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It never bothered me in the slightest to have Movement Skills scale off movement multipliers (Movement Skill, because Engi, REX, Captain and indirectly Railgunner's Utilities aren't affected, and Artificer's Movement Skill is on her Special Slot).
It only becomes a problem if you have too much movement speed (yes, there's such a thing as "too much movement" sometimes)
The only character on which that scaling gets problematic is the new Void Fiend, where in controlled form, unlike Artificer, you can't reliably avoid fall damage without a Hoppo's Feather ready.
Problematic Voidtouched allies were adressed in the recent patch so I won't go into those, but the new big Void Enemies didn't oppose any threat to me personally, even on the first encounter (that first encounter being right in the Void Locus completely underleveled). The Void Barnacle (the turret) did kill me the first time, but isn't a bit deal to dispatch either.
One thing I agree is the Nullified effect the Void Jailer inflitcts to the player. It's ok when only facing one Jailer but can be a totally unfair instant-death when there's a bunch of other monsters around. Overall could be a bit shorter in duration.
Map size: I went on all Stage 1 & 2 maps without killing anyone, skipping all loot. Simply sprinting along the outer part of the map in a relative circle (I voluntarily avoided all jumper-thingies and took the walking route on all maps, basically "traced" the playable outline of each map) and here's the average time I got:
. Stage 1: Distant Roost: 1:50 - Titanic Plains: 2:30 - Siphoned Forest: 2:35
. Stage 2: Abandoned Aqueduct: 2:40 - Wetland Aspect: 2:45 - Aphelian Sanctuary: 2:45
As you can see, the map size fits the level it's in. If anything, Distant Roost is smaller (but it's also more on the vertical side compared to the other two).
I also have no problem with the lack of Stage 5 alternative, since it's home of the Primordial Teleporter. Having more stage variants would be a better alternative for Stage 5 instead of having completely different ones.
I have nothing to say about the new characters. I personally do prefer the quickness of the short-range scope coupled with the Supercharge and it works perfectly even on loops.
About old characters, seriously? Artificer needs more damage? She always has been one of the best to do Burst damage and she has *two* innate skills with AoE burn, making her both a DoT and a burst damage character. And that's not even considering the 2 big buffs she recieved recently with the Green Ignition Tank and the Flamethrower scaling with Attack Speed, making Attack Speed useful on her now.
For Huntress, her skills are decent enough. The only thing that doesn't feel right to use for me is Phase Blink. It's restriction to horizontal movement feel forced compared to all the other "locked" Movement Skills.
huntress is one of the strongest characters in the game, if you think she needs any sorta love you don't understand how powerful her kit is (or this game, tbh)
It is much better than games that spoil their community like Warframe. But you are lucky that Hopoo keeps on nerfing enemies and scary mechanics all the time due to the first angry reactions on players with new content.
It's like they try making it harder, but then aren't confident and crumble due to the force of how many people complain. This is one of my favorite games but that is the one thing I'll say gets me a little upset.
They already have the ultimate accessibility difficulty which is drizzle, command. And also mods. So why does it need to be easier?
That's not difficulty-dependent either, even if you're running with no artifacts on Monsoon that soft-winstate isn't too hard to reach with any given character. For Risk of Rain to be a truly balanced and 'tuned' experience, they'd have to rip the heart out of it and redesign the gameplay loop from the ground up, which isn't going to happen in the span of a DLC pack. The 'duct-tape solutions' in the first paragraph are all they can do to keep the experience engaging when your character has become a whirlwind of death that only ever gets stronger.
The problem is very clear on similacrum where survival is even easier if you play multiplayer (Dying =/= falling behind, only 1 player needs to survive a wave) The last few runs me and friends have done have ended in stutter deaths or crashes around wave ~95.
Probably elitism in gaming in general. Spend enough time online, and elitists can slowly begin to leave a mark on you.
I know that I rarely find hardest difficulties fun, since I game to unwind and de-stress, and artifically inflated enemy stats/ enemies getting special advantages you don't in a game where you're using the same unit types against each other/ etc, always just annoy me more than anything else. But I always inevitably TRY them, because of arrogant jerks insisting my opinion isn't worth considering if I'm discussing lower difficulties.
It's definitely some small part of why I play Monsoon in RoR2. The usual me would have just stuck to Rainstorm and just played enough Monsoon to get the unlocks. But every time I think about playing Rainstorm, I think of the scorn I'll recieve if I have a good run and try to share my victory screen. This also applies to artifacts; I actually vastly prefer Sacrifice to Non-Sacrifice, but I force myself to play Non-Sacrifice since I know many people will accuse me of cheating because I didn't scour the map for every half-buried chest.
That said, I'm not trying to hate on elitists; it's easy to accidentally be elitist when not meaning to! There have been games where I was in the top 1% of players, but thought I was bad since I was comparing myself to the top 0.1%. So I'd get angry the 99% couldn't keep up with me. It sounds idiotic when you spell it out like that, but sometimes it can just be hard to accept that you're better than you think you are, you know?
But most of what you said is something I can support.
The only change I want to see is the void zone damage being nerfed on normal gameplay (Simulacrum can stay the way it is right now). Right now you need to fullfill 1 out of 2 criteries: having high mobility and/or sufficient healing while moving around (sth like 2 corrupted fungi are enough, if I am not mistaken)
To win in RoR2 you require knowledge, a certain amount of skills to pull basic stuff off, and nothing more. Luck doesn't become as big as in other titles as being "faster" is more important than opening every chest on the stage, in fact: if you take more than 5 minutes on the first stage you are doing something wrong, really badly even if you want to aim for higher eclipse difficulties.
Binding of Isaac requires you to reset the game till you get a decent starting item. You don't? Expect to spend excessive time on each room, which is unreasonable and freaking horrible. BoI has changed a lot, and every DLC update has made it worse and worse, item pools becoming worse and worse. It's so freaking bad that most speedrunning communities use mods which changes the item pool to usable items, aka banning like 98% of the item pool for the first floor (no clues what the current season rules are, but should be still pretty similar when it concerns multiply character runs).
Spending time on a stage/room is not equal to being good at the game, spending the lowest amount of time possible is, optimizing your pathing, and trying to get the perfect power curve is.
In any game, knowledge is power. And nowhere is this more true than Roguelikes, where you need to know everything to make the correct choices on a moment-by-moment basis. And considering RoR2 ramps the difficulty up the longer you take, it's actually preferable to only get a few items instead of scouring the entire map for every scrap of loot. So knowing the maps, places where loot/altars typically appear, etc, is probably more important than pure gaming skill.
Signed: Someone who has a friend who can't accept this and tries to spend 20 minutes fine-combing Stage 1. I can't play with them without Sacrifice anymore.