Risk of Rain 2

Risk of Rain 2

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Garskii Jan 26, 2020 @ 6:54am
Scorched Acres
Anyone else just ♥♥♥♥♥♥♥ hate this map? I personally hate it because its really easy to get your character stuck on the stairs, and because when you finish killing a boss (teleporter) and the loot spawns, it will sometimes spawn on top of a rock thats too high.
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Showing 16-26 of 26 comments
Jenkem Junkie Jan 28, 2020 @ 5:09pm 
Everyone complains about the TP particles, but the TP is a big object in itself and it doesn't match any of the scenery. I think Lesser Wisps are a bigger problem on this map because their little trails before they shoot turn next to invisible against the atmosphere. Leading to a lot of situations where I get shot off a cliff or killed, because I didn't see that Wisp that spawned behind me.

Not to mention that it also spawns the Dunestrider and gives you no cover from it's bombs and forces you to fight it in a tight area almost guaranteeing you're gonna get pulled in from it's leech attack.
Last edited by Jenkem Junkie; Jan 28, 2020 @ 5:11pm
Ittrix Jan 28, 2020 @ 5:12pm 
Originally posted by Jеnkеm Junkiе:
Everyone complains about the TP particles, but the TP is a big object in itself and it doesn't match any of the scenery.
Teleporters actually had a unique glow and outline added awhile back. Could be my relatively young eyes, but I've always been able to spot it or the particles.
Of course, not on scorched acres with how many nooks there are for it to hide in.
Jenkem Junkie Jan 28, 2020 @ 5:21pm 
Originally posted by Ittrix:
Originally posted by Jеnkеm Junkiе:
Everyone complains about the TP particles, but the TP is a big object in itself and it doesn't match any of the scenery.
Teleporters actually had a unique glow and outline added awhile back. Could be my relatively young eyes, but I've always been able to spot it or the particles.
Of course, not on scorched acres with how many nooks there are for it to hide in.
Which is exactly the problem I have with the second Distant Roost map. Not to mention it's huge vertically, so you really need some items to scale it quickly. Plus there's no guarantee it's even gonna spawn there, there's also a chance it spawned with the open-door variant and the teleporter is behind the door. That door is usually the last place I check in my runs, and it's just hell when it spawns back there. Plus the map is also mountainous and those mountains are thick enough to block the TP particles entirely. Distant Roost is worse because of how much of a timesink it can actually be. My suggestion would be to make an item that spawns a little pointer in the direction of the TP. And make Wisp trails a slightly stronger color so that they don't blend into the background of Scorched Acres. Also replace the Dunestrider with something else on that map. Getting a Dunestrider (or multiple) on Scorched Acres just sucks.
Last edited by Jenkem Junkie; Jan 28, 2020 @ 5:23pm
Magenta Face Jan 28, 2020 @ 5:26pm 
Originally posted by Jеnkеm Junkiе:
Everyone complains about the TP particles, but the TP is a big object in itself and it doesn't match any of the scenery.
It's not really not being able to find the TP that bothers me. Its just the deadness of the map's architecture (the stonework coloration, to be specific,) that bothers me.

It's a minor thing, I know, but hey, that's just me :golem:.
Last edited by Magenta Face; Jan 28, 2020 @ 5:28pm
zverozvero Jan 28, 2020 @ 6:39pm 
On Roost i navigate to teleporter mostly by sound. Its music shows if its above or forward quite well. Acres... worst spawns really. Under stairway, on stairway under etc. Often cant see even sparcles when its buried that deep - go guess on which plate its hidden.

Still if Chests were placed more inside circles and not scattered at slopes behind fences map would be much less troubling.
Krull Jan 28, 2020 @ 10:02pm 
Originally posted by Jеnkеm Junkiе:
Originally posted by Ittrix:
Teleporters actually had a unique glow and outline added awhile back. Could be my relatively young eyes, but I've always been able to spot it or the particles.
Of course, not on scorched acres with how many nooks there are for it to hide in.
Which is exactly the problem I have with the second Distant Roost map. Not to mention it's huge vertically, so you really need some items to scale it quickly. Plus there's no guarantee it's even gonna spawn there, there's also a chance it spawned with the open-door variant and the teleporter is behind the door. That door is usually the last place I check in my runs, and it's just hell when it spawns back there. Plus the map is also mountainous and those mountains are thick enough to block the TP particles entirely. Distant Roost is worse because of how much of a timesink it can actually be. My suggestion would be to make an item that spawns a little pointer in the direction of the TP. And make Wisp trails a slightly stronger color so that they don't blend into the background of Scorched Acres. Also replace the Dunestrider with something else on that map. Getting a Dunestrider (or multiple) on Scorched Acres just sucks.
The other variant of Distant Roost is not that bad in my opinion. If talking about time sinks, Scorched Acres is absolutely the worst offender, if you don't neglect looting slightly.

Finding the teleporter on the second Distant Roost variant is down to looking around at 5 spots on the map.
Stand either in the bottom part of the map where one of the Newt Altar locations are or on one of the beams just above, of which I prefer the latter, and look around in every angle. If you don't see the particles anywhere, there's only 4 locations left in which the teleporter could spawn:
  • Behind the gate, as you mentioned.
  • In the area in front of the gate.
  • In the "tunnel" just in front of the gate.
  • The hallway to the right, leaving the area behind the gate. The last Newt Altar location is just up the mountany part inside the tunnel and to the right, if that helps explaining what I mean.
Last edited by Krull; Jan 28, 2020 @ 10:03pm
Ittrix Jan 28, 2020 @ 10:07pm 
Y'know, I feel like they have limited spaces that teleporters can show up a smidge more since the game first came out. There are places I've never seen a teleporter in distant roost since the most recent patches.
Never have I ever seen it inside the cave there. The one that leads to the upper area. I subconsciously knew it and never checked there, but one day I went "well I guess it could be to my right instead of my left, couldn't it? I should check both" and froze up after going "no, it doesn't spawn there" because I knew that but never really registered it.

I'm guessing there's a few spots like that across the game, and we just don't have them all straight yet.
Jenkem Junkie Jan 28, 2020 @ 10:10pm 
I still think the best remedy for the situation would be to introduce an item that constantly points you in the direction of the teleporter.
The Face Jan 28, 2020 @ 10:30pm 
Originally posted by Jеnkеm Junkiе:
I still think the best remedy for the situation would be to introduce an item that constantly points you in the direction of the teleporter.

Or if some of the maps were not garbage
Krull Jan 29, 2020 @ 6:48am 
Originally posted by Ittrix:
Y'know, I feel like they have limited spaces that teleporters can show up a smidge more since the game first came out. There are places I've never seen a teleporter in distant roost since the most recent patches.
Never have I ever seen it inside the cave there. The one that leads to the upper area. I subconsciously knew it and never checked there, but one day I went "well I guess it could be to my right instead of my left, couldn't it? I should check both" and froze up after going "no, it doesn't spawn there" because I knew that but never really registered it.

I'm guessing there's a few spots like that across the game, and we just don't have them all straight yet.
You're right. I haven't played the new variants enough to be able to mark out the exact areas in which the teleporter can't spawn, but there certainly are such areas on other maps.

Originally posted by Jеnkеm Junkiе:
I still think the best remedy for the situation would be to introduce an item that constantly points you in the direction of the teleporter.
If people think Lepton Daisy sucks, I'm sure the item you suggest added is going to receive the same reaction.
Last edited by Krull; Jan 29, 2020 @ 6:49am
Ittrix Jan 29, 2020 @ 7:52am 
Originally posted by Krull:
Originally posted by Jеnkеm Junkiе:
I still think the best remedy for the situation would be to introduce an item that constantly points you in the direction of the teleporter.
If people think Lepton Daisy sucks, I'm sure the item you suggest added is going to receive the same reaction.
Once you get the eye for it, you can identify a general area where the teleporter will be for most maps pretty quickly. Where the red particles isn't is as much of a clue as where they are, since there's only a spot or two a teleporter could hide particles.
Assuming I'm in a main area, I can identify where the teleporter will be in a few seconds.
Take abyssal depths for instance. I look up, no particles. I look around the floor- still no particles. So it's in the tunnel, since that's the only place the particles would be hidden.
It'd take less than ten seconds once I got that view.

Of course, if I can't see the particles because the whole stage is bright red that goes out the window.

It really would make that item about worthless for people who have been playing awhile. It's just scorched acres. Maybe the wetlands.
Last edited by Ittrix; Jan 29, 2020 @ 7:56am
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Date Posted: Jan 26, 2020 @ 6:54am
Posts: 26