Open eGhpGZeMqhlAIRtA1soVFK4JCDnrsxAXjirz97L opened 2 years ago
Late response, but I did read your post earlier:
Bugs/Observations
Suggestions
Frag Grenade is designed around being able to nail down the cook timing instead of simply chucking it the moment it's off cooldown, though I will admit that this does break Commando's gameplay flow a bit. I'll look at lowering the self damage to something like 33%-40% since it is really harsh currently.
Balancewise Executive Card being a red would make sense, but I don't want to shift around item/equipment tiers and such for this mod. I do agree that it impacts the game negatively, but I don't have any plans to change it currently.
I think Red Whip is fine as-is. The potential move speed boost per stack is high, but it is locked behind the restrictive condition of not being allowed to attack, making it only relevant when scavenging or running away. I believe this much is needed to make it something worth taking at a multishop when lined up with other Greens like AtGs and Feathers.
Rose Buckler change sounds good, I'll add that in.
Voidsent Flame doesn't share reworked Crowbars' activation condition since it would allow multiple players to trigger it off of a single enemy, which would make it undisputedly better than Wisps.
Disabled Features
Void Locus's Fog is probably workable in smaller lobbies where everyone is communicating, but in larger 6+ player lobbies, it often results in a single person activating a Signal on the other side of the map, causing everyone to die. Additionally, having played it multiple times in Vanilla MP/SP, I've come to the conclusion that in my personal opinion, while the Fog is thematically cool, it's simply not that fun to play around (and the same goes for all the wait in a tiny circle objectives in the game), and is pretty much the antithesis of what Risk of Rain 2 is about.
The two main reasons behind Pillars dropping items on Commencement are that usually people opt to outright skip them with the Eccentric Vase due to how tedious it is to traverse the map to charge them, and also because it's meant to emulate the Contact Light, the final stage from Risk of Rain 1 which is full of loot, though of course, it's still nowhere near fun and exciting as that.
I wanted Shrines of Combat to feel like a mini bossfight where everyone is incentivized to go to the Shrine's location to fight the enemies, instead of having people randomly hit them and lead super tanky Elites across the map. Additionally, while they drop a lot of money, it doesn't feel as satisfying or significant as getting an item, and oftentimes people will simply leech off of the teamwide money bonus and buy items while others are occupied with fighting the spawned enemies.
Tele expand on boss kill is meant to be a halfway compromise between keeping the teleporter zone (which encourages people to group up to fight the boss), and running the mapwide teleporter mod (since having to be constrained to the teleporter bubble with nothing to do for a good minute or so ends up getting boring).
Lensmakers were nerfed to their RoR1 values because it was really easy to print your build into 9 and steamroll, but you make a good point about the item pool being more diluted now compared to before. I'll give it some thought, but no guarantees.
I agree that Beetles definitely do look jank with their current animations. The only ways to make beetles relevant are to either increase their speed so that they can actually hit players, or boost their HP so that they don't die instantly. In Vanilla, it's practically impossible to get hit by beetles, so increasing their damage/adding a debuff on hit won't have any effect. I considered the increasing their HP route at one point, but decided not to do it because it affects the satisfying 1shot breakpoint that certain characters are built around.
Thank you for taking your time to read this and applying those tweaks. You've made great points all around and I realize that people will have very different stances on most subjects, either because of personal preference or the context of their current run.
Honestly think that increasing Beetles HP or armor is still a better solution. Sure, it affects the 1shot potential of some characters. However it would make them stand out from the rest of low tier fodder. And being tanky fits their visual perfectly. Could also maybe toy with lowering their price and spawn speed.
Bugs/Observations (very minor stuff, haven't found anything else "wrong" with this mod)
Suggestions
Featured I disabled and why
With all that being said, kudos to you though; I'm excited to see where this mod will end up, and I'm very happy with the direction it's going. Monster pools especially need some cleanup and I'm glad you're going to address that eventually.