Risk of Rain 2

Risk of Rain 2

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Monster Tooth
Petition for Monster tooth to be removed from the game. A truly worthless item that no one wants to ever see. Just a true waste of an item that could be something more useful.

I've played 72 hours and i've never once been happy to get a monster tooth. For example, I had 5 at one time and one healing orb healed me for like 25hp......yaaaaay! :neilfacepalm:
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Showing 1-15 of 31 comments
Dijkstra Jun 4, 2019 @ 5:16pm 
PREACH :evafacepalm:
Warbanner is at worse spot, but even such item can be useful if you spawn it at right timing near teleport.
I love how such type of people blaming something or anything without deep research and investigations (You even said the wrong amount of healing (5 stacks of tooth is 30 health not 25))
If you think that this item should be removed, then you absolutly don't understand the concept of melee playstyle in this game, because it was well designed for close combat survivors(currently it's only Merc, but still it's one of items that was directly made for him)
Fungus is effective in priority only on Engi, but it doesn't mean that such item should be removed from the game and same goes for Monster Tooth (half meat chunk/nugget half monster tooth) that is the most effective on Merc.
I have 200 hours, so what? I must say that after learning item building synergy, absolutly any item is going to be useful with proper combination and survivor, as I see you still don't understand that after 72 hours..Mama mia, idk what you did so much time in the game.
And after so much time spending in game, you can't find anything better than just saying in veiled form about the idea of killing/nerfing melee class... Great, wise opinion from a person who playing mostly on huntress and engi btw :steamfacepalm:, i'll take a note about that
HoovervilleHarry Jun 5, 2019 @ 3:06am 
I was just guestimating the healing bro...still 30 is bad. And an item for only one character is not a good item. Yes it is effective for that character, but a waste for others. I understand that they will add more characters and there will probably be more melee characters.
I actually play a lot of mercenary. I think he is the most fun to play and monster tooth isn't bad on him, but it still isnt great by any means. Ive had some incredible runs on merc, but I dont credit my surviving for so long to monster tooth.

I dont think you see the brunt of the problem and you're just focused on trying to flex all the knowledge I already know on me. Im well aware of which items are good on which characters, but I guess you think I dont because I have a problem with one single item lol. Also everyone I've talked to doesn't like the item, so maybe you're just in the majority. I respect your opinion and agree with half of it, but I dont respect your attack on me.
Hyroero Jun 5, 2019 @ 3:28am 
Originally posted by a e s t h e t i c:
Warbanner is at worse spot, but even such item can be useful if you spawn it at right timing near teleport.
I love how such type of people blaming something or anything without deep research and investigations (You even said the wrong amount of healing (5 stacks of tooth is 30 health not 25))
If you think that this item should be removed, then you absolutly don't understand the concept of melee playstyle in this game, because it was well designed for close combat survivors(currently it's only Merc, but still it's one of items that was directly made for him)
Fungus is effective in priority only on Engi, but it doesn't mean that such item should be removed from the game and same goes for Monster Tooth (half meat chunk/nugget half monster tooth) that is the most effective on Merc.
I have 200 hours, so what? I must say that after learning item building synergy, absolutly any item is going to be useful with proper combination and survivor, as I see you still don't understand that after 72 hours..Mama mia, idk what you did so much time in the game.
And after so much time spending in game, you can't find anything better than just saying in veiled form about the idea of killing/nerfing melee class... Great, wise opinion from a person who playing mostly on huntress and engi btw :steamfacepalm:, i'll take a note about that

What world do you live in where 30% increased attack and move speed in a HUGE area (if you have a couple) is worse then the pathetic healing from monsterstooth.

With even a tiny bit of thought it's brain dead easy to drop the buff near the boss spawner on pretty much every single level thus giving you a huge DPS increase for every single class.

Medkit and Tooth should be a % based heal imo and Fungus can at least be used by finding a safe spot for a second which is pretty easy to do most of the time but especially in co-op.
Ser Pounce Jun 5, 2019 @ 5:58am 
Originally posted by Hyroero:
What world do you live in where 30% increased attack and move speed in a HUGE area (if you have a couple) is worse then the pathetic healing from monsterstooth.

With even a tiny bit of thought it's brain dead easy to drop the buff near the boss spawner on pretty much every single level thus giving you a huge DPS increase for every single class.

Medkit and Tooth should be a % based heal imo and Fungus can at least be used by finding a safe spot for a second which is pretty easy to do most of the time but especially in co-op.

Unless you stacked enough warbanners, the AoE is quite limited. The bonuses are great but you almost never got it when you need it, unless you PREPARE CAREFULLY for that but it takes time or luck. Otherwise the item has no effect and the longer the run goes, the more useless it becomes. Warbanner is not a good item. It is strong when you can get it early and make it work somehow but otherwise it's really bad.

Now, about monster tooth, I think they should buff the healing a bit because it's really low. Or at least make it so you don't have to pick up the orb, just like in RoR 1, so it becomes a healing item useful for every character.
Medkit is okay in his mitigation job I think.
Nihil Jun 5, 2019 @ 6:12am 
What? What is wrong with OP?
Monster tooth is a pretty good item. Try to play Merc or Engi who are close to mid range characters.




Originally posted by HoovervilleHarry:
I . And an item for only one character is not a good item. Yes it is effective for that character, but a waste for others. I understand that they will
According to this, Bustling Fungus is also bad for every character except engineer because you have to be on the move always. :D
Originally posted by Hyroero:
Originally posted by a e s t h e t i c:
Warbanner is at worse spot, but even such item can be useful if you spawn it at right timing near teleport.
I love how such type of people blaming something or anything without deep research and investigations (You even said the wrong amount of healing (5 stacks of tooth is 30 health not 25))
If you think that this item should be removed, then you absolutly don't understand the concept of melee playstyle in this game, because it was well designed for close combat survivors(currently it's only Merc, but still it's one of items that was directly made for him)
Fungus is effective in priority only on Engi, but it doesn't mean that such item should be removed from the game and same goes for Monster Tooth (half meat chunk/nugget half monster tooth) that is the most effective on Merc.
I have 200 hours, so what? I must say that after learning item building synergy, absolutly any item is going to be useful with proper combination and survivor, as I see you still don't understand that after 72 hours..Mama mia, idk what you did so much time in the game.
And after so much time spending in game, you can't find anything better than just saying in veiled form about the idea of killing/nerfing melee class... Great, wise opinion from a person who playing mostly on huntress and engi btw :steamfacepalm:, i'll take a note about that

What world do you live in where 30% increased attack and move speed in a HUGE area (if you have a couple) is worse then the pathetic healing from monsterstooth.

With even a tiny bit of thought it's brain dead easy to drop the buff near the boss spawner on pretty much every single level thus giving you a huge DPS increase for every single class.

Medkit and Tooth should be a % based heal imo and Fungus can at least be used by finding a safe spot for a second which is pretty easy to do most of the time but especially in co-op.
Maybe because you can't stand on same area of each map? You just can't waste your time being sitting duck on same spot, especially when you need to run across the map to explore the loot or when you should hide from golems lazer beam, vagrants nuke explosion etc. Banner literally useless in many scenarios. You need some luck to get this item on first map from first chest, then run to detected teleport, level up there to set up it, i just never had such massive luck to do whole successful task, Even if i'm getting this item, it's already lvl 6 or higher and i'm mostly everytime already on second map, so basicly i lost already near 5 banners plus on low levels leveling up is so fast that makes banner spam on same map, but in mid or late game you can't trigger even for once because at higher level you need much more exp. It's not as impactful for full run compared to tooth, as you think so, it's same as in first game, but at least in first game it gave health regen boost. Same goes for fungus, you just can't simply stay so easy on same spot for few seconds in mid or late game to restore health as Merc. Even so, if you hide somewhere on other side of map or behind some cover, it's a waste of time.
Originally posted by HoovervilleHarry:
I was just guestimating the healing bro...still 30 is bad. And an item for only one character is not a good item. Yes it is effective for that character, but a waste for others. I understand that they will add more characters and there will probably be more melee characters.
I actually play a lot of mercenary. I think he is the most fun to play and monster tooth isn't bad on him, but it still isnt great by any means. Ive had some incredible runs on merc, but I dont credit my surviving for so long to monster tooth.

I dont think you see the brunt of the problem and you're just focused on trying to flex all the knowledge I already know on me. Im well aware of which items are good on which characters, but I guess you think I dont because I have a problem with one single item lol. Also everyone I've talked to doesn't like the item, so maybe you're just in the majority. I respect your opinion and agree with half of it, but I dont respect your attack on me.
Try to get at least 10 of that item,together with some any damage source item for Merc and feel the difference, for the first hour of run it's mostly impossible to kill you, other than if you're bad at this survivor or game. Same goes for fungus, it's a waste of money and slot for others besides Engi...better to get some slugs then.
This is not okay if you understand that in future melee characters will be added but at same time you want to remove from game one of the items which suits them.

'I dont think you see the brunt of the problem'
If the item is at bottom tier, it does not mean that it should be removed from the game. Like Hyroero said if heal factor should be reworked for % instead of fixed numbers, okay that's a good and acceptable idea, but removing such item from existence is a mistake, especially if it was in the first game and now it has the spirit of two items in one.

'Also everyone I've talked to doesn't like the item'
I guess noone from your interviewed people tried to test this item at full potential, especially if it's in a huge bulk on Merc
Dog Jun 5, 2019 @ 7:05am 
It doesnt need to be removed, just improved. Orbs need to auto fly to you, and heal at least 30 each at lvl 1. The truly worst item is chronobauble. You can have as many of them as you want, have 100000 of them and its still only as good as it was with only 1.
Razaah !!!! Jun 5, 2019 @ 7:41am 
I would rather have the Warbanner than the Monstertooth.
Its healing is completely outshined by some of the mobs damage dealing capabilities.

You need at least around 10 once you reached hell for the first time and as soon as you loop the item loses all viability.

30-60 Heal per Orb doesnt cut it when Elder Lemurians can literally burn you to ash in an instant.
Fire dots deal more damage than you can possibly heal with it.
Greater Wisps just blow you up and the god dang jellyfish just explodes you off the map with either its explosive shots or its trololol map wide AE if you get caught in a bad spot.
Dont forget the insane tracking abilities of the stone titans they sometimes show.
You get hit by the fist and you go flying. You can look at the orbs from above while the l4z0r which at some points doesnt miss ever, burns you to cinders.

Even as a merc i would rather stack scythes and leeching seeds than monstertooth. Heck i would rather have a stack of medkits.
BOT Jun 5, 2019 @ 7:52am 
Both Warbanner and Monster Tooth have the issue of being pretty damn useful in the early game, but having a sharp fall-off points in different circumstances:
- Monster Tooth stops being useful once most creatures start to spawn as elites, and non-elite enemies become too durable/painful/rare.
- Warbanner stops being useful once you begin to reach higher levels, like Level 25+, it begins to take so long to level up, that timing it's placement can be difficult, and the buffs it gives are mostly lackluster aside from the Rate of Fire buff on some characters (Merc/Huntress/Mul-T/Commando) and Movespeed buff.

White items aren't supposed to be overwhelmingly good, another example of an awful white item is the Medkit, later in the game enemies begin to do 1000 damage, while medkits will give you a small delayed heal of 10 (+10 per stack), so if you have 10 of the things, you only heal for 10% of the damage the enemies do.
Dantou Jun 5, 2019 @ 10:05am 
It's normal to have bad items in a rogue-like in order to make good items more valuable. There is no joy to drop a syringe or a lens-glass if all the white items are good.
Spoon498 Jun 5, 2019 @ 5:37pm 
Monster Tooth is a meh item nobody is gonna argue that. But this is A Co-op game. Working together properly is a great way to turn a meh item into a okay item. If you have a merc on your team... Just give him the monster tooths. Rejuv rack Doubles the healing it turns 5 Monster into 10 monster tooths effectively. Also combining them with the other meh medkit is a way to get value out of them. There's some options. I'm currently trying to figure out if Corspebloom+plus crappy heal items is okay. I understand what you are saying. But you can make lemons into lemonade if you get creative with it.
Z_Raven Jun 5, 2019 @ 6:57pm 
-Monster Tooth needs a small % heal tacked to the base heal to make it more useful lategame AND make the orbs go to you when you get close (increase how far you can gather them the more tooth you have as well) --- with a cap on % heal
-Warbanner should probably be changed to number of monster killed instead of level up and maybe cap it to 2-3 per level (remove the last one when you spawn a new one). That would make it useful all game long.
-Medkit probably could use a % as well as the base so that it heals more as you get more HP. --- with a cap on the % heal.
-Chronobauble does increase in duration per stack but it's not that great for a green item. Maybe if it lowered attack speed as well...
Last edited by Z_Raven; Jun 5, 2019 @ 10:02pm
Originally posted by Zod the Defiler:
It doesnt need to be removed, just improved. Orbs need to auto fly to you, and heal at least 30 each at lvl 1. The truly worst item is chronobauble. You can have as many of them as you want, have 100000 of them and its still only as good as it was with only 1.
Chronobauble is really good for a single item though, you get a 60% slow. The more you stack the easier it is to keep an entire crowd slowed since you can shift your focus between enemies more easily as the slow duration increases. Stacking is good for characters who have slower attacks or long windups too, like Huntress' glaives.
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Date Posted: Jun 4, 2019 @ 5:15pm
Posts: 31