a moment of weakness, but as you slowly chip him down you get your items back, growing stronger and stronger, only to tkae him down in a pure show of skill
artificer is pretty borked against it
but people hate it?
ive heard people have experienced instakills/ones hots
ive never had it happen to myself tho
it does happen a lot
if he gets like shattering justice and bands?
the final boss is such a mess it's extremely disappointing
ive never had it happen to me, but apparently its a common problem
I had one shots in his other phases
it definitely has happened, happened to me first fight
well thats to be expected
plus he can hit you with a brutal hit then follow up with another unreactable hit that bypasses osp anyways
the first three phases are like that, but the last phase? he attacks slowly and they arent that strong, which makes sense
first and third phase mithrix are a perfect summation of the largest issues that plague this game
yeah pretty much
final boss bad?
relatively easy to dodge attacks that sometimes put you in an unwinnable situation that are incredibly punishing to get hit by
it's a terrible fight
he's not terrible
3rd phase is pretty stupid on the flame column spam but other than that id say its pretty solid
it's a mess of a fight imo
really the major problem is that it can take at least 30 minutes to reach him
basically the two things that need to change is the flame column spam in 3rd phase and the one shots in phase 4
Ok new vodo doll interaction is a max of 3 vodo dolls at a time wich still makes it a very strong combination with the right "on kill" items since you do in fact still have permanent uptime on them
30 minutes to rush through to final boss is a pretty reasonable time for a roguelike honestly.
didnt someone say the vodo doll is getting nerfed?
the larger problem is how underpolished the final fight is
and also a literal soft lock right before the fight
it did, they fixed this.. mess
i am so confused how that slipped by
huh... 16
they fixed it now, but yeah, the update got rushed.
the update was incredibly rushed for sure
final update good or bad
the final fight is a bit underpolished but the main mechanics and attacks are pretty good besides the two things i said above
in a vacuum, it's good; but in the context of the game, my opinion is overwhelmingly negative
im chatting while I run up to what I assume is the boss arena
whys the run up so long
youll see
no the main fight is not very good imo
he doesn't know monkaS
his attacks are easy to dodge but ridiculously punishing to get hit by
Hey I have a question about rising thunder as merc, isn't it better now with the "exposed" debuff ?
no it's worse now because of his m1 changes
'tis better
wait, if he takes items, couldnt I spam shaped glass for the final phase
wait wrong skill
im lost help
yes but hte community will hate oyu
I prefer rising thunder anyway, really helpful to get wisps early game
?
i like rising thunder as well
i think i went the wrong way
will hate me ? why tho ๐ฆ and yes rising thunder is cool
how so, its... a straight run
but it feels worse versus bosses because of the m1 change
send a ss
ah.
last phase for final boss is super annoying for me. i actually like the whole fight overall pretty well, and the IDEA of having your items stripped is neat, but every run i do i either get oneshot by his projectiles in the final phase or oneshot him before he takes my items
just had to reset
nah i think the whole fight is very messy
i dont know where all this one shot stuff in the final phase is coming from, ive never had it happen
maybe its the orbs? but those things are patheticly easy to dodge
maybe i'm spoiled by better designed boss fights in other games
I've played a lot of Terraria and Borderlands, and they both have some terrible bosses lol
he has some projectile spam from his hands, i think thats whats gotten me. only fought him 3 times so far though, i could just be unlucky idk
but the final fight is incredibly punishing to melee characters and is just "easy to dodge attack that you pretty much lose to if you get hit by"
yeah terraria's bosses are pretty bad lmao
the minigun is reallly weak, thats kind of weird tbh
at most to me it deals 15-20 ish dmg
ok now there is another boss
empress of light is good
what suggestions would you make to improve the fight tai
my largest complaints with the game aren't micro complaints is the problem
I mean I beat mythrix once and I'll prolly never do it again because it doesn't interest me
so many of these glaring issues are on a core fundamental level that it's extremely difficult to pinpoint and fix individual issues
ive done it 3 times over, hes pretty fun to fight once you get his pattern down
his pattern is him teleporting around and eventually does an easy to dodge attack that if you're stuck in a bad spot you get punished brutally for
i beat it on every character i didn't have skins on yet since its faster than obelisk ๐
granted i did use pre patch please forgive me
so please forgive me for that
all the patch did was fix the bug
well it has a limit now, but it's still good regardless
but tl;dr mithrix 1-3 is a summation of the most glaring issues that have plagued this game since release
and they are at the forefront of my critique now because the "EA" excuse is no longer applicable
did you win or did you just finish the first phase
RUN
ah it appears i must leave
can you give me an idea of what you mean by "the most glaring issues" @sharp monolith im still not quite sure what you mean by that
you said things, but you never really said what the glaring issues of the game are
i talked about it before but my largest issues aren't necessarily difficulty per se, but difficulty consistency
play with command then
it was easy to ignore in the first couple dozen hours of playtime because deaths can be passed off as "yeah i'm not good, i don't know how to play the game yet"
that's not a solution at all and a gross oversimplification of my argument lol
they cant make a game perfect for everyone but artifacts can bring you closer to your "perfect" gamemode
can you elaborate on your issues with difficulty consistency
now that i've sunk a fairly significant amount of time into the game and these issues have still not been addressed at all on full release, they are at the forefront of my criticisms
my largest problem is that majority of deaths i've experienced feel unfair
whether or not they are can be inquired but i don't think that's relevant to the issue
the sheer fact that it feels that way is an inherent flaw in my opinion.
easiest game of my life
if i die and can't analyze and understand why i died and what i did wrong that is extremely frustrating, and it happens consistently in this game
i think i agree with you about difficulty consistency to a certain extent, like you kinda just cruise until something ends up nuking you out of nowhere?
exactly.
elder lemurians and brass contraptions are the worst enemies in the game for this exact reason
@indigo ruin Thats the truest thing ive heard
i mean thats kind of what happens hwen you have an infinitely scaling game, and that could be adressed.
i think in general a lot of enemies need damage down and hp up
an elite variant of either of these can end runs from full health which doesn't leave you thinking "i should have dodged in x way" but rather "oh that just killed me, great"
WTF IS CAP
and that's why i think mithrix is an exemplar of these greatest flaws
I dont understand
feels like enemy damage needs to be squished in a little bit, the lowest damage numbers raised and the highest damage numbers lowered a little. always punished for taking damage, so it doesnt feel like an easy cruise through the whole game, but also the scaling never gets to the point where any one enemy can just delete you in an instant so you have time to react and stuff
risk of rain 2 is a game where you are swarmed by enemy attacks and bullets that are all extremely easy to dodge, but also extremely punishing to be dodged
why does cap have like 10 abilities
yes
a lot of this is based on the fact that the game has absolutely no idea what state the player is in, in terms of hp, damage, speed, etc
yeah I know
and for good reason - if it scaled with that, it would feel unsatisfying
id also challenge the conception that theres nothing that can be done vs elder lemurians, brass contraptions, etc
elder lemurians need a slight dmg nerf in general
Hopoo, to be honest with you, I think one of the core issues is the lack of a fulfilling base moveset
game still good
Elder lemurians are fine
I dont think getting nuked by them is as bad as you say
no I'm not saying there's nothing that can be done
especially the lemurians
elite elder lemurians are the bane of my existance
My problem is rather than there are times where you die to them and there is the immediate reaction of "what was I meant to do there"
sniped by an overloading brass contraption can be painful
I think a lot of times, the answer is "dont be there at all"
You're completely right
@versed basin did you guys get any reports about the eclipse 2 modifier and the void cells btw?
i didnt see it in the new dev thoughts
Which is why I specified that even when deaths are your fault, when they feel like they aren't, it's frustrating which is the crux of my issue
@lost condor no, i didnt
and a lack of complexity in the base moveset i think commits to this problem heavily
@versed basin the sphere on the void fields stays the same size with the -50% tp size, but the actual zone where it gets charges is shrunk
with no visual indicator
since boss movesets and enemy movesets could not be designed with a significant amount of complexity in player reactions
Nothing is worse than getting 1 shot by the jellyfish on titanic plains while you frantically try to hide
a lot of dodging in this game is "move and jump" or a boss attack which demands one specific reaction instead of a variety of reactions barring some specific character exclusive options that are relatively limited
black hole scavenger + void reaver is the real nightmare fuel of this game
yeah, vagrant's nova is a prime example of this
It's frustrating but the nova gives you plenty of time to react
that's not what i'm talking about though
Yeah, im no longer following - the vagrant nova is perfectly fine in my opinion
vagrant nova can be avoided easily
i'm not saying it can't be avoided
the nova when theres a stone titan covering the opposite angle is horrifying
Does the swarm artifact lower log drop chances?
@fickle sand lowers but still more loot in my understanding
i'm saying that it demands one specific player response: "run behind cover" and the variation comes down to pretty much just mercenary being able to jump into i-frames
B l e g h
because it has to be an attack which can be dodged with the base moveset
killing the vagrant before it detonates is another respose, since the nova only ever happens at low health
The only thing that can't really be avoided easily is the homing ball that a ||lunar chimera drone|| shoots. It's far too fast imo
which is why i'm saying the base moveset feels limiting in my opinion
those homing balls are horrifying lol
scav with a black hole is the real shitty feeling
The vagrant homing ball is fine
but i like the horror i guess, its the last stage
But anyways my main issues with the game are simply that deaths often have the kneejerk reaction of "what was I supposed to do there" which is a frustrating feeling
Learning the movesets of other enemies is kinda part of it though, not to simplify your argument too much
but the vagrant doesn't do the nova from nowhere
No you're right, I get what you're saying
Again, there's nothing wrong with the nova
honestly whenever that happens to me i either think "i went too slow" or "i went too fast" but maybe im just an idiot
It's moreso an example of a really simple boss attack
mm, I sorta see what youre saying, its just a feeling thing of "wait that was bullshit" regardless of whether or not it was
because of the speed it happens?
You're not wrong, cuz I agree that a lot of deaths are like 'well i fucked that up'
Yeah exactly that's what I'm saying
it happens like 
There aren't that many deaths in the game where I'm low on health and finally get finished off by an attack
Usually I'm dying from full or high health
I feel like, for me anyway, when that happens it's usually because I put myself in a bad position, unaware of a strong enemy nearby
and it feels like bs sometimes because you get nuked
I think that's just one of the 'things' that comes from playing a fast-paced game. I feel the same way about some stuff like rocket league
definitely a challenging thing to fix, hmm
but its ultimately your fault for being unaware/playing too risky
Yeah the larger problem with that though is that the game actively discourages playing carefully and safely because of difficulty scaling
excuse me it's 
because i do agree that the game is most fun when you're at low hp, not when youre at 0 hp lol
Totally
there is a level of oneshot protection right?
The most fun points I've had are barely scraping by dodging boss attacks
OSP is problematic for a similar but different reason, at least for me
OSP is def a difficult thing to balance, I respect the devs for working with it
Because I think the fact that it exists made it a crutch for the balancing itself
I mean just look at healthgating in borderlands 2
now that ^ I would also challenge lol
Since at least, IMO, OSP should not be a necessary mechanic in the first place
its 100% necessary for any game of this style, where the game has no idea your health values
No you're right
The enemies scale with level and time, correct?
I wonder if some sort of rear cam toggle, or something like that would help negate some of the nukes from behind where you go from full/high health to dead in practically an instant. Just something that makes it easier to constantly be checking around you
I'm moreso saying the implications of its existence are suspect though
time and number of stages youve progressed through, yes
don't know how much a rear cam would help lol
just move mouse
A rear cam toggle would be sick, although another button to press is kinda meh lol
Because in a "perfect game" its not something that needs to exist
the fact that its 3rd person is more than enough for being aware of your surroundings
Rear cam new passive item lol
there is no "perfect"
perfect games don't exist
But obviously, that's wishful thinking which is why I know it needs to exist
if you want a good rear cam, raise your sensitvity
if it was a static experience i'd agree with you
with a game of this type it has to exist
but its not, its a dynamic one
rear view mirror boss item for the solus control unit
The mechanic itself is benign, to be clear but I think its implications are a difficult subject
me 2 seconds after raising my sensitivity
perfect is subjective, i think you have unrealistic expectations of what happens inside a game that scales over time tai
there is no value for, lets say the elder lemurian fireball, thats perfect in EVERY run
because sometimes ur gonna have way less defense than other runs
No dude I'm not saying the game needs to be perfect
The point is that the "perfect" value is going to be changing every run depending on your defenses
Yeah you're totally right
If vagrant nova feels good hitting for 80% of your hp, and thats the perfect value
that cant be represented by a flat value
My problem is that the game leans heavily towards the end of getting one shotted, at least in my experience
balancing these games is so difficult... other rougelikes just have a heart system and everything does 1 or 2 dmg, and its set. the scaling is different, your hp is different, and your items/defense are different every run.
Id also challenge to see if as a player you avoid getting defensive items primarily for offensive ones
Items like rose bucklers and armor plating can help a lot more than I think people realize imo
Which is why I prefaced my problems with OSP as being largely preferential and subjective
I do pick up offensive items more, but I don't squander defensive ones
i get like, one rose buckler later in but healing is mainly better
I find myself stacking teddy bears and topaz brooches
But I do think the game does encourage risk taking and offensive play which is fine
i get like, a couple teddys, a rose buckler, maybe a topaz? the rest generally goes to healing
i feel like i never get a sense for how much rose buckler works so I def skip them if they're in terminals
at a certain point everything grows so strong that it will hurt to get hit by it, and RoR2 has almost always been about dodging attacks rather than straight tanking in my view. there are some items that lend to a tankier playstyle like bustling fungus and the armor upgrades, youre never meant to really meant to take too many hits though in my eyes and its balanced more around dodging
Offence is the best defence in this game. It's easier to obliterate enemies than to tsnk attacks
Yeah but there's not just "dodging or tanking"
I think that's a pretty heavy oversimplification
I think part of it is that its hard to tell how much rose bucker helps compared to, say, brooches or teddy bears
and than you convert that offense into health with healing items to act as your defense
Offence is the best defence in this game. It's easier to obliterate enemies than to tsnk attacks
Because this is a game where getting hit is inevitable
okay, what else would you add to the list
hey, does stun grenade create status effect on enemies to proc death mark? When I have chronobauble
nope
Here, I'll demonstrate many of my greatest issues in the game with this screenshot because I think it's a good example of many of these
scrapper it is, thanks
There are so many things wrong with that screenshot
not necessarily, you have to play with the environment and items and movement and slaughtering them before they can hurt you, but i would never say that getting hit is inevitable
wait does shock from captain proc death mark?
No, it's completely unrealistic to expect a run where you don't get hit
There are too many variables
what is the definition of "in combat" in this game?
what do you propose is wrong with the image you posted
@limber cradle depends on which item youre talking about
When you're attacking/ being attacked
There are many things, I'll go through them one by one after 3 different discussions stop happening at the same time
what do you propose is wrong with the image you posted
uh
probably the fact that they are fallign through/off the map
red whip counts using abilities as in combat, but not getting hit, while slug is the opposite
its also unrealistic to demand the game chat stops so we can talk lol
Not to oversimplify again, but sometimes the runs are just dead
Nah i'm just saying i'm waiting
bugs happening in an AAA game: I sleep
bugs happening in an indie game: REAL SHIT TIME TO INSULT THE DEVELOPER
???
it's not a bug it's a feature
i'm sorry if it came off like i was insulting hopoo while he was participating in the discussion
I think Tai has been respectful here, let's chill
not to say others haven't been doing that, but this conversation has been civil at least
the enemies are far away, do they not float back towards the player? that just kind of happens with knockback of certain attacks
I'm only expressing my gripes with the update and on the larger, the game itself but admittedly many of these are purely preferential critiques
- the enemies have 67 thousand health 12 minutes into the run, which is... yeah that's not great
it's been toned down with elites being nerfed but that would make a 67k then closer to 50k now which i think is still unreasonable
Did you have the shrine of the mountain active?
67k 12 minutes has to be mountain shrine, right?
even with 3 player multiplayer
you dont get multiple overloading bell boys unless youve triggered several shrines of the mountain
3p mp is probably the cause
Yeah probably
That's just how ridiculous the health scaling is with horde of many + multiplayer
But horde of many still feels like an instant loss a lot of the time even now
Isn't horde of many just 1/2 health double enemies
- The enemies are literally out of bounds; out of reach, they flew outside of the map so my only option in that scenario is to wait 5+ minutes for them to float down into reach
no thats artifact of swarms
horde of many is when a boss is multiple normal enemies
^
I lost an intially benign run to something out of my control
like horde of overloading parents, brass contraptions, etc
i dont think i believe you on there being no mountain shrines honestly, but if there truly were no shrines of the mountain then its a combination of hardest difficulty available + multiplayer which also is easily fixable by just toning down the games difficulty
I can tell you there weren't any but you don't have to believe me either
the guys getting sent super far away is annoying for sure, i agree that knockback against flying enemies should be toned down by a bit to prevent stuff like that
That sucks but it's not necessarily indicative of a total failure of game design. The enemies get affected by physics, and they got affected in a weird way
You're right
It doesn't happen every single time the brass contraptions spawn
i do agree that hordes of many are a shite boss though
My largest problems present in the screenshot are horde of many's health scaling and a lack of boundaries on floating enemies
feels like a total wall on any run
the knockback thing is partly player error, if youre using loader charged punch, ballista etc you should know that flying enemies will get knocked back, and to try and position so they hit terrain
breaking it down feels really good but it's hard
i actually think it'd be good if enemies teleported back, at least on the x axis, when they get too far out
Earlier today, I'm not sure if I have a screenshot of it, but the alloy worship unit got stuck on a piece of terrain at the top of siren's call in a spot that was out of bounds for the player, but not the boss
(dragging enemies to hell as the loader is always good and should not be changed)
Fortunately, it's an optional boss so we could move on but we were still prevented from beating the boss because of it
neither should dunking celestine jellyfish into a wall with thunder gauntlet
maybe tping enemies back should be implemented, atleast off the top
or mercenary dash
So yeah, my proposed solutions for the big issues in that screenshot to me are pretty simple
or set a border
Boundaries on floating enemies that either kill or teleport back enemies that are out of bounds, much like the player
and a reduced health scaling on horde of many, or rather the removal of horde of many (however this suggestion is only attuned to my preference)
because even if it were properly balanced, i would still rather fight a boss than fight horde of many since I think that's more interesting
Also overloading bosses in general are a big problem IMO
half of an enemy's health not sustaining permanent damage is only a problem when that enemy's health is extremely bloated due to being a boss or a part of horde of many
actually overloading worm is irrelevant to this complaint because it has no shields
the worms are fake elementals
the shield just encourages you to focus that enemy harder
shielded enemies are fine and a good addition to the game
And they're excluded from ever becoming elites!
i dont think theres any issue with that
I disagree
exactly, its an extra mechanic that just requires you to focus a specific enemy at a time
I think overloading elites as bosses are the most punishing to encounter for this very reason
i kinda wish worms & overloading worms could be elite, just for the primal fear of seeing "Malachite Overloading Worm" at the top of your screen
The shield means if you can't sustain damage, then you immediately focus on cheese. Most shielded enemies, I try to knock them off the edge rather than kill them.
The fact that you have to fully commit to killing an overloading boss or lose a incredibly significant amount of time is extremely punishing
i dont think their shield regen is even that good, actually. i dont think enemy shield regen has ever proved an issue in my personal experience
Part of the game is that, when necessary, you can escape to recover and heal
the issue is that if you dont have enough dmg overloading bosses are crushing
Yep! Just knock them off the edge. Or void reaver them.
Yeah, that's not a reasonable response because it's impossible in many scenarios
you still can escape to heal, as long as you do literally any amount of damage to them ever 7 seconds or whatever
i mean, thats what a boss is there for, to provide a dangerous enemy that you should fear, and that should be focused down before they blast you
mercenary is literally the only character not capable of that
Indeed. But greater wisps and parents shouldn't be elite anyway, that is a crime against god.
Then maybe as a mercenary main this complaint is exceptionally poignant for me only.
Or brass contraptions.
ticking any amount of damage against them stops the shield regen, its just a normal boss fight with the extra step of, dont forget to damage him every once in a while
ok well that makes sense i guess
Because I have encountered overloading brass contraptions several times
the issue is that while yes, the damage should be on focus to the boss, you are punished if you say, get knocked away, or off the map, or have to go recover.
And, as someone who uses rising thunder it forces me to juggle that enemy into the air
I can't simply wait for them to float down, otherwise they gain half their health back
But if I drop the juggle wherever, they do that anyways and I lose a lot of time
the fact that youre a merc main actually answers a majority of the issues youve brought up today lmao, you should actually just out some of the other classes and see how your complaints hold up on them
And even if I do successfully juggle them to death, I'm out of the teleporter's radius and lose time for it anyways
merc is definitely a wholly different playstyle than most of the other characters
I play and have played all of the character's, don't get it twisted
rising thunder also is part of your issue with flying enemies
You're right, but that doesn't invalidate the criticism
i think rising thunder should have little to no knockback on them, it is quite annoying hitting an elite wisp with it
flying enemy knockback needs to get a fix in general.
thats why i dont use it, despite the higher damage
To be clear, my character which yields the least amount of playtime still has been played 26 runs
the knockbock is fun
Besides the captain who I've yet to unlock
who did you play least just out of curiosity
In addition, I have obliterated every character on monsoon
Huntress, followed closely by engineer at 27 runs
i think engi is my lowest, or commando
I think obliterating every character on monsoon is at least a reasonable hurdle that demonstrates a decent knowledge of the characters and their movesets and functions
i think number of runs is a better indicator honestly, which you have
So while my playtime on mercenary does make certain criticisms more relevant to me, the fact that I still spend and have spent a significant time on all other characters should not be ignored
just saying i have like 4 runs on merc and have obliterated
Commando is my least played chatacter. He doesn't have Loader/huntress DPS
idk shit about him
His changes are a mixed bag but on the whole are very good for his kit
scales.. down?
shorter distance
Here i'll list them off
who?
maybe thats with attack speed
No that's incorrect
o
im atleast happy the changes to loaders thunder gauntlet were unintended
- the third M1 strike has a larger hitbox and inflicts "exposed" which when an enemy is exposed and then attacked, ticks off 1 second on all of merc's cooldowns
- his M1 tethers him to enemies in the air like loader's M1 which makes rising thunder significantly worse
- his shift can be cancelled into his m2 be it rising thunder or whirlwind
- his shift has much more significant startup
- his shift cooldown has been upped from 7->8 seconds which is significant when rolling out with eviscerate
- his shift scales even more with movement speed than it already did because of the sprinting changes, in addition it also scales with sprinting speed
If you have any questions about any of these I can elaborate @dark helm
@lost condor also a lot of my criticisms recently have been mercenary relevant since he's pretty much all i've played since the update, for about 10 hours
yeah that makes sense, merc def faces different issues than any other survivor
even loader, whos also melee
do the bands suck now?
I definitely intend to spend a very significant amount of time on all other survivors before I make my finished critique regarding the game
I play loader so i think the new bands are JUICE
The bands are arguably better now, arguably worse
but its different per survivor
how is rising thunder worse exactly @sharp monolith
the bands changes are actually a bit... uh... broken
cuz they only activate on a powerful attack
From a design perspective, they are much better
because now you can trigger them with an atg
not necessarily
you could before
depends on the strength of the attack before the atg
However from the perspective of having a lot of clovers it can be considered weaker
best class to kill mythrix solo?
captain
2 atg stacks will proc the bands
well when playing someone with bad high damage things
honestly there is no best class to kill mythrix solo with
i only played him a few runs since the update but merc felt to me like they nerfed the hp scaling a little hard
huntress also worked for me
there is a worst class
ive heard arti is easy since she can hover over all his attacks
what is the worst class
Loader?
probably acrid
Loader took me like 3 attempts on him
@dark helm because his M1 tethers/floats him when attacking in the air, using rising thunder sees your gained height being preserved much more significantly, making it harder to hit ground enemies
loader isnt bad if you are careful
@sharp monolith which character
@safe vapor yeah they nerfed his health and regen all the way down to commando levels, so damage is punishing without healing items
besides you are loader, the god of mobility. and mithrxi is basically easier the more mobility
what do you mean by "which character"
if you REALLY REALLY want to cheese it, you can swing around one of the pillars with her m2 and little disciple then go afk
until the final phase anyway
merc was nerfed too bad imo
Merc was buffed in a lot of ways too
Everything's all fun and games until the enemies get a dio's best friend
the health regen is sad
Me and my friend went through the primordial teleporter and now my friend is stuck at the teleporter. Any way to fix this without restarting?
the shift changes are only relevant to a gamefeel perspective and cannot be considered a "nerf" barring the startup nerf
are captian's abilities still unusable after today's hotfix?
in the alt zones, that is
the health and regen changes i think are rectified by his dps buff
am i crazy or wasnt there an issue with mercs shift decreasing in distance with either attack of move speed
not in my experience
maybe a short lived bug that was fixed quickly
oh but on the topic of playtimes, my rex + commando are nearly the same as my merc runs
although most of my commando runs were me only beginning to grasp the game and understanding pacing
Does anyone have any videos/resources on writing mods for ror2?
I can see why people think he was gimped but overall I don't think his nerfs were as significant as people make it out to be
merc's new reliance on his m1 coupled with lower health and regeneration feels a bit contradictory
But he's significantly weaker now, they're right
how many hours do you have btw
Maybe it didn't hit me as hard because I like to think I've developped a pretty significant mastery of his kit
sounds like a ton
Coming onto 250
ah yeah im at like 230
It's not crazy but I think it's enough that my criticisms still hold some weight
yeah i agree, its significant enough
some people chilling with like 1000 hours though lmao
I'm frustrated by this update because many of my complaints which plagued the game since day 1 haven't been addressed at all
no lol
especially regarding OSP and horde of many
ffs I got tesla'd
ive literally played mul-t 1 time
gj tho
thats crazy
Although again, to clarify because I think my words may have been misinterpreted regarding OSP, I have no problems with it as a mechanic
It's purely benign and beneficial to the game and I understand completely why it exists, but my issues lie within the implications of its existence
bros its 2020 why are people still taking pics of their monitor
win shift s
win shift s is literally a blessing from god himself
facts
tl;dr my opinions on the update within the context of the game were overwhelmingly negative, but in a vacuum it's a good update
๐ฆ
However the scrapper has been the single best addition to the game since release
what do lunar coins do
They're used for lunar pods, newt altars and they can be spent in the bazaar between time
buy blue portals and lunar items bc parker
It's the only addition that directly addresses the large consistency issue of the game so gracefully
I'm glad this discord seems to be more civil and smartened up though
gotta admit my biggest problem with the update is the final level, especially when compared to ues contact light from the first game
Totally
i get the atmosphere they were going for, and its achieved perfectly, but it doesnt complement the gameplay very well at all
It's reflective of the update, IMO being rushed which is completely fine and understandable
Yeah it's still a letdown nevertheless, at least for me
when alls said and done still one of my fav games
What frustrates me about this update is that to me, ror2 is a great game with a few fundamental and glaring flaws holding it back from being incredible
still work to be done tho yeah
So maybe I'm moreso disappointed with what we could've gotten, rather than what we did get
Last time I was here though this place was awful
like the game is more than enjoyable in its current state, it could be left in this state (minus some bugs) and live on as a great game
People would deflect legitimate criticism of the game with "it's early access" or "get good"
but a handful of changes and it could be just amazing
One guy asked for peoples thoughts on his suggestion then got defensive when people criticized it
not great
i fet a bit bamboozled with the logbooks like they said, among a couple of bugs and confusing designs. like: they changed mul-t's rebar to be less painful to use in long instances, but added a dangerously similar mechanic to captain
someone said that the game wouldn't be difficult if all enemies didn't one shot you
that is crazy to me, with the rebar puncher and captain
well the difference between rebar and captain is that captain hits multiple times and so is good with procs
i mean in terms of holding the button down
and especially with the broken bleeds this patch. while rebar was just bad at everything
There are a lot of problems with this update which is encouraging to me, because it means they probably don't intend to leave the game in its current state
they said rebar was changed so its less tedious to hold the button for rebar puncher
yeah but i think the rebar change was more so he could equip double rebar and gatling snipe than a QOL improvement
you could injure your hand from using rebar in long periods
well they seem to have changed the gatling nails to prevent it on that. only reason i can see why they would swap it to the end
Or rather it seems like an unintended use of an intended mechanic
captain's hold to less spread is definetely a cool idea, but if used in constant use (which a majority of people will probably do) it will become like rebar with the charge-to-shot
I haven't played captain so I can't speak on this topic yet.
i like the idea but it was surprising to see rebar changed and then add this scarily similar idea in the same patch
I'm hoping that he's not as disappointing as he's been made out to be to me so far, especially as someone who vouched for chef in the polls
hes fun but he pretty much only has one build
all his alts are inferior to double healing beacon
i also find it strange that captains shift isnt charge based, but the very similar thermal harpoons on engi is charge based
not a glaring issue but just kinda weird
well, it makes photons stronger on him
photons?
photon jetpack i think it is? gives 2 extra uses of utility
right
also with brainstalks
im mixing up my ror1 and 2 items
its nuts
i really really wish chef came back :(
i think he still could, im pretty confident captain isnt the last last character
chef would have been cool, but i honestly like captain. he reminds me of enforcer in playstyle but a bit different
and chef i think was the second most requested? maybe it was sniper idk
it was close
sniper then chef
but i dont think they will do sniper. mul-t has that job covered now
chef was my favorite in ror1 along with miner
honestly the next major update whenever it arrives I would like to see more abilities added for survivors
there aren't any more major updates scheduled
im saying whenever and if ever
im glad it was captain on a lore standpoint, but i think captain's kit could be re-examined
it's certainly possible that they add chef/sniper as dlc
hypothetical
It's a 'when' not 'if'
no but they plan to continue support so there may be another roadmap coming, and there will definitely be more major updates
They've confirmed ages ago that they'll keep supporting it past 1.0
They supported 1 past its initial launch really well too
i mean, this isnt even really the 1.0 update
i believe there will still be more updates, the way the devs talked before made it pretty clear that it would be more than just bugfixes past 1.0
you're right
1.0 means a finished game, and they dont even have all the logs in the game yet
i'm hopeful the balancing may be readjusted by then
like 2 more characters and I would be completely satisfied
although i also hope for more abilities, loader R and arti shift specifically
alternate m1 for acrid would be nice
I think a larger emphasis on defensive items along with more attacks that hit you more often but are less punishing will help
it will make deaths more reactable
they have to be careful about that, because 1 had the issue that it was too easy to become immortal
since currently a lot of the time, health bars feel arbitrary
a lot of the item design is a clear move away from that being possible, such as rose buckler instead of tough times
yeah, of course there's a fine balance to it
Tough times wasn't even the largest problem with that though in ror1
i think the main issue there is the insane amount of healing you can get late into a run, any light hits may as well not exist
the largest problem was infusion in addition to bitter root
there were a lot of ways to become immortal. tough times till you only took 1 damage from everything was one
but tough times had a steep dropoff after the first 13 i believe
tougher times does, tough times was just flat armor
No even in ror1
max crit + scythes + rejuv rack and you can live through anything that isnt a one shot
on most survivors
tougher times doesn't have a steep dropoff, it's only logarithmic
plus with super massive leech you have the potential to heal even more
i can only imagine perma uptime leech
Damage reduction = Armor/(Armor+100) this is the ror1 armor calculation
In ror1 to reach damage reduction that rounds to 100% you need 1422 tough times
what's also unfortunate in ror2 is that there are very few ways to become really powerful late game
yes but only 20 to get 73% damage reduction for instance
Hearing reports that there is no artifact code on the Moon. Disappointing :c
and you dont need 100% damage reduction to be effectively immortal
but late game in ror1 even 73% damage reduction, enemies stack so much and do so much damage you will die pretty fast anyways
yeah no new artifacts, wasn't expecting any tho
cause late game ror1 you only really died standing still
not with hp regen
get yourself about 20-30 tough times, about 10 regen items of any kind that works in combat, and afk all you want
throw in some barbed wire and youll kill everything without even playing
yeah barbed wire stacking was insane
rip comedy island 2020-2020
anyways i hope they fix balancing in the upcoming updates
same
There's too much dying right now and going "what just happened"
i want bleed nerfed. i suggested making tri tip green so it was harder to cap at 7 and people lost their minds in feedback discussion
You only need 7 tri tips?
you're not the first one to suggest tri tip as green
you need a few more if your coef is low but thats usually not really needed
I feel like it should be green, then
shatterspleen with crit on top of that is insane
i think those minor balances though are lower priority compared to stuff like horde of many and OOB enemies that end runs
Comedy island is fixed? I can do captain without worrying too hard about getting hopoo feathers?
Tri tip is far too easy to get as well since it's a white item
i dont mind that its strong, its just that with the new printer changes and everything its too easy to get to 7 as a white
How were the islands fixed though
rip comedy island never forget
probably a geyser?
they removed the respawn point on the island i would guess
i didnt see a geyser when i went earlier today but i didnt go down there just in case
its litey in announcements
they said that was the issue anyway
the most logical thing to do is make it so you spawn on the main land instead of back on the island if you fall
I assume thats what they did
are they going to bring back the bounce on loader's thunder gauntlet?
"Scrap and Lunar Cauldrons have a weird interaction, where it takes more scrap than you have" dude, I mentioned that here a few hours ago. They work FAST
I got a red item with one green scrap
they said that thunder gauntlet was acting differently after the patch so thats probably what they meant
@bright palm seems like it
and theyre going to fix it
okay, since I miss being able to bounce myself upwards on enemies
it was fun movement
Sacrificial process to get 9 of them #Riskofrain2 #NintendoSwitch https://t.co/mFNYaCmnNj
Return to tar my dear friends and rise stronger than ever
I was so close to getting to the last stage with engi on monsoon
Cut off one head and 2 more shall take its place
wow look at that
then some mushroom killed me and didn't even see the dude
9 molten perferators
whats the bug? they fall in the tar and 2 spawn?
looks like you only have 4 queens glands but its a bit blurry
"I want 5 of 'em"
Well it's not really a bug with swarms
If you have 4 glands you get 8 guards
But what IS a bug is getting 9 of them
Idk precisely how to do it and I think you can have even more
oh i didnt know that happened with swarms, neat
They took down a twisted scavenger all on their own
Posted that in #ror-streams-and-videos
nice
should I 3d print some crit glasses? I like armor and gasoline too
crit glasses are always good to have, 10% damage increase each up to 10 (technically 9) and interact with other strong items
Just for 2 I don't think it'd be worth it
IMO
personally in that situation, id print. a single repulsion isnt super good and gasoline is always bad
gasoline is bad?
it doesnt scale very well. its fun, but in raw power its not good
meh 1 gasoline is pretty good at cleanup combined with a wisp
Never really understood why gasoline and wisp exist separately
well gas is the white version of wisp
the same reason there was a mortar as an common item and a homming rocket as uncommon in risk of rain 1
gas is worse wisp
i kinda miss the mortar
ukulele is worse meathook
also found this cruel choice machine
its the way of the world
Does wisp light enemies on fire
no
but thats largely irrelevant since the fire does fairly low damage
and didnt get the overhaul like bleed did
Does wisp's explosion do more damage than gas
yes
gas does 150+75 per stack
wisp is 350+280
of course, you can get more gas than wisps, given the rarity difference
So gas is literally white wisp as you said
But with the added benefit of burn
but i wouldnt recommend it, there are better whites
well the burn isnt an added benefit, its the only benefit. gas does no immediate damage, it only burns
flying purple knives of death are the upgrade to wisp
Honestly it feels like
vs
except that most people prefer goat hoof most of the time instead of the green variant
flying purple knives of death are the upgrade to wisp
@thorn sequoia
Or behemoth
well the burn isnt an added benefit, its the only benefit. gas does no immediate damage, it only burns
@stone aspen
Oh right...? Wait what
the only advantage gas has over wisp is if you have death mark, since its another debuf to proc death mark and death mark is really strong. but as people said, you only need 1 gas for that
yep no instant damage, just burn
as most items in this game it's pretty value to have at least one
Oh wow
No explosion
Certain items are so weird man
Like
vs 
It's a 1000% difference, sure, but capacitor is way more accurate and faster
and recharges faster
AND THE COOLDOWN IS NONEXISTENT COMPARED TO PREON YEAH
you get better value in having both a goat hoof and an energy drink than having 2 of the same since both multiply eachothers
but, on the other hand preon does have the tendrils for crowd control
has any1 completed eclipse?
havent tried yet
but, on the other hand preon does have the tendrils for crowd control
@stone aspen
Kinda odd that capacitor doesn't do AOE things
oh also, the preons tendrils do some extra damage when approaching the target so it ends up being a bit more than 1000% difference.
capacitor does have a small aoe
True but the benefits of the capacitor still outweigh those of the preon for me
the preon is pretty easy to miss tho
^
yeah i do think capacitor is overall better
and if you manage to get a battery printer and get the seashell lunar item
Add a few fuel cells and maybe a gesture and you don't even have to SNEEZE on enemies to kill them
You just need to LOOK at them for a split second
Honestly wish preon didnt have tendrils sometimes so crowbar worked better
you can get a capacitor that autofires faster than it takes for it to recharge
which is pretty dope
Going to the bazaar in a peaceful way will be tough
though to be fair part of the reason capacitor is better is because there are more and better items for crowd control than single target damage. if there was less things like ukelele and wisp and more things like atgs than it might end up being the other way around
you might be able to do that with the preon too but i'm pretty sure that would just end up crashing the game
the preons charge time limits how fast it can fire
I've run preon auto fire 0 cooldown the time it takes to charge limits it even at 0 cooldown
Haha capacitor LITERALLY go BRRRRERRE
I mean you're still firing it constantly but it has to do the charge up animation still
Crowdfunded is stinky tho
it was till it got a 1.0 proc coef. and now bleeds are so broken
now its ridiculous after the first loop. you get so much money anyway you can just leave it on all the time and proc all your stuff forever
Didn't it already have a 1.0 proc?
no it was like .6 for the longest time. patch before this one changed it
Man Mul-T's nailgun deserves a 1.0 proc ( อกยฐ อส อกยฐ)
And bump Commando's primary up to 2.0 like Scavengers
Perfectly balanced
it was .4 before it was .6 too
mul-t's nailgun isnt close to comparing with his saw at the moment and that's kinda sad
Eclipse 8 beaten! Mithrix phase 4 at this level is pain
nice dude, havent even tried it yet
actually thats insanely impressive, you only have that many items 67 mins in and still won
phase 4 literally took 20+ minutes is why it's so long
on eclipse 7 he does the ball attack twice as often so you can't get close to him ever
lol i see
what does eclipse mean, is that like times through the level loops
no its a new thing this patch, a special game mode that gets harder each time you beat it
its the same as the normal game on monsoon, but with even more difficulty
man, i dont know how to feel about the captain
like eclipse 1 is monsoon, but with half health
I will say eclipse 8's modifier sounds a lot scarier than it is though
damn that insane
What do all modifiers do?
start each level with half health, teleporter radius halved, frailty artifact on for allies, enemy movement speed+40%, all healing/regen halved, enemy gold drops -20%, enemy cooldowns -50%, permanent damage (only a small % of what you actually get hit for and it resets each stage)
Eclipse 1 you start with 50% health but it regens still
the half healing/regen and the enemy cooldowns were the biggest difficulty increases
that permanent damage sounds like it could be a problem if you try to loop though
cant just heal through damage
it resets after each stage so it's not really "permanent"
sucks for the final boss when getting hit by the hammer takes 10-15% max health off instantly, but otherwise it's manageable
your max hp is lowered by a percent of all damage you take each level
nah, it seems to be calculated per attack and it takes a small % of the damage you actually take off
so like mithrix's hammer can take over half your health but only 10% of your max health is gone
๐ค
so like say you took 100 damage. youd take the 100 damage like normal, but your max health might get lowered by 10 as well. those probably arent the exact numbers
Huh
you do lose OSP after like 15% of your max health is gone though
But it doesn't carry over in each stage?
yeah you're back to full health after each stage
probably not Rex if his self-damage lowers his max
Why not captain
hes a face tank. blocks some shots with his passive and heals through the rest with his beacon
he has no mobility skill
On Mercenary does the expose debuff increases next hit dmg by 350%(making you have to use uppercut) or does it just pop for 350% base damage?
sorry i dont actually know
M1(130%) hit 16. Then 58 with expose
M2(450%) hit 65. Then 108 with expose
Does that mean anything?
the difference between both results is around 42
so its probably an extra 350% damage regardless of the proc hit
I see, okay cool so I don't have to worry about using the strongest skill on exposed enemies
seems so
loader is so fun
Wdym worry(
do we know who the trader is in a bazaar between time?
can you kill him?
i've tried
Maybe with blight acrid , 30 purities 10 shaped glasses and artifact of glass
ive one shot him before one sec
i've done it with artificer merc and loader
wow
Oh also managed to unlock purity , would be interesting to see how acrid rolls with purity
rex probably could too
that was preartifacts btw
nice
I can imagine blight will actually have a use with purity acrid right?
gotta say, I like this plate item
@analog karma try acrid with like 30 plates
So it's not useless
it's good versus dots
it falls off mid-late game but yeah it rocks earlygame
so imps, all blazing elites, solus probs, mini mush
With 30 plates and melee defense I'm pretty sure acrid can just sit in enemy face
captain with crit chance and 20 predatory instincts turns into an AA12 with an autoclicker and its great
Captain with imp organ item 10 glasses and 20 tri tip daggers turns into melt fest
Melee defense
fuck, they stole my strat
Lmao
how many fuel arrays/gestures would you need for permanent uptime on super massive leech?
@ivory depot correct me if I'm wrong but exspleen bleed from crits is separate from dagger bleed?
a lot? Like 13 at least I think
Yuh
Cuz I feel like I managed to get like 20 something bleed with 100% crit captain shot while having 20 daggers
it bleeds for the same damage (240%)
From single shot
i think it's the same effect
No no like if you hit with crit shot while having lotta daggers can you add 2 bleeds or not?
ohh
Cuz I felt like it was separate
Yes you can
I mean it's same status effects but stacks faster
yeah it should
Captain with that is nuts lmao
bleed is just on hit and spleen is crits
can't wait for nintendo update
You can get 400 bleed on tanky bosses
so yeah should be applied twice
Captain with enough predatory instincts 100% crit spleen and 20 daggers
spleen is op lel
had that combo, 100% crit, nearly 100% tri tip (had 6 and 3 clovers so)
So any item that actually boosts it further is op
did you know tho that splatterspleens explosision is based on a base # + 15% (+15% a stack) of the enemies health?
Yes
sooooo
I was getting sometimes 30 bleeds on a hit because of proc chains
Does it mean you can get over 100% of enemy hp? @ivory depot
If it doesn't have upper limit might be able to blow up a wisp and make chain reaction to purge world
Tbh we need some basically flat damage item
just a casual 8 shatterspleens
Currently crit is overall huge damage boost
yeah smth that adds to base dmg? or just more dmg in %
base dmg might be very op if made wrong
focus crystal
Or maybe something that makes base damage matter after stage 2
melee characters can scale infinitely compared to ranged
i mean you can still use focus obviously its just so good on merc
more efficient damage than crit glass
Well yes but imagine having some kind of different path for character outside of proc chain crit
Everything works with proc chain crit
yeah
Maybe not acrid but he is purple sentient sausage
had a run with Captain where i wanted to use the new attack/movement speed use item, however i was unable to use it, just got the activation sound repeatedly. didnt work with gesture either. i assume this is a known bug?
even acrid delivers 20 attacks with an ability that can proc chain chit
gorags opus? yeah theres been reports on it not functioning
had a run with Captain where i wanted to use the new attack/movement speed use item, however i was unable to use it, just got the activation sound repeatedly. didnt work with gesture either. i assume this is a known bug?
@distant night yep
