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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
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.
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.
Monster tooth is a pretty good item. Try to play Merc or Engi who are close to mid range characters.
According to this, Bustling Fungus is also bad for every character except engineer because you have to be on the move always. :D
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
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.
- 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.
-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...