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.
played with a friend, he only dropped after i put on 964 stacks on him, its ridiculous
Ryder Barnes
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.
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.
Michael Hill
>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.
Blake Clark
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.
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
Isaac Ramirez
How many fucking loops am I gonna do before I see this dumb ass TC280 drone
Grayson Cox
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
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
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.
Playing Monsoon consistently made me appreciate every single item
Daniel Richardson
except for fresh meat, fuck fresh meat
Gavin Carter
HOST FUCKING WHEN
Kayden Hall
Does this game have a good Switch port? A bit of portable fun would be good just in case the power goes out Again
Jonathan Bailey
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.