Risk of Rain 2

Proposed changes to squid polyp:

At the moment the squid turrets are next to useless due to only lasting a small amount of time. Instead of being unlimited but lasting a short amount of time, I suggest the following change:

"Activating an interactable summons a Squid Turret that attacks nearby enemies at 100% attack speed. Max 3 (+1 per stack) turrets can be spawned. Lasts until the teleporter is completed."

With this change, I think the turrets can be viable as alternatives to regular turrets, and it gives players the incentive to explore the map so they can open items near the TP first in order to set up the turrets in a good location.

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Just make them spawn on proc or chance on death or something, make them unhealable, and last a shorter amount of time.

they still haven't fixed Guragura having nearly infinite fucking HP and a health bar that doesn't match the boss HP bar in the UI.

he had around 600 stacks of bleed by the time he finally dropped.

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played with a friend, he only dropped after i put on 964 stacks on him, its ridiculous

Squid turrets arent supposed to be a force multiplier. Theyre meant to be a small supplement to your overall damage. For them to remain "Until the teleporter is charged" is basically saying you just want free turrets with zero downside.

The underlying problem with the squid turrets is the need to interact with something in the environment in order for it to work. This means said turrets are practically in an unexplored area, where the player hasn't been before, in front of the enemies slowly chasing him, only to die when the enemy actually gets close.

The underlying change that needs to be made isn't its duration, but the nature of its genesis in the first place.

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I don't think they count as a force multiplier (especially in the late game) because they don't proc on-hit effects. If they are going to be permanent, why not keep it to 1 (+1) per stack? That way it serves as a semi-permanent turret but isn't busted in the early game.
I also disagree with there being zero downside, because by choosing the polyp you're passing up less situational greens like will o wisp. At the core, I don't think any item should be completely useless, and giving a single turret per map that the player has agency over at the cost of it being dependent on interactables seems like a reasonable change.

>they still haven't fixed Guragura having nearly infinite fucking HP and a health bar that doesn't match the boss HP bar in the UI.
He has spinal you dumb dumb. Spinal instantly doubles your hp, and he smashes it on cooldown.

Also KipKip is a bitch too because of the healing item buffs.

does spinel actually heal on trigger? If he uses spinel it should slow down how fast the health bar depletes, not instantly refill his entire health bar.

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Yes.

they're like fireworks but 100x worse
and green

Uh, how do you find that guy?

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get Beads of Fealty and obliterate, then get bad luck because he's the most annoying of the scavengers.

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Fireworks aren't that bad for a trash white you pick up once, the damage is pretty decent.

Ah, thanks. I'm not too up to date on this secret easter egg ARG shit.

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Poor man's Little Disciple

fireworks are really good if you have stuff that procs
lets you just run around and loot the map while they kill stuff to give you more gold for the next chest

How many fucking loops am I gonna do before I see this dumb ass TC280 drone

I actually want Quake 1 ranger ported into RoR2, with arsenal and everything
Imagine rocket jumping across the maps (with hp cost of course) or thunderbolting the golems to death

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Have them spawn every 20th second, with a duration of 30 seconds?

Sounds boring

>make it to Phase 3 of Mooncunt as Commando
>forget he shoots out groundbeams on his hammer hits
It was my own fault

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Have some shitty OC fueled by rage at my last run
>playing around with friendly fire artifact, having a pretty good run
>get brilliant behemoth
>oneshot myself
Perhaps next time I will get it right

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I am going to write a huge fucking autism essay about how much I hate the final stage because every time I slog through it I get angrier and angrier.

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That's actually not a bad idea. He could have good-ish movespeed too to make him different, since most shooty mans have crap mobility. Balance this with weakening other parts of his kit.

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lel

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Playing Monsoon consistently made me appreciate every single item

except for fresh meat, fuck fresh meat

HOST
FUCKING
WHEN

Does this game have a good Switch port? A bit of portable fun would be good just in case the power goes out
Again

I had this too on Mul-T but with some armor plating. Wasn't doing much damage to myself but every time I hit myself razorwire would trigger meaning I just had to shoot myself and everything died.