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Some alternatives to buffing Monster Tooth could include:
-Stronger enemies drop more orbs upon kill, eg. Standard Elites/minibosses drop 2 Orbs, "super" Elites like Malachites/Celestines drop 3 Orbs, boss enemies drop 5 or even 10
-Include extra benefits for stacking. I don't want to overcomplicate Common drops but the current stacking of just increasing the heal isn't really all too good. IMO a good alternative would be doing stuff to make the Orbs easier to collect, such as raising the despawn timer and increasing the collection radius + orb speed for each Monster Tooth you have
(Same with Personal-Shield-Generator btw)
Then wouldn't just raising it out of the common pool be better then, say.. make it a green? They did that with the Guillotine.
Meanwhile we have Monster Tooth that drops an orb for 6 health on kill. Maybe if they just had it give you 6 health on kill and just have the orb go to you then it would be somewhat useful so you aren't running into the middle of a fight to kill some dudes and get such a minor amount of health. The thing doesn't scale up like something like leeching seeds or harvester's scythe since generally attack speed goes up in a playthrough and so does crit rate due to the white items mentioned earlier. Having an on kill gain health item would help out characters based around higher damage per shot who don't gain much benefit from leeching seeds or harvester's scythe. Could lower the HP gain per kill if it really ends up being too good, but think about it, you can kill 20 enemies at once and that'd give you 120 hp, which considering by the times that there's 20 enemies that you kill in short order you generally will have health over 1000, that's not really a whole lot.
Maybe more like:
Orbs heal for 5% of the enemies heal.
That way it scales and also doesn't feel broken when killing lots of weak enemies. Also fits better thematically imo.
It's "effect" after killing those enemies is a net of about 96HP to recover the 1200 damage a Malachite Lemurian just nailed you for. Half the orbs will expire by the time you get to them too.
And even though it's a common, it's only use shouldn't be printer fodder. I'm not expecting to get a gift from god, I'm expecting to gain something somewhat useful.
A lot of items in Risk of Rain 2 just feel like they barely have any use compared to the other items in the same category, in general. In the first game, every item had some effect that contributed to your run in some capacity, and I feel like that's the biggest difference between the two games, aside from added artificial difficulty of Lesser Wisps.
Risk of Rain 2 is still in it's early stages, I really really hope the devs don't listen to the Git Gud Gang too much and let the game improve along it's path of development, because once you run out of that 3D hype steam, you really begin to miss the original game.
If we want the healing to actually be good though, it's gotta be percent based. Probably something super small still though, since you mow through a *lot* of enemies.
i.e it would heal either 8 HP (the new amount according to devs) or 0.25% (+0.25% per stack). Chooses the greater of the two.
Edit: Actually 0.25% is a little too low perhaps. 0.5% or 0.75% makes more sense.
In general in a game where enemies get progressively more difficult to kill (unless, of course, you break the game) on kill effects need to be stronger than on hit (or crit) effects.
Even on the weakest enemies who die in one hit, monster tooth is worth less than one crit scythe and on a decent number of characters, for the majority of enemies in the game, worth a lot less than one leeching seed.
It is worth a tiny fraction of a second of cautious slug for KILLING something assuming you can pick it up (even if your auto vacuum suggestions were implemented, this would still be true).
It is just a badly balanced item, period. It's healing based off of condition, it's pickup area, even it's duration, everything about it is bad.
Sometimes it's one of those "well I have one so it's a tiny bit of help... I guess" because you can't well afford to print all of your white items just to get rid of them, and sometimes like others have said it's printer fodder, but the bottom line is there is no reason it should be so weak.
It is hardly the only example of a bad item for it's tier though, so part of hopoo's design decisions might be to dilute the item pool with useless / bad items, which I personally hope is not true, because that is the same as diluting fun.