Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
Aura grenade is indeed unbelievably weak, and could absolutely do with a modification for a persistent aura. Something like the laser beam ability effect would work fine, and a 1-2 second enduring damage zone fits the theme and power level of other similar level perks.
The personal auras are a bit underwhelming. Lightning and Ice are generally worth taking if there aren't other good options (they're worth more than they sell for at least) since lightning can spread and clear crowds, and ice gives you good, though sporadic player-centered CC and can save you from a moderate handful of hits you'd have otherwise taken. Those buffs you suggested are absurdly out of line though. There's a legendary item, a relic even, that reduces elemental damage by 75%. granted it affects all elements, but it's legendary, it's an item type you're allowed to wear the least of, it has NO offensive value at all, and it doesn't even give full immunity (AND cannot be stacked to reach full immunity).
Granting immunity to most anything is a poor design choice. Imagine if hard target or bulletproof went to 100%?
If you really want the personal auras to be better, something like the multiplicative scaling of the proc mods plus the aoe size scaling of explosive enemies would work. So Fire aura level 1 deals 10 damage and 25 fire stacks, Fire aura 2 deals 20 damage and 50 fire stacks in a 50% larger area, then 30 damage and 75 fire stacks in a 100% larger area for level 3, and so on. This puts it closer to effects like bubble shot or thorn shot, which are useful, but struggle to have much effect with only 1 stack, but as you get more and more levels of it, the damage becomes more meaningful AND you can use it more consistently on enemies.
And i personally find the general damage-auras rather helpful most of the time. They are great for hords and one-shot rounds.
They just aren't a "must always pick" - and that is exactly how it SHOULD be. Rare items should be rare and just generally good, but not to the point that you 100% always take them.
Also... are yall not absolutely DROWNING in relics? You're acting like they're rare or something. I usually have to start trading them out by the first loop because I'm pulling too many. Most of them are kinda trash.
I didn't want to increase the range of the auras because then we end up with Gasoline from RoR2, where you eventually instakill the whole map whenever it procs (and if you aren't scaling the damage... If we do that, it's completely worthless). Immunity from specific damage types SEEMS amazing, but in practice you're gonna have 1 or even 2 of them and get massacred by enemies that don't deal that type. And having to blow 4 inventory spaces to assemble the infinity stones is a decent tradeoff in and of itself.
Hell, there's ALREADY a relic and perk comparison that is similar to what I'd be proposing. "The shop carries 5 extra items" vs "The shop carries 1 extra item". Except the perk stacks on itself. So the perk is "Take 5 of these and it equals the relic, but you can take more to surpass the relic at no relative cost". In the aura case, you'd have to take 4 to surpass the relic, but they're 4 DIFFERENT inventory spaces. In addition, they're 4 epics while the other perk is rare.
Blud, rn they're basically a never pick. Enemies shouldn't be getting right in your face most of the time anyway, and if the enemies are getting one tapped by the aura, they're gonna be one tapped by all your AOE that you SHOULD be pulling for your grenades and guns. Or even your melee. Same for grenade aura. If they're SO weak that they're dying to the flyby, they're so weak that your actual offense would instakill them too.
Again - no?
no, they absolutely do tower over your normal damage, specially early on.
And no, they don't tower over your damage. It's 15 damage per proc, which is more than a standard shot from faster weapons, but it's insignificant with a little investment in damage. Many of the weapons can outdamage it baseline. As I said, it's NOT a lot of damage.
The Ice Blast grenade is similarly damaging, but what makes it good is that it's NOT centered on the player, and it's used for CC instead of actually killing things (though it can nuke crabs and grubs just fine)
Increasing the radius AND damage with multiplicative scaling would result in a gasoline situation, where every few seconds, the level would explode. Increasing the damage with a hyperbolic scale and the radius linearly would be better. But like you said, that'd be for multiple pickups.
I do think immunity would be absolutely a TERRIBLE design choice for the auras, ans so I guess I'm just doing the forums thing and weighing in for or against a topic/idea, as people do all the time, in this case against. Immunity to any source of danger is a problem in a game like this, that wants to keep you on your toes. fire aura alone would literally grant you the ability to treat lava like water and completely ignore the most lethal aspects of fire pumpkin/skull/slug.
Also, immunity isn't all that strange. Risk of Rain has Tougher Times, which is a common that gives complete immunity to all forms of damage at a reasonable rate (get like 50 and you're at some 96% chance to be immune to damage). Risk of Rain 2 also has Safer Spaces, which is complete immunity on a cooldown that can be lowered to a frame.
Hell, in a way, we already HAVE immunity to status effects in the game in the form of that parry relic that restores your health when you parry damage. You can use it to waltz through AOEs and heal by dashing through the status effect damage.
TLDR immunity to elements shouldnt be granted by a single Epic pickup
MOST of the items in this game are feast or famine. All the items that have a chance to proc. They either do nothing (which is the vast majority of the time), or they have some benefit, ranging from basically OK to dummy strong. It's why the minigun is so strong. Its rapid fire helps negate the negligible chances of your offensive proc items happening. The immunity wouldn't ONLY be of use against those few enemies, either. The immunity would cover breakable rocks, leading to a synergy with Crystal Fertilizer and Driller.
Ring of Parrying is functional immunity even on True Nightmare runs. Taking 1, 5, or even 10 Max HP loss for a 10% heal is an INSANE trade. Especially if it's repeatable, which it is. It's a trade of Max HP for current HP. You functionally cannot take damage from elemental effects with it active because you're vastly outhealing any damage you take.
What makes TN runs dangerous are the new enemy formations, higher scaling, and doubled cost for items in the shop. And occasionally the duplicate spawning and HOT effect, since they can ruin certain kinds of runs. The others don't add much difficulty individually. They just make a tough situation worse because they're all stacked together.
And again, it's not immunity to ALL elements with 1 epic slot. It's immunity to ONE element, per slot. So if you get the fire one, the fire enemies that specialize in throwing AOEs everywhere? Much less powerful. Other enemies, even other fire enemies aren't going to be affected. But all fire rocks are now beneficial instead of a double edged sword, too. And then there's still the lil spurt of fire that the aura does already in the situations where it's completely nonfunctional defensively. And then the special interaction with the lava in the last biome.
So it'd be immunity to all elements with FOUR epic slots, which is a huge investment. Not only does it soak a huge portion of your inventory to do, but you ALSO have to find all 4 of them with epic's relative rarity and a decent sized pool. You're likely to come across 1 a run, maybe 2. Finding the infinity stones would make you way more powerful in most circumstances, but it's also not easy to find all 4 of them and you're investing a lot to do it.
If it WASN'T immunity and was just a reduction... the perks would still be basically worthless. Because with that, we've got an epic perk that only helps against specific kinds of enemies a little bit, and does a mediocre amount of damage every X seconds. It's still a 'this is basically never useful' perk. Ideally, we don't get hit AT ALL. So reducing the occasional damage we DO take, but only from very specific types of enemies, doesn't do very much.
TLDR, Why shouldn't we get immunity to very specific forms of damage with an epic item?