Risk of Rain 2

Risk of Rain 2

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ZimZam100 Jun 3, 2024 @ 8:25pm
Base movement speed too slow + movement items too rare
The base movement speed of each character is painstakingly slow, especially on characters who don't have an innate utility dash like skill. Further, simple movement speed items (Mocha, Goat Hoof, Energy Drink, and Red Whip) aren't guaranteed in a run or common enough, such that in a single player Eclipse run you could go the entire run with only 1-3 of these items in total (and in bad RNG none!).

I say this as an experienced RoR 2 player, having beaten Eclipse 8 on all characters, unlocked all achievements, and poured nearly 500+ hours into the game. I play PC but with an Xbox Controller, and it really hurts my left thumb if I do a run without much movement speed increase.

The maps are really large and open, almost to large for how slow characters move unless they get good RNG or find movement speed item printers.

How would I change this? Several possible tweaks:

* Overall, buff all character's starting movement speed.
* Leveling up should increase character movement speed
* Weight passive movement speed items/printers like Goat Hoof, Energy Drink, and Mocha higher if the player hasn't come across any yet in the run,
* Make more items (Void, Greens, Red, Whites, Lunars) that give a form of passive movement speed boost. Hunter's Harpoon is an awful item because it requires kills to trigger.


Can you beat Eclipse 8 without movement speed items on any character? Yes I've done many times it but it's a really really awful experience, not ergonomic, and leaves my thumb in pain because of how slow the character moves. If a game leaves your hand in physical pain, to me it's a sign the design is not ergonomic and not optimized.
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Showing 1-4 of 4 comments
Bug Guy Jun 3, 2024 @ 8:36pm 
I agree with some of this. I dont think starting movement speed should be buffed, but Im not opposed to movement speed increasing (extremely marginally) with levels. I dont think any items should be weighted, personally, since that doesnt feel like its in the spirit of the game. Movement speed is important, though as you mentioned not necessary. But I think its just helpful to making your run more fun and less long so there should definitely be a few more movement speed items (notably a legendary).

For your last point though it sounds like have a bad controller. I play mouse and keyboard myself but my buddies who play with controller have no issue sprinting. You can set toggle sprint too so you dont have to hold it down for those reading who dont know. thanks for posting!
shrimping Jun 3, 2024 @ 9:23pm 
i don't think i like the idea of levels increasing movement speed. i think a better idea would to just make characters faster overtime the longer they sprint for (maybe capped around 1 sprint soda speed?), that way you'll still want to get speed items for combat but looting and exploring the map would be a little less awful for some characters who get unlucky.
Hiroko Jun 4, 2024 @ 3:35am 
Starting move speed buff - would be nice, around 5%. We would still want more from items but it would already be enough to turn the already easy-dodge game into baby difficulty dodging. I can only imagine the try-hard eclipse elitists would want even more penalties to counter how much easier 5% starting movement makes the game. Still, I wouldn't say no to a small starting buff. Early game movespeed feels painfully slow with or without enemies.

Per level - might be nice for regular games, but would cause problems for perma-loop enjoyers, and there is no way to balance it that isn't solved by the previous suggestion to be both effective at low levels, where movespeed needs some love, and higher levels where you almost definitely have items anyway but now also have level boosts.

Weighted items - they are weighted. 60% white, 30% green, or something like that. That's not a joke, either. They ARE weighted. Think about what items you find in each tier. Common even has 3 great movement items, compared to x items that are offensive or z items that give recovery.... those are rates to compare against each other. Weighted.
Conditional weighting (more likely if not encountered) begs the question, "why not just starting buff?" and opens the door to "why not more likely for first stack of all items?" No thanks.

More items - We do not need more. Common more than covers it. Green could use a little balancing to shift some of the conditional movement into perma movement. There is 0 reason red/boss/void should give movement as, again, you get more than needed in common (in fact, this becomes a huge problem in modded play when you have many new movement speed items making it too easy to scale up and hard to control your character), but a lunar item (halve damage, double movement?) or artifact (players and enemies move move 50% faster) could be very fitting.

I enjoy modded play more, and have about twice the item pool selection, but I've disabled all except 1 green movement item (which only gives on the first stack btw). I am far less likely to get movement speed items, but I do have a starting 5-10% buff. This feels more fun, but is objectively easier. If you don't play modded, you may not realize just how much that starting buff impacts the game. Its actually a giant buff.
Last edited by Hiroko; Jun 4, 2024 @ 3:38am
responsibility Jun 4, 2024 @ 3:58am 
hell nah
nerf movement speed by 50% and add stamina meter with 3 second cooldown pls
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Date Posted: Jun 3, 2024 @ 8:25pm
Posts: 4