Risk of Rain 2

Risk of Rain 2

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Kazuli Oct 7, 2019 @ 10:24pm
Rework the monster tooth
The monster tooth is still terrible even after recieving a buff. the healing most of the time just isn't worth it and too far away to pick up. I Propose that the Monster tooth should give you MONEY instead of healing (almost same way smart shopper was in RoR1, but still having to collect the orbs of course.). Boosting the range would help immensely too.
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Showing 1-15 of 45 comments
lexilogo Oct 7, 2019 @ 11:35pm 
Nope, nopenopenope, money generating items in the Common pool isn't a rabbit hole I really want to go down. Especially when Printers exist.

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
Daxy Oct 8, 2019 @ 12:47am 
All they need to do imo is change it from fixed amount (6HP per orb) to a precentage (some % of your max HP per orb), so it'll stay relevant after the first stage.

(Same with Personal-Shield-Generator btw)
Kazuli Oct 8, 2019 @ 12:54am 
Originally posted by lexilogo:
Nope, nopenopenope, money generating items in the Common pool isn't a rabbit hole I really want to go down. Especially when Printers exist.

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.
BLAME! 40K Oct 8, 2019 @ 2:36am 
Imo the only buff needed is the range to activate them=flying to you , otherwise izs pretty balanced for a white item.
Lunacy Oct 8, 2019 @ 2:38am 
Wouldn't mind if it was buffed to 10(+10) health. 7 is pretty miniscule when you had hundreds of health by time you get a single tooth.
GepardenK Oct 8, 2019 @ 2:48am 
Monster tooth is fine. It's a great boost early game and can also show effect later after blazing a gazillion enemies in a proc combo. Not every item need to be a gift from god. It's a common, sheez
Kazuli Oct 8, 2019 @ 3:46am 
Originally posted by GepardenK:
Monster tooth is fine. It's a great boost early game and can also show effect later after blazing a gazillion enemies in a proc combo. Not every item need to be a gift from god. It's a common, sheez
It turns into a D Later game though. Something like the slug or Syringe are basically a must for any kind of run.
Dakota Oct 8, 2019 @ 4:40am 
Monster Tooth's absolute garbage. Dunno why people think common items can't be good when some of the most important items are common: soldier's syringe, lens-maker's glasses, cautious slug, tougher times, paul's goat hoof, energy drink, just to name a few. Without lens-maker's glasses loads of green items do basically nothing, soldier's syringe boosts your DPS by 15% with each one, increasing all your procs per second, without cautious slug you basically don't have regen in monsoon, tougher times is a life saver, and paul's goat hoof and energy drinks make running around doable in a reasonable amount of time.

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.
Krueger Oct 8, 2019 @ 5:52am 
I do think it should scale better, and also considering its an on kill effect I think it could be significantly stronger.

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.
Percher Oct 8, 2019 @ 6:22am 
All that needs to be added to it is a higher pick up range per stack.
TrueEvil Oct 8, 2019 @ 7:46am 
It needs not only a higher pickup range, but better heal as well. It isn't even any good for 1st stage as it is.

Originally posted by GepardenK:
Monster tooth is fine. It's a great boost early game and can also show effect later after blazing a gazillion enemies in a proc combo. Not every item need to be a gift from god. It's a common, sheez
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.
Monster Tooth is an F-tier item.

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.
Ittrix Oct 8, 2019 @ 1:52pm 
Originally posted by Daxy:
All they need to do imo is change it from fixed amount (6HP per orb) to a precentage (some % of your max HP per orb), so it'll stay relevant after the first stage.
Originally posted by Blame! 40K:
Imo the only buff needed is the range to activate them=flying to you
This and this and they're probably fine. They flew to you from any distance in RoR 2 (where there was less land to cover and you totally rushed past enemies all the time), and now that there's more space they... don't fly to you. Okedokes.

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.
Gyan Rosling Oct 8, 2019 @ 2:53pm 
The most logical buff in my opinion is to make it last longer (they despawn pretty damn quick) and to make it so it heals % of health later on rather than a fixed amount.

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.
Last edited by Gyan Rosling; Oct 8, 2019 @ 2:58pm
Karock Oct 8, 2019 @ 2:54pm 
Of the healing items it is probably the worst. Not sure why people are so committed to it being a bad item.

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.
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Date Posted: Oct 7, 2019 @ 10:24pm
Posts: 45