Risk of rain

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1.0 in 2 days. What are your thoughts?

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I just want an arti buff

I want the Bandito

I seriously hope Captain is fun.
Also this He just needs some polishing done to his animation and model. The BanditReloaded mod some of the most fun i've had in a while and shows that his kit from RoR 1 translates well into 3D.

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>No Bandit
>No CHEF
>No Miner
>No Enforcer
>Loader turned into a female to appease SJWs
>Rex was added and is still garbage in design, abilities and everything else
>Artisharter was added and is still bad
>Artifacts suck and didn't make the tranisition to 3D except command
>Difficulty quickly revolves around OSP and ONLY OSP
>Item balance is terrible
>Healing and health items are useless after the first loop
>Lots of junk red items that nobody would ever want no matter how situational
>New update has no white, green or red items
>New update is nerfing items
>No official mod support or workshop
>Hopoo bends the knee to trannies in discord

Scrapper seems interesting but wont really be good. If you find a good printer/pool you dump everything into it usually, so it's just a convoluted hurdle.The only exception i can think of is green items because thats when keeping the good will matter.
Captain is a nice support character for multiplayer. Not sure if he's going to be a crit or proc focused character since it implies the riflemode will still be the shotgunpellets just tighter. Healing buffs will mean a lot to him so he can spam zones.

Really hope Multi gets some options for his kit that makes him feel more unique.

OH NO YOU WON'T!

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>builds shield while slapping your face

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Depends on how well the healing pods are, but i wonder how good N'Kuhana's would be on him.

Heh, you wish.

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>tanks all your damage with 90% shield still intact
>fists your ass making you vomit thunder onto everyone around you proccing all my buffs and reducing all my cooldowns
nothing personal kid

How did the RoR team drop the ball so fucking hard? RoR 2 was THE hottest game when it came out but after like a month without any quality updates its popularity just nosedived. What the fuck?

Instead of releasing smaller patches to fix problems, they focused on larger updates that added more problems.

The lack of new normal items is disappointing, although it's probably better the item pool doesn't get too diluted.

The changes to the bands is confusing. The dev's stated intentions: timing your attacks to trigger specific procs at optimal moments, seem to run counter to how the game is actually played. Maybe I'm just doing it wrong, but currently I'm never all that concerned with which procs are triggering, because they all just increase damage.

It's already been brought up, but Scrapper doesn't really fix much. Items builds are still going to be fairly homogeneous, there's just now an extra step where you can more easily junk shitty items.

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No small patches kinda sucks but the game is still good

I was really hoping Ancient Scepter would return. The fact all remaining items are either boss, Lunar or Equipment is disappointing to say the last.

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The game is literally just command but on easy mode.
Think about it.

You get multishops, in stage 4 they become green multishops
You get equipment multishops
Multiple chests variants which filter items depending if they boost attack, healing, or its support
Bazaar with the green and red forges
3D printers

And now the scrapper, if anything, it will be pretty rare. I don't really see the point of letting the player to be sure what thing they want to trade in
I think the fun of 3D printers is that you never know what item it will take and its a game of risk and reward

Depends on how frequent they are. If they're as rare as lunar pools, they won't be too OP. And you also need to find a good 3D printer in the first place afterwards.

What if each week they added 1 new item/enemy/secret and then once a month added a new stage/survivor?

>command but on easy mode
how the hell is it any easier than command?

I doubt they can design a new survivor in only a month, let alone a new stage and the new enemies/boss that would be in it.

I just hope the final boss is fun. I have this horrible feeling it's going to be constantly spamming undodgeable nova attacks to compensate for one-shot protection though.

starstorm for ror2 when??

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First one was better

Okay so feedback time for the modmen
>HAN-D
-The attack speed and overall speed right away is fucking absurd, there wasn't any single moment where I needed or wanted a syringe or a hoof
-This issue is because of overclock
-Overclock is straight up boring and lame, reminds me of the miner mod, and he also was broken as fuck
-You can hold up the hammer for an infinite time, yet it doesn't affect anything
-Charging the hammer freezes the ability cooldown, this conflicts with magazines and makes it extremely hard for it to recharge
-The jumping ability feels weird, It doesn't convey properly the amount of damage it deals and the amount of enemies it hits.
-In late game, using the hammer slam pushes you upwards. Spamming it leads to me having too much air time when I just want to be on ground
-Tt's fun as fuck to jump and slam aerial enemies to the ground and finish them off there.
-Pushing bosses off cliffs is also fun while being challenging, or just not possible, depending on where they spawn.
-I never had any issues of the enemies getting knocked so hard they get off my range
-The drones are good and I got surprised at how well they scale in late game

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So with this in mind:
-Overclock should only apply when killing big enemies (Clay gunners, elder lemurians, you get it) and bosses, this would put hand on par with other survivors in early game, and improving his overall performance as the game progresses since more of that enemy type spawn. This would also put a reward on killing those enemies and would incentive engagement with them.
-Since this makes overclock harder to gain, it should give you more than one buff stock at once, also increase the buff power.
-Even if I said that getting the hammer slam to recharge when you have magazines is hard, that doesn't mean its a bad thing. Switching to other abilities to let multiple stacks recharge to release at all once is better than relaying on that single ability all the time.
-I personally think the hammer slam should be slower to charge + if held it during a lot more time it should increase damage (This would make syringes more valuable since it makes easier to deploy and to charge)

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is there a HAN-D mod now?

I quit the game long ago.

Yeah right here
drive.google.com/file/d/1n5AOgnN4kX3u8HiQ5PxHfa6_s5WsZHBQ/view

Also, beep boop, fuck the wurm
streamable.com/ygzm55
Overall I had a pretty easy time reaching late game (Managed to pull off 3 loops since I had problems getting beads) compared to other survivors

>does not punch
Wow what a waste of time

Maybe scepter is the final boss's item