Moffein / RiskyMod

A full-game overhaul for RoR2 inspired by Risk of Rain 1, aimed towards multiplayer and looping. Feel free to take parts of this mod for your own use as long as you credit me in the README.
MIT License
3 stars 5 forks source link

feedback/bugs/suggestions dump #46

Open aka-Syntax opened 1 year ago

aka-Syntax commented 1 year ago

I love RiskyMod a lot for the many different tweaks it makes while still feeling like it keeps in line with vanilla stuff. This is mostly just for me to drop a couple bits of feedback/improvements to the already massive list of changes

bugs

i think thats basically it, idk if i can edit this post after i post but ill add onto this list regardless if anything else comes up

ok suggestions time

items

Survivors

engineer I really want his default playstyle of "holding your ground" to be fun and viable, but everyone (including me) seems to prefer spider mines and harpoons over the stock abilities, even with the changes made.

I understand not making pressure mines detonate when not fully armed, but IMO removes a lot of the calculation and risk from Pressure Mines. This change aims to let you "cash in" on a non-fully armed mine for part of the damage, still maintaining the level of strategy that default Engi should have.

I want to see spider mines changed in some way as well, but have no good ideas yet. It's probably fine without change, as boring as it is

Bubble Shield is supposed to act as a safezone for yourself and your turrets, but the reality is that it's really bad at doing its job. Beetle Guards and Parents often breach the zone, and explosions from Elder Lem fireballs and overloading bombs don't get blocked at all. The knockback should create space for your (presumably stationary) turrets, and with the Pressure Mines tweak will hopefully reinforce the defense aspect of his default kit. The cooldown was too long for what little it did, leaving it only useful for teleporter events (like enforcer's tear gas). Having to leave the shield because of an enemy and getting fucked by your dome is also Very Fun and Cool TM

Huntress My idea of a huntress change would be to make her auto-aim an optional passive and make her M1/M2 work differently depending on the option, but I'm pretty sure that would be waaay too drastic of a change to make for the scope of this mod. Otherwise I greatly appreciate the buff to her primaries and glaive, nothing much else to be said here.

REX Oh boy. This might get personal.


I hold the highly unpopular opinion that REX's design is completely fucked sideways. You have robot skills that basically have no good reason for existing, plant skills that remove all risk of the playstyle by having built-in healing, and a debuff that is literally only applied by 2 moves (despite it being advertised as the character's passive). What I have proposed here is basically on the same level as an acrid/bandit rework.

The intent will be to shift majority of the healing from plant skills to robot to hammer in the "risk" part of REX's intended playstyle.

DIRECTIVE: Inject

Aim better, heal more. The last syringe still inflicts Weaken since I didn't want to make them all apply it. The healing should also be weaker than before, but not too weak as you shouldn’t be forced to run Disperse for the lifesteal.

The intent is to weaken the move as your HP lowers to adjust for the reduced health cost. This should also hopefully provide an incentive to keep your HP up, even if you aren't at risk of danger. Might need some number tweaks to not feel bad, or could be completely unnecessary at all.

DIRECTIVE: Drill rework:

REX desperately needs more ways to apply Weaken (see: point about weaken being applied by only 2 moves). Having Weaken also gives Robot M2 an actual reason to be taken over Plant M2 beyond "hurr hurr flower + backup mags"

Bramble Volley Rework:

I've always hated that bramble volley is literally the exact same ability as its alternate. This adds a (hopefully) fun alternate mobility option to REX while maintaining the same general idea of keeping enemies away from you.

Tangling Growth rework:

Very much not a fan of how Growth is basically a fire and forget skill. The ability is very lackluster and encourages firing it into a crowd for immense sustainability and free crowd control. Here I've tried to change it to

Void Fiend

That's all I have at the moment, and I'll continue to update this with replies over time. RiskyMod is an excellent mod overall, and I don't want to come off as pushy or over-assertive with this giant list of information.

Moffein commented 1 year ago

Thanks for the feedback!

As for Survivor changes, the mod is currently in maintenance mode since I don't play RoR2 as much these days, so I want to avoid doing anything too drastic.

Littleevo commented 1 year ago

id like to dump my suggestions here for these items as well

scorpion: can have a diminishing returns mechanic similar to the reworked infusion. first couple of hits reduce armor by 1, then over time u need more and more hits to keep reducing the armor by the same amount.

needletick: can be reworked into a damage buffing item. the collapse debuff does no damage on its own, but while its active it increases the damage the enemy receives per stack.

opal: could be changed slightly from vanilla so that it prevents knockback (that's not self inflicted) for the one hit. great for survivors like engi and captain which can have a really bad day with fall damage.

red whip: the bonus movement speed reduced, but another mechanic is added which reduces the time needed to stop attacking to be considered out of combat, which can synergize with other items.

aka-Syntax commented 2 months ago

Engineer

Moffein commented 2 months ago

I've been considering moving Bubble Shield to use the same system that SnapfreezeDefense (part of RiskyMod) and SS2U Cyborg use for blocking ranged attacks, where it deletes projectiles and negates hitscan from the enemy team while allowing friendly attacks through so that it's more consistent at actually doing its job. Might end up trying that out if I get the time to do so.

Another idea I've had that could potentially go alongside this is making the default Engi mines also apply heavy knockback like Railgunner's Concussion Mines, so that they synergize with the shield.

As for targeting trajectory, I'd say the skill is short-range enough that it's not really necessary outside of maybe a few niche pixel spots.

aka-Syntax commented 2 months ago

im totally on board with the defense matrix idea for bubble shield

something like the shockwave mines from returns would be really sick: having a new variant of pressure mines that trigger multiple times and inflict heavy knockback (though i imagine this is more a job for skillsreturns lol)

yeah fair enough lol

Moffein commented 1 month ago

Bubble Shield defense matrix is live if you wanna give it a try.