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but Scepter for the final update? sounds like a genius idea.
Personally, I wouldn't mind seeing the Ancient Scepter make a reappearance, but they would either have to make it less powerful and allow stacking or say "♥♥♥♥ it" to their game design principles.
True but the problem with that is that I already saw complains with the new content and ppl demanding a lot from the frist game to return. Besides that, with original I meant to at least give us with the scepter new mechanics and not only a scepter to give power to the 4th ability. In the end normal items already give us power to the 4th.
Example: you get the scepter with the huntress, his 4th with the scepter give more area, more stacks means more area. With engi, turrets with stunt, more stacks more stuned enemies. Loader 4th can link more enemies, more stacks more enemies or fire rate.
Anyway I would like to see a lot of first one rare items on ror2. Laser turbine or thalium were interesting too. Or even green ones, Gold gun is not on ror2 and with the relic that drop you items from monsters is pretty usefull. Time Keeper's Secret was nice too... but, I hope they bring old and new ones after the EA.
[throwaway ideas for abilities]
Suppressive Fire --> Wild Fire: Your attack scissors outward, attacking twice in a 180 degree sweep. Each stack adds to the duration and overall bullet count, but this also affects how quickly you begin aiming forward and how long you are locked out of other attacks.
Frag Grenade --> Frags Ahoy: Each stack increases blast radius and point blank damage, but decreases area damage.
Arrow Rain --> Hunter Hurricane: Your arrow field moves slowly toward nearby targets. Each stack increases duration and cooldown more so.
Ballista --> Legendary Shot: You shoot only one ballista bolt, which acts as a glaive bouncing between enemies (much higher bounce radius, initially 3 bounces). Once you click (or run out of airtime) you are committed to a short overdrawing animation which gets longer every stack. Number of bounces also increase per stack.
MUL-T upgrades his primaries instead, based on what he's equipped with at the time of collection
Auto-Nailgun --> Pneumatic Nailgun: Fire Rate down, Nail count +1 (starts at one) per stack. Proc Rate, Accuracy and Damage increased permanently.
Scrap Launcher --> Scrap Cannon Hold fire to increase projectile distance and damage up to 4 times per second held. Can only fire once per reload cycle which begins once you start charging a shot. Each stack increases maximum charges (from 4) but decreases projectile distance per charge. You can damage yourself with this attack.
Sawblade --> Plasma Saw Has twice the physical range but less radius. Sticks to enemies when attack touches them (you turn much slower) You deal massive bonus damage if you turn sharply while the saw is active. Keeping the saw active will gradually deal more and more damage to you (up to 15%hp / second), which cools down over time. Stacks increase damage including the swing, and the acceleration of "overheat"
I couldn't think of anything for Rebar Puncher
Gauss Turret --> Gauss Tower Turret is a two-barreled gun mounted on a steel pedestal and is given a mantlet (bonus height and health). Construction is slower due to size. Fires twice as fast and does half the damage, without affecting proc mod. Stacks increase height and health, but also increases construction time while slightly increasing range and radius of "blind spot" at its base.
Carbonizer Turret --> Plasma Turret Turrets are given a focused laser which sacrifices most damage for the ability to continuously lower the defense of enemies (stacking defense down debuff) Half of defense down stacks are immediately removed from an enemy when the laser is in anyway disengaged, and are normally lost at the average rate. Stacks increase application rate of defense down while further decreasing turret damage and land speed while firing.
Flamethrower --> Flame Pillar Control a vertical pillar that appears from several meters above. This blast will throw down airborne enemies, dealing additional fall or crash damage, and keep all enemies (not immune) trapped inside its radius stunned. Longitudinal speed of the pillar is much faster than its lateral speed. This skill's cooldown is based on kills using other skills rather than the passage of time. Stacks increase height of pillar but lowers its speed and increases required kills for cooldown.
I couldn't think of anything for Ion Surge
Eviscerate --> Butcher Mercenary glows red and manually follows mouse to attack enemies, and gains a defense boost rather than invincibility. Focusing on a single enemy gradually increases damage and lowers the defense boost. Stacks increase the duration of this ability and its cooldown while the max defense boost stays the same.
Slicing Winds --> Become Wind You become your slicing projectile but controllable similar to volcanic egg (only much faster and harder to turn). In this mode you mark enemies for death by passing through them rather than dealing damage. You are invisible (not invulnerable) and can see invisible enemies and reveal them as long as they are marked by you. This ability ends when you run into a wall or a heavy enemy, the latter of which will receive marked for death and 200% damage in that order, before the effect ends. Stacks increase damage to final target and speed but not turning speed.
I could't think of anything for Tangling Growth
Pylon --> Unstable Pylon Replaces your flying pylon with a classic standing tesla coil, which must be placed like an engineer's turret. If the Loader is connected to this entity by a grapple, the effect of "unstable tesla coil" will affect all monsters between the loader and the pylon while it stands. If a connected Loader takes enough damage to where a royal capacitor strike would kill them, this happens (transparent threshold shown on health bar). Tesla damage will be distributed evenly between multiple connected Loaders. When this entity expires, it will collapse and can be interacted with to expedite cooldown-- which otherwise takes a very long time. Stacks increase the amount of damage of tesla coil effects and minimum health threshold.
Epidemic --> Plague Enemies that are killed anytime after this ability is applied drop special orbs that recharge this skill. Cooldown is based on collecting these orbs but has a hidden 2 minute cooldown otherwise. Stacks increase the duration of Epidemic's poison/blight effect and the required orbs to skip cooldown.
I tried to make most of these seem generally like buffs (with consequences) of existing special abilities although some may be leaning toward alternate skills a bit. Share your own ideas if you'd like.