Risk of Rain 2

Risk of Rain 2

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Final Thoughts On SotS: Upset And Disappointed
So here we are, 8 months after SotS first released, and roughly 6 months after they announced the roadmap to fix the DLC, and tbh, i feel like this was a massive letdown in all honesty.

Part 1 the item reworks
out of everything released in the DLC, this was probably the most important thing that they needed to fix, and imho, the reworked items fall into three separate categories: perfectly fine, good idea but flawed execution, and fundamentally flawed. The items i find to be perfectly fine would be S. star, C. doll, L. solitude, and W. bonds (yep, that’s it) because they have next to no problems design-wise, and are items I enjoy having. The second category would encompass antlers, lantern, thorn, boomerang, beads, transmitter, lens, and nectar, and these items often have concepts I find to be absolutely amazing, but also absolutely ruined by poor balance decisions and item scaling. Growth nectar, for example, gives you extra states when you have a unique buff, which is a really cool item concept, but it’s ruined by the fact that it only gives +4% stats for each unique buff, and caps out at 4 buffs, which is +16% at max stacks, which feels like next to nothing in game. Finally, there are fundamentally flawed items, with those being W. echo, C. Expansion, B. Fin (the worst in my opinion), L. shot, S. whispers, and Seed of life (in singleplayer, in multiplayer it’s perfectly fine), and these item quite honestly just need a full blown rework because they are just fundamentally flawed items that are not conceptually fun or interesting in any way for me. Overall, i only count 4/18 as well designed items, with the rest in serious need of a rework or balance adjustment in order to be fun to use.

Part 2: False Son Rework
This rework barely feels like anything has changed besides now having the adaptive armor. he still teleports and slams you down really fast in phase one, still spawns golems that only serve to annoy you in phase 2, still has a laser attack that requires you to sit behind a pillar to dodge it for a long ass time, and so on. Nothing has really changed in terms of enjoyability with this fight, and I genuinely have no clue what they were trying to accomplish with this "rework." he is a ♥♥♥♥♥ to fight in eclipse 8 tho, as while he's doing his laser (which he can now spam do to the cooldown reduction of E7), he'll speed over to you with his E4 movespeed buff and slam your ass into the ground, which basically means you have a death wish if you go to fight him in E8.

Part 3: Enemies
Im not gonna sugarcoat it. all of these enemies ♥♥♥♥♥♥♥ suuuuuuuuuuck. Scorch wurms can burrow into the ground and become immune to damage. Halcyonites have way too much range on their jab attack, too much health when summoned from a shrine, and have a lame ass spinning attack that allows them to fly for some reason??? This all pales in comparison to the Child, who, on top of teleporting upon taking damage, becoming immune to damage when they teleport, being immune to dying from fall damage, does 2.8x the damage of blind pests at lvl 1 (84 damage exactly), which is ABSOLUTELY ♥♥♥♥♥♥♥ RIDICULOUS!

Part 4: Survivor Reworks
when it comes to the three stages of the reworks, the survivor reworks are probably the best changes gearbox has made, but id only say theyre about 7/10 at best. Every SotS survivor has recieved +2 abilities to put them on par with Hopoo survivors, as well as some nice balance changes to make them feel a lot better overall. Seeker is at around a 7/10 because while they made her much more fun to play with her various balance changes, her new abilities are underwhelming imo, and the fact that she can revive herself is way, WAY to OP. The super-secret-survivor is at around a 9/10 because all of his abilities have a way better “flow” to them, his slam got the nerf it needed, and his new abilities are very fun and unique. Chef on the other hand, sucks, as they made his default shift so ungodly fact at max charge that it’s genuinely hard to control and often leads to taking fall damage, his alt utility feels like a modded ability, and instead of making his cleavers work like how they did in RoR1, they doubled down on the recall gimmick, gave it less damage, kept it’s 3 charges, velocity, and 0.5 proc chance, and gigabuffed it’s attack speed, making it an overall better ability, but comparable to Engi’s M1, in terms of power imo.

Part 5: New stages
My feelings on the new stages are rather mixed to say the least. they look rather pretty, are fun to traverse, and all feel very natural to the planet of Petrichor V. but almost every map has at least one problem that just drags the experience down a peg or two, and that's just kind of a shame. Shattered abodes is way to big for a stage 1, Reformed alter is mostly fine, just outclased by aqueduct like all other stage 2's, treeborn colony has chest that will drop their items off of a cliff if u get unlucky with generation, Helminth Hatchery is way to vertical and spawns white multishops instead of green (kind of a nitpick, but still a problem in my eyes), and its just way to easy to fall off of prime meridian because of the map generation and lightning strikes. there's also 3 new bulwark ambry varients, which i dont really care much about tbh, but i hope that others enjoy it where I cannot. there's also the issue of the nighttime varients of the stages, or more specifically, the lack thereof. they advertised this like it was gonna be this big new thing thaw would revolutionize the looping experience, but when release came, we only got 3 nighttime stages, which was a major letdown for me as i was really excited about those stages.

Part 6: New Elites
god im so glad these ♥♥♥♥♥ got nerfed into the ground. gilded elites were a huge middle finger to DoT characters and builts, and Twisted Elites were a big middle finger to those who liked looping. would I say their new iterations are good? no, not really. their both kinda bland in their execution and feel more like bullet sponges than anything. do I give a ♥♥♥♥? HELL NO!!! :angry_seagull:

Conclusion
I really, really wanted to give the RoR2 team the benefit of the doubt on this one, but i genuinely feel like i wasted my time thinking these changes would be good. there are some good ideas in amongst the bad, but there's just so, so much bad. my rating of pre-patch SotS was around a 2/10, and now I feel as it's gone up to about a 5 or 6/10, and can only recommend this DLC to diehard RoR2 fans such as myself. these past 8 months have taken any remaining hope for RoR2 as a franchise and shattered it into a million pieces, and I cannot see any future for this franchise that doesnt devolve into modern gaming AAA slop in a few years time. and even if the next DLC turns out to be absolutely fantastic, with no bugs, issues, or controversies, this DLC has irreperably scarred the reputation of this franchise, meaning more people in the future will turn away from this great game because of how bad SotS was.
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Showing 1-11 of 11 comments
Originally posted by havenharpy:

Part 1 the item reworks

I agree on some of them, though war bonds is to me one of the most unfun reds in the game. It only works against bosses, but it works too well against bosses. Rather than another tool to use in every fight it is like a skip button for the most important fight of each stage.
I'm not a fan of breaching fin, but it at last odes something different. And a stun on a cooldown rather than chance based is alright. Cronic expansion is only fun on FMP builds it feels like, because in normal gameplay you don't stackit when you really need the buff. Now, I have no idea why you think that wecho doesn't fit the game, it is basically a percentage based opal that sinergyzes with RAPs. And luminous is awesome on the survivors that can stack it often.

I agree on the false son being mid AF, it's at the same time way less dynamic than Mithrix and somehow...cheaper? It's not a particularly engaging fight, it kinda feels like you either win or lose based on your build rather than on a skill check. Haven't had that much experience fighting him tho, since I basically got my skins and barely ever went there again.
I too do not particularly care for wurms, and the halcyionite is infuriating as allhell, but children are mostly alright IMO, they just kinda...exist.

On the survivors, I haven't really played with chef, so I can't speak much. I'm glad that false son can now dash while charging his slam, like that is the one feature I asked for the most. Sadly, seeker lost her best skill on sojourn. It was arguably too strong, can't deny that, but all in all even with her now being able to rez herself, this patch nerfed her hard. Like, being able to come back once per stage is less impactful that being able to fly for minutes at a time with the right build. I honestly never considered resurrection items/abilities a big deal, generally speaking if you're weak enough to die once you are likely weak enough to die twice, and a rez only adds value to the run when you die. Being stronger and therefore not dying is almost always better.

Regarding stages, I love shattered abode. New stage 2 is alright, new stage 3 is beautiful, and I dread going through a tp and spawning on helmynth. ♥♥♥♥ that place. It is temathically sound and all, like, it is a pretty place when you look at it from a distance, but navigating it is a ♥♥♥♥♥ and a half, and it lacks the... idk, that special something that sky meadows has. I go to sky meadows and I feel closer to the moon, plus it's a beatiful map, and easy to scout. Helmynth is a harsh red, full of details, and it feels more like next step should be an underground catacomb rather than going to the moon. I like it stetically, I hate to play it.

Gold elites were a pain, and I barely experienced the others since I don't loop, so I'll talke your word for it.

All in all, I really like the items, though antlers was better pre nerf since now it does nothing wheil you're airborne. The survivors are fun, though I mourn seeker, who had quickly become one of my favorites. The stages are all very pretty, and the music was electric.

Hopefully the next will be better, but I have auto-updates disabled on steam and I would advise others to do the same, just in case.
Originally posted by lordclipsus:
^^
the main reason i dislike Breaching fin is because while i think the stun aspect is perfectly fine, the knock into the air aspect of the item drives me absolutely crazy with how nonsensical it is. first of all, many attacks and items (fire band being the greatest example) get absolutely cucked by the knockup, causing you to lose out on DPS and miss your attacks when it activates. second, you oftentimes don't hit enemies high enough into the air to cause actual fall damage with only 1 stack, requiring more stacks of the item to get significant fall damage, which just feels like a sunk-cost fallacy. third, it's hard to reapply the knock-up with project/melee characters like arti, rex, merc, loader, and many others, which is just awful to play around. finally, it feel like most of the damage you actually get out of the item comes from the damage multiplier the effect provides and none from the actual knock up effect, which is just ridiculous because that's supposed to be why you take the item.

I like war bonds because its very similar to classified access codes from RoRR, which was my favorite item they added in that remake. it's definitely the worst of the four i outlined as good items, but if they changed the missile damage from 2.5% boss health to 2%, and made it +10 missiles per stack instead of +5, i think it'd be perfect in my opinion.

the reason you think that W. Echo is good is the reason I think it's fundamentally flawed: it's a worse version of an already existing item that only really synergizes with one other item in the game and not much else. it also has a longer cooldown and stacks way, way worse than opal does.

i kinda get why you think Children are ok, but i find them absolutely infuriating to fight. they always run away from you, teleport when you damage them, can become immune to damage, and deal almost 3x the damage of another enemy that also spawns on stage 1. absolutely overtuned enemy imo.

i mostly agree with you on the survivors, but i disagree with you that seeker's weaker now. her primary, alt secondary, and special got massive damage buffs, which were so strong that she can now beat the game with 0 items. no, im not kidding.
https://www.youtube.com/watch?v=d-2U7nbi3sM

i feel the complete opposite about Hatchery, but that might just be because my favorite colors red, so getting another red map in the game is am major positive. also the music is FIRE.

twisted elites were nightmare fuel. they created a bubble around themselves that made it so any enemy (besides twisted elites themselves) you hit in the bubble did 2.5% of your health as damage. per hit. meaning if you had something like gasoline, ukeleles, will of the wisps, or any other forms of aoe, you'd basically just nuke yourself because you made the unfortunate mistake of having aoe items while looping. absolutely horrendous.

unfortunately in this post i couldn't go into as much detail about the items as I wanted to because Gabe Newell said that 3+ pages of wanting about SotS items was too many characters for a forum post, but if u want i can provide a link to the google doc that has all my deranged rants about these items.

one final thing: how does one turn off auto updates for game on steam? genuinely dont know how lol
As someone that fights false son a lot on E8 I literally don't understand how you can struggle on phase 2 and 3. Phase 1 is by far the hardest since his dash and ranged attack are almost guaranteed damage. Once you make it past that he spends a lot of time idle while lasers are going off and if you position correctly you can move between pillars so its a non issue.
Originally posted by Lonely Loner:
As someone that fights false son a lot on E8 I literally don't understand how you can struggle on phase 2 and 3. Phase 1 is by far the hardest since his dash and ranged attack are almost guaranteed damage. Once you make it past that he spends a lot of time idle while lasers are going off and if you position correctly you can move between pillars so its a non issue.
are we even fighting the same boss because this sounds nothing like my experience with the fight. in phase one, he usually just auto targets my drones, BG's, etc. with his tp and slam for all eternity, in phase 2 he regularly fires his laser while golems make it a ♥♥♥♥♥ to stay behind cover, all while he begins to charge at me from behind cover while the laser is still firing, and in phase 3 it's just more of the same except for the whole "disabling your abilities" shtick and swapping the golems out for thunder that applies his damage amp.

last time i fought false son, I was playing Mul-t with 3 tri tips, 3 ignition tanks, and a fire aspect, and I STILL ♥♥♥♥♥♥♥ DIED BECAUSE HE DID HIS LASER AND CHARGED AT ME WHILE I WAS BEHIND COVER. absolutely horrible boss fight on E7 and up.
Originally posted by havenharpy:
Originally posted by Lonely Loner:
As someone that fights false son a lot on E8 I literally don't understand how you can struggle on phase 2 and 3. Phase 1 is by far the hardest since his dash and ranged attack are almost guaranteed damage. Once you make it past that he spends a lot of time idle while lasers are going off and if you position correctly you can move between pillars so its a non issue.
are we even fighting the same boss because this sounds nothing like my experience with the fight. in phase one, he usually just auto targets my drones, BG's, etc. with his tp and slam for all eternity, in phase 2 he regularly fires his laser while golems make it a ♥♥♥♥♥ to stay behind cover, all while he begins to charge at me from behind cover while the laser is still firing, and in phase 3 it's just more of the same except for the whole "disabling your abilities" shtick and swapping the golems out for thunder that applies his damage amp.

last time i fought false son, I was playing Mul-t with 3 tri tips, 3 ignition tanks, and a fire aspect, and I STILL ♥♥♥♥♥♥♥ DIED BECAUSE HE DID HIS LASER AND CHARGED AT ME WHILE I WAS BEHIND COVER. absolutely horrible boss fight on E7 and up.
If you position yourself at the front of the arena and dance between the pillars the laser will almost never hit you, and that way you aren't a sitting duck if false son decides to swing at you. I could probably record how I handle it on every character assuming I make it past phase 1, but if you don't have drones or squids that one is a nightmare.
Originally posted by Lonely Loner:
Originally posted by havenharpy:
are we even fighting the same boss because this sounds nothing like my experience with the fight. in phase one, he usually just auto targets my drones, BG's, etc. with his tp and slam for all eternity, in phase 2 he regularly fires his laser while golems make it a ♥♥♥♥♥ to stay behind cover, all while he begins to charge at me from behind cover while the laser is still firing, and in phase 3 it's just more of the same except for the whole "disabling your abilities" shtick and swapping the golems out for thunder that applies his damage amp.

last time i fought false son, I was playing Mul-t with 3 tri tips, 3 ignition tanks, and a fire aspect, and I STILL ♥♥♥♥♥♥♥ DIED BECAUSE HE DID HIS LASER AND CHARGED AT ME WHILE I WAS BEHIND COVER. absolutely horrible boss fight on E7 and up.
If you position yourself at the front of the arena and dance between the pillars the laser will almost never hit you, and that way you aren't a sitting duck if false son decides to swing at you. I could probably record how I handle it on every character assuming I make it past phase 1, but if you don't have drones or squids that one is a nightmare.
so its two specific pillars and not anywhere you want basically? that makes a lot more sense, as while fighting FS, im usually kiting him around the arena, and whenever he's about to o his lazer, i just gun it for whatever cover is nearby. still don't really like his fight, but its good to know in case i ever try his fight again.
Originally posted by havenharpy:
Originally posted by Lonely Loner:
If you position yourself at the front of the arena and dance between the pillars the laser will almost never hit you, and that way you aren't a sitting duck if false son decides to swing at you. I could probably record how I handle it on every character assuming I make it past phase 1, but if you don't have drones or squids that one is a nightmare.
so its two specific pillars and not anywhere you want basically? that makes a lot more sense, as while fighting FS, im usually kiting him around the arena, and whenever he's about to o his lazer, i just gun it for whatever cover is nearby. still don't really like his fight, but its good to know in case i ever try his fight again.
Exactly! It matters a lot in phase 2 mainly because you have to account for the golems, but so long as you think ahead before the laser goes off its usually pretty smooth. I see most people dying cause they go to the very far back pillar.. but thats almost always a death sentence.

I think they could have still done a better job with the fight though, as much as I love him I know he ain't perfect... but damn its nice to look forward to a challenge in a run that isn't vanilla mithrix.
Originally posted by havenharpy:
post

I think you take breaching fin for it's debuff, not for the knock-up, and the knock-up is there both as a visual indicator of who is affected and as a way to actually give you a clear line of sight to the affected target. Does it actually ever knock them high enough to deal fall damage? I think it'd actually be cool if the first hit knocked them up and the second knocked them back, that way at least you could push elites off cliffs. I guess rex can do it at least?

Warped echo is actually really good on certain situations. It stacks like ♥♥♥♥, you're right on that, and in fact you might not even be aware of how bad it actually stacks. I did some testing after a post here where the OP proposed that wecho was bad because it messed with OSP. Now, I was sure that it didn't, and the wiki said as much, but I tested it to confirm and, with one single stack, a hit that triggers OSP only deals 40% of your max HP as damage. And that is regardless of how damaging the hit originally was, as I tested it with a lvl 99 golem laser, and indeed reagadless of how much max HP I had every time my OSP was triggered instead of 90% I took 40% of my health as damage. As a one-off, it's really, really good. What sucks tho, is that with 2 stacks the damage I received increased, somehow. So yes, unless you have a lot of RAPs stacking wecho is a terrible idea, but one wecho will save you an additional 50% of you health when OSP triggers.

I don't think I can like war bonds because it is completely passive, and not passive but interactive either, like pretty much any item. It just cuts the health of the boss by a bunch (I can't remember if this was after post rework, but I literally skipped every boss on a run where I got it on stage 1, I legitimately did not hit a boss once, it even activates on every phase) and then sits pretty on your inv. Like with chance doll I don't have to do anything different, I just go to a shrine and purchase as normal, but I kinda get exited thinking of whether I'll get a red there and whatnot, it tickles the gambler brain. With bonds I don't have that kind of exitment, it kinda removes more gameplay that it adds.

It might be a me thing tho. People seem to like whipsers and I hate that item because it encourages a gameplay that I can't enjoy, but that if I don't partake in I feel like I'm playing suboptimally. It is too weak to be good if you only use it passively, as in, get an item per boss. That's crap come on, it's less than a sale star because at least you use sale stars on double chests, and on a red item. But if you farm on the gilded coast it is discount sacrifice, and that's too damn strong. So like with war bonds it is an item that is IMO not fun to use, but too strong to pass up. When a bad item is unfun it's fine, you just ignore it, but when a strong item is unfun it's an actual problem because it sucks but you can't not pick it up.


On Seeker, ok, I take that back, she is not weaker now.
That being said, she can no longer do the first three phases of Mithrix on a single use of Sojourn. So really, can we call that a win?

As I said, I like helmynth on an artistic, visually pleasing level, but to actually get into a fight there sucks. The red filter makes it hard to see chests, plus all the amount of detail there is all over the map, which makes it look good, is like visual noise when you're trying to scout. It's too dark for how detailed it is, and of course it is too ♥♥♥♥♥♥♥ vertical my man, I can't see ♥♥♥♥ form down here and I can't see ♥♥♥♥ from up there either. Pretty place, but pretty please don't make me go there.

And I did fight twisted elites, I just barely did because I don't much like looping. The way the game gets easier with each stage kinda makes me zone out, not in the "getting in the zone" way, but on the "getting detached from what I'm seeing and doing" kind of way.


You can disable auto updates either for all games by going steam>settings>downloads>only update on game launch, or game by game by going to the gear icon>properties>updates>only update on launch.
As you can see, it will still update the game if you launch it through steam, but you can bypass that by using any external launcher, command line, modloader, or whatever. If you already have r2modman that would do it.
havenharpy May 12 @ 11:05pm 
Originally posted by lordclipsus:
words
you absolutely take fin only because it has a damage amp, and i think that's the biggest problem with the item. the game wants you to think that the main draw of the item is knocking enemies in the air, but in practice it often harms you more than it helps, which is why it has a damage amp so that it actually feels like it's doing something when it knocks enemies out of your fire band, causing you(me) to hate the item even more.

when I called WEcho a bad item--and admittedly I should've probably clarified this better--i was moreso referring to it's general desire as opposed to how good it is to have. it's undeniable a good item, but compared to opal in terms of design, i think that opal is just a simpler, easier to understand item that has better understood stacking mechanics, and as you outlined above, WEcho somehow gets WORSE with additional stacks!

i completely understand where youre coming from when it comes to war bonds being passive. do you think that it'd be better if it worked more like Classified Access Codes, in the fact that you have to find a specific interactable on the stage in order to get the payout of the item? or would that make it worse it your eyes?

i absolutely agree about sonorous being completely unfun, although i prefer to loop to get OP with the item as opposed to gilded coast/other hidden realms. i genuinely don't know why they thought making a red version of the 56 leaf clover--when we already have 57 leaf clover mind you--was a good idea. This item needs a fundamental rework, and if it were up to me, I'd make it so it gives you bonus items from the teleporter event as opposed to boss enemies themselves, preferably +2 per stack. same general concept, but with an execution that doesnt cause you to get insanely op during loops, while also allowing runs that dont loop to get more use out of the item. you can even do some wacky ♥♥♥♥ with this new concept, like having all the items be different to the original teleporter item (unlike mountain shrines), or have the chance at getting reds, lunars etc.

thx for the info on how to disable updates :steamthumbsup:
Originally posted by havenharpy:

i completely understand where youre coming from when it comes to war bonds being passive. do you think that it'd be better if it worked more like Classified Access Codes, in the fact that you have to find a specific interactable on the stage in order to get the payout of the item? or would that make it worse it your eyes?

It wouldn't make that much of a difference either way. I mean, we know the maps, we would find it every time if we're not speedrunning, and if we are we probably won't get a lot of damage out of it anyways so, same thing. The generic thing would be to make it a proc item, something that happens when you shoot the enemy, That of course would be boring, not because proc items aren't fun, but because war bonds is unique enough as it is, making it a proc item would be a diservice. Still, I would like to have to do something with it, not just have it.

I guess the first thing that comes to mind would be to have it spawn some kind of armament to control, like a turret you'd get on top of and aim with your own cursor. I don't think that'd be easy to implement though, and it runs into the problem of becoming a sitting duck if you have to stay on an interactable to control it. I just like the imagery of using my new shiny toy to spread freedom on petrichor through the waste of copious amounts of ammo. Maybe make it like Captain's orbital strikes? Not as a skill, but as a passive effect that summons an airstrike every certain amount of seconds up to a cap, or for the whole duration of the teleporter event with the cooldown getting shorter with stacks, or a combination of the two, idk. Anyways, the difference would be having to aim the strike. Like idk, you hear the trumpets, hover your mouse on a certain spot, and 2 seconds later the missile hits - repeat until democracy. It would make it interactive enough for me to find it fun, while still being recognizably the same item.
Originally posted by lordclipsus:
Gold elites were a pain, and I barely experienced the others since I don't loop, so I'll talke your word for it.

Prime twisted elites were one of the worst ideas in any videogame ever and concrete proof that the devs don't understand the game and there were 0 testers who played the DLC before (or at least looped to test twisted elites).

Ukulele, ATG, Will-O-The wisp, gasoline, stikcy bombs, Kjaro's band, razorwire, brilliant behemoth, ceremonial dagger, frost relic, n'kuhana's opinion, tesla coil, sentient meat hook, resonance disc, electric boomerang, runic lens, little disciple, molten/charged perforator, shatterspleen, singularity band, voidsent flame,

^^ If you had ANY 1 of these items and a twisted elite spawned it was over. You'd be one shot without knowing there even was a twisted elite on the map.
Last edited by Ben bitmişim; May 13 @ 3:37am
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