Risk of Rain 2

Risk of Rain 2

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Void Jalier's ranged insta-kill
I just lost a multi-hour Simulacrum run when I got one-shot by a Void-Jailer who shot out one of those void insta-kill orbs, except as a projectile.

Now, I'm not here to complain about the Void enemy insta-kills. I actually quite like them. Since the Void enemies tend to be late game anyway, it just adds another thing to keep track of, to make sure the player never feels TOO OP, and to keep the game interesting, even late-game. But...

Am I crazy to say what happened to me felt a little unfair? Like, it was specifically the Simulacrum gamemode, where most of the traversable area is covered in a blanket of pain, despite never having encountered it, I was able to figure that the attack was an insta-kill and that I should avoid it, and I was already surrounded by instakills because of all of the dying void enemies around me. I'm not sure what I could've done.
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Showing 1-15 of 41 comments
Pumpkinreaper Mar 3, 2022 @ 8:28pm 
Wait until you see the giant crab enemies that shoot them as its default attack...

I think Hopoo went overboard with this mechanic. It's one thing if it's from an enemy that creates an instant death explosion with a distinct sound effect + multiple seconds to move away from it, but it's a whole other thing when something regularly fires them at you/releases a tracking one after death.
Toxi The Vagrant Mar 3, 2022 @ 8:31pm 
It's fine to run out into the pain for short periods as long as you return soon enough. But this is, like, in terms of seconds.
Toxi The Vagrant Mar 3, 2022 @ 8:36pm 
Originally posted by IAMCRAIG:
Wait until you see the giant crab enemies that shoot them as its default attack...

I think Hopoo went overboard with this mechanic. It's one thing if it's from an enemy that creates an instant death explosion with a distinct sound effect + multiple seconds to move away from it, but it's a whole other thing when something regularly fires them at you/releases a tracking one after death.
It's the latter, Void Jailers' implosion kamikaze thing is a short to midrange directed version. It crosses roughly the distance of half a teleporter barrier before it implodes. The sound is the same as a normal crab blast, so it's best to quickly appraise what just died and react fast.
Draven Mar 3, 2022 @ 8:37pm 
Instant kills are bad mechanics in general in games. The original void guys that blowup on death are fine because its predictable and puts some risk in the game no matter how many items you get.

I agree they went overboard with the instant kills in the DLC. At a minimum they need make those void orbs slower, I was running away from one earlier and it caught up to me and killed me. Felt pretty ♥♥♥♥♥♥.
Originally posted by Toxi The Vagrant:
It's the latter, Void Jailers' implosion kamikaze thing is a short to midrange directed version. It crosses roughly the distance of half a teleporter barrier before it implodes. The sound is the same as a normal crab blast, so it's best to quickly appraise what just died and react fast.
That makes sense, I guess. Although, I do still think it sounds a bit unfair to expect the player to keep track of what, when, and where everytime they kill an enemy in the middle of all of the crazy chaos and gunfire the game can contain. It sounds like it CAN be avoided, yes, but it doesn't sound like a very reasonable expectation to be able to, in my opnion.
Spiked Wall Man Mar 3, 2022 @ 9:18pm 
The void insta-kill mechanic really needs to go away altogether. I hated it when it was just the Void Reavers, and I hate it even more now that other enemies and the secret boss can use it in various forms. A OHKO mechanic like that really doesn't belong in a roguelite.
Teal V2 Mar 4, 2022 @ 2:28am 
I just died to one right now.

Guess you guys forgot the fact that they can root you into one place, so you have no chance of running away of that 1 hit-orb.

Very creative.
Hexerin Mar 4, 2022 @ 2:35am 
Adding my voice to support removing pretty much all the OHKO attacks.

Keep the OG one though. It doesn't move, it's centered on the enemy's place of death, it makes a very loud and distinctive sound, and gives the player plenty of time to react. Pretty much as balanced as an OHKO can be.
Matt Mar 4, 2022 @ 3:18am 
if you die to void implosions, maybe you should try playing farmville? might be more your speed
bitbat Mar 4, 2022 @ 8:01am 
Originally posted by Dainty Lady:
I just lost a multi-hour Simulacrum run when I got one-shot by a Void-Jailer who shot out one of those void insta-kill orbs, except as a projectile.

Now, I'm not here to complain about the Void enemy insta-kills. I actually quite like them. Since the Void enemies tend to be late game anyway, it just adds another thing to keep track of, to make sure the player never feels TOO OP, and to keep the game interesting, even late-game. But...

Am I crazy to say what happened to me felt a little unfair? Like, it was specifically the Simulacrum gamemode, where most of the traversable area is covered in a blanket of pain, despite never having encountered it, I was able to figure that the attack was an insta-kill and that I should avoid it, and I was already surrounded by instakills because of all of the dying void enemies around me. I'm not sure what I could've done.
I died to one right now ending my 45 minute run
Oz Duncan Mar 4, 2022 @ 8:11am 
All void implosion only occur on death even the new boss's. Watch for the jailer's implosion as it tracks you like a homing missile for a short minute. Also in the new void dimension they tend to hit each other causing chain explosions. Something to note are void enemies abilities where getting hit 3 times roots you down making you unable to move. All of these factors make it quite annoying to deal with void enemies especially melee characters.
Originally posted by Zipper:
if you die to void implosions, maybe you should try playing farmville? might be more your speed
GR8 B8 M8. You really got me with your scathing criticisms. Ahh. Ooh. Don't. I'll never emotionally recover from this.
Polares111 Mar 4, 2022 @ 2:35pm 
Originally posted by Dainty Lady:
Originally posted by Toxi The Vagrant:
It's the latter, Void Jailers' implosion kamikaze thing is a short to midrange directed version. It crosses roughly the distance of half a teleporter barrier before it implodes. The sound is the same as a normal crab blast, so it's best to quickly appraise what just died and react fast.
That makes sense, I guess. Although, I do still think it sounds a bit unfair to expect the player to keep track of what, when, and where everytime they kill an enemy in the middle of all of the crazy chaos and gunfire the game can contain. It sounds like it CAN be avoided, yes, but it doesn't sound like a very reasonable expectation to be able to, in my opnion.
well if it wast for these there would be anything that could kill you not by pure stupidity of yourself in the late game, but i do think that they should move alittle slower
Last edited by Polares111; Mar 4, 2022 @ 2:36pm
Yeah i don't like that attack at all, guess they made it like that so it would be unique i suppose ? Though the big crab enemy i don't mind, i quite like that enemy, the variety of attacks make it an interesting enemy to fight compared to a lot of other monsters and it's death attack is just a bigger void implosion area.
VolteVaris Mar 4, 2022 @ 3:04pm 
I can tell most of you are command philistines who have never done a Spite+Swarm+Glass+Chaos run.
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Date Posted: Mar 3, 2022 @ 8:17pm
Posts: 41