#Nerf Infusion

45 messages · Page 1 of 1 (latest)

unreal fulcrum
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So, I am the kind of masochistic player who hates things getting too easy to frequently, and frankly, I think infusion is just too good too frequently. My characters HP usually ends up doubled(or more if I was using a particularly fragile character) by the time I fight providence with a single infusion item, it's just too good.
Theres two ways I feel it could be nerfed:

  1. Make it like RoR2, where it only goes up to 100 HP.
  2. Make it a red item, keeping everything it does rn, but giving an appropriate tier for the item.
brisk sky
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There’s a setting to turn it off in the rules

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Wait no I’m dumb

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Do not listen to me

olive parrot
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Based take

rose stone
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RoR has many broken things like that, and so does RoRR

iron meteor
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just don't pick it up bruh

olive parrot
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Ror has broken things because it’s fucking ror I wouldn’t use it as a benchmark for good balancing

rose stone
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and it has a cap at 9999 too

olive parrot
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The value comparison is actually kinda nuts, 1 ror infusion is legit 99 ror2 infusions seems balanced to me yep

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And it stacks better too das crazy

loud badge
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It's so funny to me how strongly they nerfed ror2 infusion by comparison. Leaching seed too, though to a lesser degree.

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It's insanely good in ror1/returns, and just nearly worthless most of the time in ror2

rose stone
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yeah in command runs I always get 2 early

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there's many things and items in the game that are just broken or get broken eventually, some characters are just broken to begin with

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even the freaking fireworks can get to a point where they get silly

unreal fulcrum
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Yeah, but infusion gets broken every time

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and its a green item

rose stone
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I would rate red whip higher than infusion

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double jump too

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jetpack too

olive parrot
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I hate it here

rose stone
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even the shield is extremely strong and in a good providence fight has a similar effect to infusion

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if you get hit once every while, having twice hp or a shield is the same

polar pollen
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infusion, while, strong, isn't absurdly broken given the game runs on a different ruleset to ror2

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in ror2 there are 3 dimensions in which you can dodge, here your "dodging" devolves to jumping and praying

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you need additional effective health to be able to realistically survive

rose stone
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yeah you can 100% die with 9999 hp if you go too far

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also providence is an easy fight compared to RoR2

coral marsh
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I don’t think it needs to be nerfed there are a lot of broken things, that’s kinda the point. If they did decide it was too strong I think a better change than nerfing it would be just to make it a red item and leave it as is. It’s honestly as strong as many of them if you get it early.

polar pollen
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also, take into account that infusion as an item drastically loses value the later in the run you get it

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if you take it as your first item, yeah its sorta cracked, but if you get it on contact light its like what, wow 50hp

unreal fulcrum
polar pollen
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it isnt much better than the bitter root or whatever its called

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in the cases you get it super late

swift folio
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infusion isn't even that amazing, being tanky is not the issue of this game, it's more preventing getting hit; I would be much happier with a hopoo or red whip than infusion

polar pollen
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Id argue cape is the really good green defensive item

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A single cape almost single handedly trivializes the entire providence fight

swift folio
winter rampart
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This is difficult to argue for or against. Some think infusion is too powerful, others think it should be as is, and both opinions are valid. I would recommend a compromise (2 kills or 5 kills for 1 hp gain), but then no one might be happy. Good luck to the devs.

stark zealot
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items don't need to be balanced

unreal fulcrum
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I dont even know how to respond this without being rude

stark zealot
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obviously to a certain extent items need to be balanced

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but I don't think infusion is too overpowered if you aren't looping

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I'd honestly rather have prophets cape even getting it stage 1