Risk of Rain 2

Risk of Rain 2

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Parnasiano Oct 9, 2023 @ 4:36pm
Does the difficulty keep scallig after HAHAHAHA?
I just found my first couple artifacts, but after getting them and looping back to the begining, Mithrix's stage melts me if I make any mistakes. This happened two times, both going around an hour game time, having lost a good 15 minutes zooming back to the endgame.
Does the difficulty keep scalling even after you reach HAHAHAHA? Should I give in after going for an artifact, seeing as Mithrix will be overpowered by the time I make it to him again?
Thanks! I hope your rain does risk.
Last edited by Parnasiano; Oct 9, 2023 @ 4:38pm
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Showing 1-7 of 7 comments
CanvasK Oct 9, 2023 @ 5:53pm 
The monster's levels keep scaling (up until level 99), but the difficulty text stays at "HAHAHA". The final bosses (Voidling, Mithrix, Twisted Scavengers), Aurelionite, and Alloy Worship Unit have their HP and damage ignore the level scaling, and keep getting stronger indefinitely. So while the standard mobs stop getting stronger and get killed easily, Mithrix will still put up a fight (I once fought him about 4 hours in and it took an additional 30 minutes to get him past phase 2. don't recommend).

Here's the wiki page about it if you want the finer details https://riskofrain2.fandom.com/wiki/Difficulty
Hiroko Oct 10, 2023 @ 2:35am 
aside from enemies,
the director in charge of spawning waves of enemies will also continue to demand higher minimum requirements for enemies it spawns, and cannot spawn enemies that do not meet that minimum. This scales over time (HAHAHAHAHA.....) and is also indefinitely increasing, whereas enemies do not indefinitely increase to meet those requirements. This is why you stop seeing some enemies fairly early on, and gradually move toward only seeing harder enemy tpes, only elites, only bosses, only scavengers.... and then nothing. Yep, it can scale until there is no enemy strong enough to be allowed to spawn. Director doesn't scale up in places where time is frozen. Also, this isn't the case for simulacrum, which spawns a little differently and will not eliminate enemies from the pool.
Originally posted by Hiroko:
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Yep, it can scale until there is no enemy strong enough to be allowed to spawn.
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wasn't this patched?
CanvasK Oct 10, 2023 @ 3:45am 
Originally posted by Spitfire:
Originally posted by Hiroko:
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Yep, it can scale until there is no enemy strong enough to be allowed to spawn.
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wasn't this patched?
Not really. They may have made it so you need a longer run to reach that point, but it is still possible for there to be no enemy spawns aside from maybe the teleporter. They did make several changes to Simulacrum to prevent a softlock when there's no/few enemies and I've found getting to a similar high-director-cost state to be harder than a standard run (at least without going for "easy win button" builds).
Patchy (sick) Oct 10, 2023 @ 4:34am 
Originally posted by CanvasK:
The monster's levels keep scaling (up until level 99), but the difficulty text stays at "HAHAHA". The final bosses (Voidling, Mithrix, Twisted Scavengers), Aurelionite, and Alloy Worship Unit have their HP and damage ignore the level scaling, and keep getting stronger indefinitely. So while the standard mobs stop getting stronger and get killed easily, Mithrix will still put up a fight (I once fought him about 4 hours in and it took an additional 30 minutes to get him past phase 2. don't recommend).

Here's the wiki page about it if you want the finer details https://riskofrain2.fandom.com/wiki/Difficulty
wait, how much time you need to survive for enemies to stop spawning on armageddon? because you know, if enemies doesn't spawn, then i shouldn't worry about armor + movement speed boost they get by each stage!:golem:
CanvasK Oct 10, 2023 @ 5:46am 
2
Originally posted by <color=#ffa500>dispenser6257 :3:
wait, how much time you need to survive for enemies to stop spawning on armageddon? because you know, if enemies doesn't spawn, then i shouldn't worry about armor + movement speed boost they get by each stage!:golem:
1) Can you go more than 2 threads without mentioning you playing a modded difficulty? At the very least you don't need to bring it up in threads about vanilla RoR2. I've seen at least 3 threads where someone is asking about the difficulty of the game or learning the ropes and your first comment is about a difficulty that requires a couple hundred more hours of experience to attempt.

2) Without knowing how the mod defines the diffcultyValue then you can't really calculate it; that is assuming the mod doesn't modify anything else related to spawning. Grab ProperSave and/or Aerolt for god mode and see for yourself how long it takes. From your posts you've mentioned obliterating, so it will be at minimum 1 loop. On Monsoon it takes several loops, so assume somewhere between 1-~7 loops.
nul Oct 10, 2023 @ 11:01pm 
Originally posted by CanvasK:
Originally posted by <color=#ffa500>dispenser6257 :3:
wait, how much time you need to survive for enemies to stop spawning on armageddon? because you know, if enemies doesn't spawn, then i shouldn't worry about armor + movement speed boost they get by each stage!:golem:
1) Can you go more than 2 threads without mentioning you playing a modded difficulty? At the very least you don't need to bring it up in threads about vanilla RoR2. I've seen at least 3 threads where someone is asking about the difficulty of the game or learning the ropes and your first comment is about a difficulty that requires a couple hundred more hours of experience to attempt.
In addition to this, whenever there is a thread about mods, can he also not go on about how superior he is for moving files differently than everyone else.
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Date Posted: Oct 9, 2023 @ 4:36pm
Posts: 7