Risk of Rain 2

Risk of Rain 2

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Ancient Scepter?
we need that 4th ability upgrade just like ror1.
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Showing 1-10 of 10 comments
Mr.SeriousCatt Apr 9, 2020 @ 8:37am 
+1 to this, but I can understand it if they dont add it because we already have options to choose. Plus maybe its more work to create an item that upgrades the 4th ability, trying to be original and not only powering the ability to do more damage.
Taint Snorkeler Apr 9, 2020 @ 1:33pm 
Originally posted by Mr.SeriousCat:
+1 to this, but I can understand it if they dont add it because we already have options to choose. Plus maybe its more work to create an item that upgrades the 4th ability, trying to be original and not only powering the ability to do more damage.
if they wanted to be original. we would have never got returning items with the same buffs. but i understand what you mean.


but Scepter for the final update? sounds like a genius idea.
Last edited by Taint Snorkeler; Apr 9, 2020 @ 1:34pm
Krull Apr 9, 2020 @ 2:29pm 
There's one issue with Ancient Scepter: Lack of stacking. It did not stack in the first game cause it would be absolutely broken. There were a lot of items with caps on them, but it's obvious that they tried to minimize the amount of actual caps in the second game to allow continous scaling. Ancient Scepter would not fit into that design philosophy.

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.
Last edited by Krull; Apr 9, 2020 @ 2:29pm
Mr.SeriousCatt Apr 9, 2020 @ 2:53pm 
Originally posted by Oney-Chan Da Hoe:
Originally posted by Mr.SeriousCat:
+1 to this, but I can understand it if they dont add it because we already have options to choose. Plus maybe its more work to create an item that upgrades the 4th ability, trying to be original and not only powering the ability to do more damage.
if they wanted to be original. we would have never got returning items with the same buffs. but i understand what you mean.


but Scepter for the final update? sounds like a genius idea.

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.
Taint Snorkeler Apr 9, 2020 @ 3:35pm 
Originally posted by Krull:
There's one issue with Ancient Scepter: Lack of stacking. It did not stack in the first game cause it would be absolutely broken. There were a lot of items with caps on them, but it's obvious that they tried to minimize the amount of actual caps in the second game to allow continous scaling. Ancient Scepter would not fit into that design philosophy.

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.
the way they countered that was by making it very rare(much more rare compared to even yellows), and once found, would make its drop chance almost 0 unless u were using command.
Last edited by Taint Snorkeler; Apr 9, 2020 @ 3:37pm
Krull Apr 10, 2020 @ 12:52am 
Originally posted by Oney-Chan Da Hoe:
Originally posted by Krull:
There's one issue with Ancient Scepter: Lack of stacking. It did not stack in the first game cause it would be absolutely broken. There were a lot of items with caps on them, but it's obvious that they tried to minimize the amount of actual caps in the second game to allow continous scaling. Ancient Scepter would not fit into that design philosophy.

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.
the way they countered that was by making it very rare(much more rare compared to even yellows), and once found, would make its drop chance almost 0 unless u were using command.
Was it really that rare? I tried searching the web but couldn't find anything. If this was the case or not, it would certainly be a solution, but it would still not fit in with the general design of continous scaling.
DJDiceZ Apr 10, 2020 @ 2:35pm 
There's probably some way to do it that is still in-line with the current game mechanics. It could be a lunar item, it could be converted to an active item that temporarily gives your ultimate an aditional effect (eg: increased range, radius, more projectiles, etc...) or has charges and it powers up your next ultimate use when used.
Last edited by DJDiceZ; Apr 10, 2020 @ 2:38pm
A Large Wallaby Apr 19, 2020 @ 6:47pm 
+1, loved the scepter in the first game, though with the addition of the lunar rarity it would be interesting if not only it gave a unique upgrade to each character's special ability, but came with some drawback for balance.
[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.
Last edited by A Large Wallaby; Apr 19, 2020 @ 6:50pm
Taint Snorkeler Apr 21, 2020 @ 8:52pm 
Originally posted by A Large Wallaby:
+1, loved the scepter in the first game, though with the addition of the lunar rarity it would be interesting if not only it gave a unique upgrade to each character's special ability, but came with some drawback for balance.
[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.
as great as the effort that you put into that is, i want to avoid having something that End-game placed in the Lunar pools. still tho. cool comment idea.
Last edited by Taint Snorkeler; Apr 21, 2020 @ 8:52pm
Taint Snorkeler May 23, 2020 @ 6:12am 
i saw the new road map. i hope they will put it in during their time working on the game longer.
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Date Posted: Apr 8, 2020 @ 8:14pm
Posts: 10