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An powerful buff and a strong debuff.
What's your issue exactly?
Double dmg, but half hp.
Bonus gold gain per hit, but losing gold on hit.
Have no health pool, instead have bonus shield, also gain maximum effective health per stack (and shields regenerate faster than base health regen).
Heal more, but have it applied over time and only heal a max of your max hp per sec.
Lower Equipment cooldown, but equipment gets activated automatically when off cooldown.
All the active lunar items are actually amazing, if used properly.
So yeah: I don't see your point. If items are bad for your build... just don't take them.
Transcendence isn't good in the engineer because his turrets need to be able to heal to counter damage because at high levels, they're always being shot and have no time to recharge shields
1) For an example brittle crown:
30% chance on hit to gain 3 (+3 per stack) gold. Lose gold equal to the amount you are hit for OR lose % gold equal to the % maximum health you lost. Chooses the greater of the two.
The game gets harder and harder and more mobs keep surrounding you, I expect to lose money and constantly be at 0 instead of having more money , I usually have thousands of money after the boss battle without the crown.
On hit you get 3 gold, if something hits you, bam you lose 100-500+ gold.
2) Corpsebloom (I copy paste from the website)
https://progameguides.com/risk-of-rain/risk-of-rain-2-lunar-items-list/
3) Shaped Glass
Increase base damage by 100% (+100% per stack). Reduce maximum health by 50% (50% per stack).
Doing double damage sounds nice, but being one shot from a golem sounds worse, we come back to the selling your house analogy to get a pile of money.
4)Transcendence
Convert all but 1 health into regenerating shields. (shields regenerate faster than base health regeneration) Gain 50% (+25% per stack) maximum health.
The ONLY item I actually look forward to buy, yes it does negate all the fungus and all other healing items I have and I can't heal with items, but I get full health if I am not hit for a few seconds even if enemies are chasing me.
5)Effigy of Grief
All characters within an area are slowed by 50% and have their armor reduced by 20%.
Quoted text is from the progameguides website.
There are other lunar items which don't seem as bad.
4 of the lunar items are amazing, gesture, corpse bloom, glass blade, transcendence. These items can significantly change your runs.
The only one that I see as a detriment is the Corpsebloom. All of the other ones have uses and if used correctly can be incredibly powerful.
As for Glowing Meteorite I don't hate the item itself I just hate when players double, triple, or even greater multi-cast it in multiplayer. My only bad experiences i multiplayer have come from this item and some clown double or triple casting it. Personally I wouldn't mind at all if its damage couldn't hurt allies and only the caster.
I had an Artificer one game who after double casting Glowing meteorite on round either 5 or 9 (I honestly don't remember it has been awhile) in Distant Roost he wound up killing himself and the Commando we had with us. Thankfully I was an Engineer this run and had a lot of sticky bombs so I was able to charge the teleporter and defeat the bosses without issue. Amazingly this joker here thought that double casting it again in the Aqueduct would be a fantastic idea and since he did it right next to me this time I had no chance of getting away. I asked him why he decided to double cast meteor again after what happened last round and he responded: "Because it does damage. :3" I don't remember what items the Artificer and Commando had on them but they were not equipped nearly as good as I was and I knew the Artificer would inevitably double cast it again so I just left.
Biggest issue with it is that I don't think your remaining regen pool is shown anywhere, and that seems like kind of important information.
One thing it should pair pretty well with is hellfire tincture, as you can set yourself on fire and still heal 15% per second, enough to tank another 3 stacks of fire without losing hp.
They aren't strictly "rewarding" the way normal items are, but they DO provide an opportunity to vary play between runs.