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But agree here.
As for HP... Probably better to exclude lesser wisps and jellyfish from those numbers. They're pretty much made to die quickly. That makes it 80 HP to 900 or 1125%. Doubled that of RoR, but we also have to consider that characters tend to be cranking out more damage in this game, and capable of doing it on the go as well. They're going to jump that gap in the numbers quicker. Plus, Elder Lemurians are kind of an outlier even on the heavier boy's scale. (20% more HP than the previous entry.)
Once we introduce elites that gap compounds though, so it's a problem there of course. Shortening the HP gap some like you say couldn't hurt, but I think the bigger issue is the insane modifiers on elites.
I've personally never noticed enemies getting to feel 'spongy' for me in general aside from elites. Elites can be a serious issue though, and Horde of Many is just a big slap in the face depending on what it summons due to that.
Edit: I mentioned it on another thread, but I find the game just goes way too slow at first. Consider how many items you could pick up on *every* stage in RoR compared to how many you can in RoR 2. The numbers even out later, sure, but early on everyone's practically bum rushing! Snowballing is real, and getting messed with from the get go can definitely impact your game later.
I also agree that Artificer needs a touchup due to the recent power bloat, she was the original high damage burst and now everyone is doing it. Seriously, she kept 1200% max damage skills while Loader busted out with 2700% and gave Commando and Huntress skills that make Artificer look weak. Artificer doesn't just need to get boosted again, she needs to be diversified from Commando as well. They are the exact same stats, armor would be a good start since her mobility is trash tier.
The power increase just is too steep and makes a wall if you don't get the right items from rng.
This is why people exploit OSP, the game made itself too unreasonable to not exploit it.
In Risk of Rain even with no items you could take multiple hits and survive even in HAHAHA on Monsoon. It would help RoR2 a lot to adopt the leveling armor from the first game, currently late game just becomes bullet sponges that will instantly kill you by dealing double or sextuple damage of an already overkill value.
Because that is fun and totally not a tedious and boring slog /s.
Infusion is the only thing that increases HP that can be healed immediately, rose bucklers and titanic knurl are the only armor items I can think of and one of them is only active when you aren't attacking. Teddy bears aren't a percent damage decrease anymore but a percent chance to nullify damage. On average it has the same effect, but the deviation is insane. it's just not consistent. I've heard rumors that they're gonna add something akin to bitter root, but still...
While I am glad there will be better ways to increase hp, I am dissapointed that Hopoo seem to be ignoring their big mistakes like they have to prove they aren't in the wrong and can make it work out without backpedaling.
Tough Times was better than Tougher Times by miles, it makes me sad Hopoo swapped a good mechanic like armor for RNG coinflip damage blocks.
Btw Colossal Knurl from the first game gave 6 armor, Titanic Knurl does not but is otherwise mostly identical.
I love that the devs are all "players are abusing shaped glass and OSP in unintended ways" maybe because that is one of the only viable ways to both get damage and survive in late game.
Really hope they are cooking up some rebalances for the next major patch because it is getting real old getting an almost good run but the game refuses to either give damage or sustainability items so you lose. I also hope the "artifacts" are not going to be their solution.
Player armor will only solve the enemy damage problem, which is a big issue don't get me wrong.