Risk of Rain 2

Risk of Rain 2

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twilightex Apr 2, 2019 @ 7:50am
Every Boss should drop an item, even at normal spawn. Dropped item count should be equal to the boss numbers.
In the original RoR, every boss dropped 1 item. Even if they spawned naturally. By naturally I mean by out of the teleporter event.

In RoR2, the natural spawning boss does not drop any item, and the teleporter boss only drops 1 item, instead of dropping the item count for that teleporter boss count.

I guess the grouping bosses (like group of Greater Wisps) should drop 1 item. They are meant to be counted as 1.
But currently, fighting a natural spawning boss is only good for gaining gold and EXP, and if you rather choose to ignore them, they become obnoxious and a great interference towards the end of the teleporter event.

Also the rarity of the boss drop should be random too with a great percentage for uncommon, but a chance to gain common and rare items. It would be much more fun having a variety of loots.
(with the rate of [common : uncommon : rare = 7 : 90 : 3] or something like that.)
Last edited by twilightex; Apr 2, 2019 @ 3:30pm
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Showing 1-10 of 10 comments
FlapFlaps Apr 2, 2019 @ 10:51am 
This isn't a great idea. Bosses give you a ton of money in this, so that's fine I think. If they dropped items the game would get too easy and it'd encourage people to just grind.
Fujioka Tomio Apr 2, 2019 @ 11:03am 
Originally posted by Papalopi:
This isn't a great idea. Bosses give you a ton of money in this, so that's fine I think. If they dropped items the game would get too easy and it'd encourage people to just grind.

Just tell us how so? that it could be a grind?? Just give us example! Cause right now everything is meant to kill you and hit harder and harder on you, why isn't this considered a grind?
While enemies keeps getting stronger till you can't do anything if you don't have that specific item??

If only there was more 3D printer and a Bazaar Between Time like is said in some discussion on the same type of thread?? and multiple others like: When Coop multiplayer with stranger, it become race for items

I'll call for opportunity and lack of ambition for new ideas!
Last edited by Fujioka Tomio; Apr 2, 2019 @ 11:04am
twilightex Apr 2, 2019 @ 2:29pm 
Originally posted by Papalopi:
This isn't a great idea. Bosses give you a ton of money in this, so that's fine I think. If they dropped items the game would get too easy and it'd encourage people to just grind.

> Bosses give you a ton of money in this

Getting more money isn't equal to becoming stronger, which is mandatory for this game.
Yeah sure you can buy more items and gain more EXP at the end of the level.
But, think about this.

1. treasure boxes are limited per area (around 6-10 randomly)
2. gold => EXP conversion only helps you out a little bit over lv.15~, and gaining levels isn't that strong in this game.
You only gain [a small boost of health, and little damage]. That's it.

In this game, your strength purely relies on powerful items, and exploiting your base ability and your synergy between your items.
Items give you, [synergy, sustainability, more damage than your base damage boost, utility] (and fun!).
Your base skill only helps you a little bit, compared to items.

Which means, having more items is much more important than gaining levels(EXP) or gold.
So, how do you manage that?
Currently, you rush through stages. That's your only way to gain more items.

But every stage after 4 or 5, always starts with a boss in the map. You need to maneuver them quickly to rush through stages.
Even killing them is hard with pity and shoddy items, the more stages you go through, the more damage they do. OBNOXIOUS damage. (f*** you blaze)

In the end, having more opportunity to gain items is much more important, fun, and exciting comparing to having to rely on quickly finding a portal, and going though stages.


> If they dropped items the game would get too easy and it'd encourage people to just grind

If you think this game is not about grinding, you should consider thinking again.
Killing a natural spawning boss to gain more gold. Is that not grinding?
And as I stated, "you rush through stages to gain more items". Isn't that grinding?
Is THAT kind of grinding fun??? I don't think so.

Killing enemy is fun. Maneuvering bosses with your ability is fun. Collecting gold and exp is fun. Getting great items is fun.
Running everywhere to find the portal and trying to rush the stages as quickly as possible?
NOT FUN.

RoR is a rouge like RPGish TPS (wow).
You collect what ever you can, and proceed through tough stages.
Enemies are infinite spawning, so that's kind of different compared to other rouge likes, but that part is why RoR is great, and enjoyable.
You can gain so many items if bosses drop items, and you can also be punished if you're too greedy, or don't get good RNG.

Currently, you just get punished from getting 1 hit after 40, 50minutes (3rd loop).
You have no armor to compensate (are there any items for armor? I don't know yet..), and you have such low HP (like 800 in LV.18) because infusion only gives you 100 HP per stack.
Get more infusion?? Give us more chance to gain more items.


Originally posted by blublazmagnet:
Originally posted by Papalopi:
This isn't a great idea. Bosses give you a ton of money in this, so that's fine I think. If they dropped items the game would get too easy and it'd encourage people to just grind.

Just tell us how so? that it could be a grind?? Just give us example! Cause right now everything is meant to kill you and hit harder and harder on you, why isn't this considered a grind?
While enemies keeps getting stronger till you can't do anything if you don't have that specific item??

If only there was more 3D printer and a Bazaar Between Time like is said in some discussion on the same type of thread?? and multiple others like: When Coop multiplayer with stranger, it become race for items

I'll call for opportunity and lack of ambition for new ideas!

> While enemies keeps getting stronger till you can't do anything if you don't have that specific item??

Precisely the point.
The more time you consume, the more the enemies will become stronger.
More bosses, means more time wasted on those instead.
Too hard to kill a boss? Too bad. Good luck finding a cheap chest while another boss is in your way!

> When Coop multiplayer with stranger, it become race for items

This is very concerning too.
I don't know if the overall chest numbers go up per player, but it's kinda scarce when playing with 2 players imo.
And yeah, race happens too.
Last edited by twilightex; Apr 2, 2019 @ 2:33pm
FlapFlaps Apr 2, 2019 @ 3:39pm 
Originally posted by sabihita jp:
Originally posted by Papalopi:
This isn't a great idea. Bosses give you a ton of money in this, so that's fine I think. If they dropped items the game would get too easy and it'd encourage people to just grind.

> Bosses give you a ton of money in this

Getting more money isn't equal to becoming stronger, which is mandatory for this game.
Yeah sure you can buy more items and gain more EXP at the end of the level.
But, think about this.

1. treasure boxes are limited per area (around 6-10 randomly)
2. gold => EXP conversion only helps you out a little bit over lv.15~, and gaining levels isn't that strong in this game.
You only gain [a small boost of health, and little damage]. That's it.

In this game, your strength purely relies on powerful items, and exploiting your base ability and your synergy between your items.
Items give you, [synergy, sustainability, more damage than your base damage boost, utility] (and fun!).
Your base skill only helps you a little bit, compared to items.

Which means, having more items is much more important than gaining levels(EXP) or gold.
So, how do you manage that?
Currently, you rush through stages. That's your only way to gain more items.

But every stage after 4 or 5, always starts with a boss in the map. You need to maneuver them quickly to rush through stages.
Even killing them is hard with pity and shoddy items, the more stages you go through, the more damage they do. OBNOXIOUS damage. (f*** you blaze)

In the end, having more opportunity to gain items is much more important, fun, and exciting comparing to having to rely on quickly finding a portal, and going though stages.


> If they dropped items the game would get too easy and it'd encourage people to just grind

If you think this game is not about grinding, you should consider thinking again.
Killing a natural spawning boss to gain more gold. Is that not grinding?
And as I stated, "you rush through stages to gain more items". Isn't that grinding?
Is THAT kind of grinding fun??? I don't think so.

Killing enemy is fun. Maneuvering bosses with your ability is fun. Collecting gold and exp is fun. Getting great items is fun.
Running everywhere to find the portal and trying to rush the stages as quickly as possible?
NOT FUN.

RoR is a rouge like RPGish TPS (wow).
You collect what ever you can, and proceed through tough stages.
Enemies are infinite spawning, so that's kind of different compared to other rouge likes, but that part is why RoR is great, and enjoyable.
You can gain so many items if bosses drop items, and you can also be punished if you're too greedy, or don't get good RNG.

Currently, you just get punished from getting 1 hit after 40, 50minutes (3rd loop).
You have no armor to compensate (are there any items for armor? I don't know yet..), and you have such low HP (like 800 in LV.18) because infusion only gives you 100 HP per stack.
Get more infusion?? Give us more chance to gain more items.


Originally posted by blublazmagnet:

Just tell us how so? that it could be a grind?? Just give us example! Cause right now everything is meant to kill you and hit harder and harder on you, why isn't this considered a grind?
While enemies keeps getting stronger till you can't do anything if you don't have that specific item??

If only there was more 3D printer and a Bazaar Between Time like is said in some discussion on the same type of thread?? and multiple others like: When Coop multiplayer with stranger, it become race for items

I'll call for opportunity and lack of ambition for new ideas!

> While enemies keeps getting stronger till you can't do anything if you don't have that specific item??

Precisely the point.
The more time you consume, the more the enemies will become stronger.
More bosses, means more time wasted on those instead.
Too hard to kill a boss? Too bad. Good luck finding a cheap chest while another boss is in your way!

> When Coop multiplayer with stranger, it become race for items

This is very concerning too.
I don't know if the overall chest numbers go up per player, but it's kinda scarce when playing with 2 players imo.
And yeah, race happens too.
Actually, getting more money makes you get stronger too if you learned to play the game right. By the end you should be getting to the TP as fast as possible and scouting out all the chests on the way. If you have the money for all of them without having to wait because you can burst down bosses, that's your reward. You'll get to rush TPs while also getting all the items, thus getting more items per minute for your boss kills without falling into the pitfall that Risk of Rain 1 had where you could just hole up on one map and grind bosses for hours. I do not want that back and I'm glad they took it out of this one.
NekiCoule Apr 2, 2019 @ 5:11pm 
I loved how you could get really powerful in RoR 1 imho.

This makes the game really juicy, and make it more enjoyable for really long runs. To me, it was the best part of RoR: beeing able to survive even with 50+ monsters arround you and 4 bosses attacking with explosions everywhere.

I made really long runs on the first game, just because of that grinding you're talking about. If you want to do a fast run, you still can, just because bosses don't really spawn on first rotation.

Money from bosses is enough? Sure it's really helpful on the first or second rotation, but after that, monsters give you so much money and spawns in real swarms, that you don't really need that boss money. All you want is rushing chest and items before going to the teleporter.

And because monsters kill you so fast at 60+ minutes, I think it shouldn't be too much to drop some items from the bosses you have hard time to kill...
FlapFlaps Apr 2, 2019 @ 6:54pm 
I think the main problem with RoR 2 right now is blazing enemies having broken damage and ending lots of runs that deserved better. Once you have ♥♥♥♥ ton of mobility you just spawn, burst down the first boss and then run and boost through everything, picking up an item like every 10 seconds. We really don't need more items to become more overpowered, we just need to actually be able to play with them once we have them.
Lunacy Apr 2, 2019 @ 6:58pm 
I feel like random bosses (non teleporter bosses) could at least have a 10% chance of dropping a white item. It might make the game flow better since all they're good for is cash, which is overly abundant in lategame so you don't even need that much.
twilightex Apr 2, 2019 @ 8:53pm 
Originally posted by Papalopi:
I think the main problem with RoR 2 right now is blazing enemies having broken damage and ending lots of runs that deserved better. Once you have ♥♥♥♥ ton of mobility you just spawn, burst down the first boss and then run and boost through everything, picking up an item like every 10 seconds. We really don't need more items to become more overpowered, we just need to actually be able to play with them once we have them.


I do think that your given way of maneuvering and grinding and running around through the game is definitely one way of enjoying the game and I really do respect it.
Although, I still would disagree with respect, that me and NekiCoule and hopefully some others, think that grinding items for better runs is much more fun and definitely a way to enjoy the game too.
It's not that we want to be OP. We want more styles to play this game.

I think we are in a parallel line, but I hope that both of our way of enjoying this game will be implemented in the future.
I like grinding items to be stronger, and you don't like it and thats fine.
But limiting the gameplay to one certain play style isn't what I want and what you don't want too.
I want diversity.
Running for teleporters can be 1 strategy, but also griding items can be another strategy too I believe.

The power balance for the items can be tweaked for better ways to benefit both, rushing teleporters and grinding items, but I think we are on the same line on that argument.

"Getting more items".

And that should be the ultimate goal for both of our play styles.


I agree with blazing enemies being OP.
And I wish we had more ways to up our defences, like gaining armor with "tough times" and "colossal knurls" in RoR1. We are like thin papers flailing around in the world of nuclear landmines.

Thanks for your feedback. It's good to know new ways :)
Last edited by twilightex; Apr 2, 2019 @ 9:04pm
Sleepy Apr 2, 2019 @ 11:52pm 
Chest/shrine spawn increases per player.

So do mob spawns and chest/shrine cost.
Flackzer Apr 3, 2019 @ 2:12am 
Originally posted by Papalopi:
This isn't a great idea. Bosses give you a ton of money in this, so that's fine I think. If they dropped items the game would get too easy and it'd encourage people to just grind.


lol an average game goes 30-40 minutes anyways ? what do you mean ? if a player wants to do that to their own benefit or detriment thats the point of the game to have some flexibility.

Wouldnt be bad if they dropped atleast greens which i think the original did that
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Date Posted: Apr 2, 2019 @ 7:50am
Posts: 10