and after this update dropped, rndThursday proceeded to use the unlock mod to remove Elusive Antlers from his item log and Vowed to never pick Up Elusive Antlers ever again, even going as far as to close the stream if he sees one even if he's not playing the game, threaten to dox gearbox employees if they don't revert it back to antler shield, and developing a system to replicate having 4 gestures and a Tonic But IRl.
To be fair, his point was more about losing unique effects for more widely available stats (reflect for speed) than the item itself being good in its previous iteration. Judging from the rest of the item reworks, the Antler was probably the worst to showcase early in this regard because it is the only one whose essence was completely changed.
A couple extra things I noticed from the update are that seeker and false son now have keyword descriptions for saving grace, tranquility effects, and growth, and lunar ruin has a display on the health bar to make it more noticeable. I hope they keep up the little polish related things like that in the next updates!
Honestly, the items being overtuned isn't the worst thing that could happen. They'll definitely nerf them later, but the items being strong would give people more optimism for the next few updates.
What you said about power creep is something I completely agree with. Survivors of the Void was already a pretty big jump in power creep (Watch, Mocha, Ignition Tank, Regen Scrap, Shuriken, ICBM, Spare Drone Parts, 90% of the void items, Void Fiend and Rail Gunner, etc etc), so having Seekers turn into another big jump in power compared to Void is something I hope they dial back.
A fair point. I feel like the items being so bad on release meant the community probably wouldn’t have been satisfied with any rework that only brought them up to “good enough”; they had to be CRAZY (in a good way). Can’t wait to see future DLC’s without such a weight of expectation.
runic lens actually DID get changed a bit aside from visuals the overspill was changed on it it used to give a 5% proc chance +1% per 100% damage dealt (+1% per stack) and +50% damage (+50% per stack) now it gives 3% proc chance +3% per 100% damage dealt (and +3% per stack), as well as having its damage increased by 150% (+50% per stack) from every 100% damage dealt it was already nice on higher burst damage survivors but like, its REALLY GOOD NOW
they made it base damage now though right? before I believe it was total so it is probably just a nerf to survivors like commando and mul-t who dont overspill
@Megastar54 the item description for og runic lens doesnt specify base vs total damage, but according to the wiki it was base damage before as well. granted, its the ror2 wiki so take it with a grain of salt
@@Megastar54it was base damage before as well, and it kinda sucked on high burst damage survivors. Way better on rapid fire proc survivors, and i think that will remain true now as well, just a bit less so.
I agree with the power creep comment but I like the new item concepts. I think they just need to tone down some of the numbers. Maybe instead of a 12% boost for each orb elusive antlers only gives 6% per orb so you need a minimum of 2 orbs to outclass a goat hoof or instead of a 20% boost from all sources with breaching fin its a 10% damage increase. And for Unstable Transmitter they should prob remove the blast shower interaction and increase the cooldown to a couple minutes. I feel it wouldn't take much to make these items feel more balanced
The main reason I would hesitate to nerf Elusive Antlers numbers too much is to encourage the item's use as a team player in co-op. If the numbers get nerfed too much, it could result in situations where your coplayers can accidentally ruin your build by picking up the orb before you can, which seems like it could lead to a bad gameplay experience!
Their goal was definitely to make these DLC items feel "DLC", as in powerful, more complex, and meaningful when you pick them up compared to a regular old syringe or glasses.
I wouldn't mind a small nerf to 10% speed per orb, but definitely not 6. Maybe even 8% can be fine. Would make only first stack really good, with consecutive antlers being on par with hoofs. +7% attack speed on lantern sounds fine too, same story with stacking.
I will say the QoL section you go over. Is a big help for the feel of the game now. I’m not worried about overturning them, I’m just glad they aren’t useless anymore.
How I feel about the power creep stuff. I think that some of the items are totally broken, like bolstering lantern and evasive antlers, BUT, I think that there is a clear item philosophy that was not present at launch. If you look at all of the items (especially the whites) you'll see a pattern of this is kind of like an existing item but has potential to be better if utilized correctly. I think that something like lantern or antlers would work wonderfully as a green item with maybe a little bit higher numbers but as a white item which, remember, are supposed to be fundamentals that are alter mostly base stats of a survivor or add a small mechanic like how elixirs add the low HP healing but what we are seeing here is more similar to the green item philosophy which is that they still usually change fundamentals but typically have harsher prerequisites (ie. on crit, on high damage, etc.)
I really hope we get a follow up where gearbox rolls back some numbers on these items. with how hard fought the roadmap has felt, idk if they will even look back once they finish it. Happy to see gearbox trying to do better, but i hope they are willing to strive for excellence. they owe it to themselves and the game.
Great video, and I agree the power creep is kinda crazy. I think it's totally fine to leave the reworked items super broken for now (ie. don't hotfix nerf them) because that way people who don't follow patch notes closely will actually notice how good they are on a conceptual level, and then in the next patch they should definitely nerf a decent amount of them. Nothing crazy for the most part, just numbers probably. I will say that a bunch of the greens could be reds and nobody would bat an eye. Unstable transmitter specifically should be a red now IMO, I don't think any other greens have gameplay impact the way that it does now, while a lot of reds do, it just feels like it would fit better as a red. Noxious thorn also seems like it could be a red, but I don't think it necessarily should be. Breaching fin and luminous shot both seem similar to bands/atg now which I really like, although a damage reduction or cooldown on luminous shot would probably be a good idea. Bands and atg were already kinda the best greens for their strong damage amp effects, so some new options in that area is a really good thing IMO. Regardless of the criticisms, it's a total banger patch and I look forward to the boss fight and character changes
o the chronic expansion has a little timer on the character as well i was wondering why commandos ass was flashing colors when i was playing him last night
I both really love a lot of the overhauls but also lament the old designs. As much as I advocate for having items that feel great, I can't help but notice some items got rid of their original flavor. Like War Bonds, going from a support item to a damage item, or completely getting rid of the "thorns build" concepts entirely. I love these changes but I can't help but think how we could have expanded upon the old designs. On the flip note, certain items actually became more flavorful. Bolstering Lantern went from a confusing design choice to an item that acts as if you were holding an enchanted lantern. Overall like a 9.5/10 update, I specifically just liked the uniqueness of the older designed items.
The worst part is they're going to get away with it instead of being forced to actually playtest their content updates/DLCs in the future. This will more than likely happen again on future RoR2 DLCs
I love that so many of the items have a tangible effect that is noticeable instantly/incentivizes you to play different. The items from the base game are iconic but i remember starting ror2 for the first time and not really understanding at all what the items did. Mostly because of the tool tips being unintelligible flavour text, but also because it was hard to see atgs go off and hit something or detect exactly how much faster I run with goat hoofs while also trying to not die. The fin just launching something into the air, and I shoot and it launches again, and it takes more damage is so much cooler of a thing to randomly get and experience
Also: the seed of life gets transferred to engineer turrets meaning when they would normally be killed due to placing a new one, they get revived and you can have infinite turrets
I don’t know if it’s been mentioned but the new unstable Transmitter is so busted, because not only does it have the power elixir effect, but also it actively prevents you from dropping below 25% health too when it’s ready to use. So it’s even stronger than an elixir, because you just get a straight up rechargeable death prevention
All the items that got reworked or tweaked generally FEEL much better to use because of polish, design changes (usually simplicity/consistency), or just straight up feedback actually existing at a reasonable level. That's ultimately what matters the most for how the game feels to play, and they did a great job with that. If they don't reel back some of the values to reign in the actual balance of the items, I can see people modding that in but I would rather have strong items that feel like they have a real place in the game instead of a good blend of different powered items that mostly just feel dysfunctional or actively detrimental.
Elusive Antlers feel like an Elden Ring reference now, with the blue VFX and SFX, very reminiscent of the Ancestral Followers in Siofra River and I love it
I think you hit the nail on the head regarding Chronic Expansion seeing more appreciation, for me it's definitely not gonna change ranking wise, as I was in the minority believing it to be a really solid item pre-rework, but I'd also bet a bajillion dollars that more people think about and like it more since it's gotten more pizazz, it even had me wowed initially before I read over what it does fully now lol
The new items are so fun. Elusive antlers is genuinely one of my favorite items. The little soul pickups look amazing the speed is always welcome and them is fun.
The feedback loop on the newly changed items with chronic's counter beeping and making a different beep at max stacks (the counter still keeps going up as you kill enemies but you are capped at 10 at the first stack thus causing the different beep) and Luminous shots lightning strikes sounds really do it for me. Every item feels strong even if they were released weak
My absolute favorite rework is Longstanding Solitude. The fact that you keep all of your level up buys between stages makes the item go from nutty to literally a free win. not only can you loot a stage in a 10th of the time you could before, you also get the succulent level up rewards for reaching lvl 94 and it won't interfere with prayer beads at all! I had a run go to lvl 94 and I'd still get prayer beads to go up constantly
i think part of the War Bonds power comes from the fact that the damage is proportional to the boss' max HP and the fact it can proc. I had a run with it where it just immediately melted Aurelionite when the invincibility went down from missile procs, bands and whatnot
I like the changes, but I agree with your point about them being very very powerful. Vanilla white items are usually just "10% stat increase", but now all these ones have descriptions that are paragraphs long.
They did actually change the numbers on Runic. At least they did for the proc chance. Before it was bas 5% chance, and every 100% damage an attack did gave like +1% proc chance. Now it's 3% base but every 100% damage gives another +3% Also I think they may have lowered the damage a bit but since it procs way more it's overall better.
Only thing about chronic is how the beeping basically sounds the same all the way through, would be nice for there to be accelerated beeping as it was about to end.
Honestly cooked with the "they cooked with this section". Putting to words how an item feels to use affects how much people want to use it/how good they think it is, is such an underrated aspect of a videogame's experience
I feel like the Antlers should also be upped to Green, as the core function of common items is to be a simple bedrock on which to build the rest of the run, where Uncommon is a space for more quirky, interactive effects, like the inconsistent movement speed from Hooks or Red Whip. I think a numbers boost is of course also accompanying that, but that's one change I think should be made.
The update is perfect except I am sad that they turned warped echo into just another opal/safer spaces. its ridiculously strong but I really miss that I actually felt like keeping medkits for the double trigger synergy
I feel like a few more of the items might need rarity changes for balance reasons, like trongle to red and antlers to green. antlers as a white is a little absurd when you realize red whip is a green, which is just objectively worse than antlers now. trongle being a recharging elixir is ridiculous and literally better than aegis. i like the new item effects a lot, but if you compare them to the base game they're really really strong for their rarities.
try power mode mult with nailgun and saw and then pick up a luminous shot and spam right click on saw while holding down nailgun and you get a lot of dmg
That kill streak detail on chronic expansion... 13:22 EDIT: Oh, about prayer beads, they are removed from printers BUT not from those soup pools on moon
i am unnecessarily bothered by the fact that viewing anything in the logbook is now way lower quality and blurry i dont know why but i really hope they fix it
Minor aside: I wonder why the survivors are in phase 3 of the overhaul. Not to say Prime Meridian isn't high priority but it is something players interface with far less than the three DLC characters in my mind and I'd sequence it accordingly.
The power creep issue seems like an inevitability considering how this game works. Unless they come up with some new mechanic they can base new items from I guess? Just from the SOTV DLC it's already like that anyway. And I'm not sure about them nerfing things, it might urk more players and content creators together with some other players might not be enough to weather such storm. Or maybe it will, I'm not sure.
Gonna miss old Chronic Expansion with Forgive Me Please build. For some reason the doll going off counted as kills and if you got Soulbound Catalyst, it was infinite scaling damage.
@@ArgumentStarterr ig my confusion came from it seeming like an oversight. Finding one was easy enough since it was a common and chronic having infinite scaling dmg and finding a fgmp it wasn’t difficult to get that combo going. Get a few newt altars and get gotd and fuel cells if u could find them. Doesn’t even need SBC but it’d help if u happen to pick it up early.
Played the game a lot post DLC. It was playable, but not as fun as it previously was. Played today post update and I had an absolutely amazing time, but it's nowhere near as much fun as I have while listening to the soothing voice of rndThursday™
Not sure how I feel about this honestly, definitely feels great to see that Gearbox is being so open to making updates and fessing up to their mistakes, even Hopoo didnt have this level of updates and the foresight to tell us what the updates will be tackling in advance is so nice honestly. But then it is also like are we going to get big updates every few months? I find part of the joy in Ror2 for me to be not having too many changes and getting used to everything until it feels like second nature for which items to take and such. Anyways, these updated items definitely feel more in the spirit of Ror2 game design now, but I big agree that the new items seem way too strong and I think it is gonna be really fun until it's just really easy and lame. I think we need more meh and a few shitty items honestly. Even though PSG is ass, if they reworked it I would legit riot lmao and we need more meh items like bison steak that don't really make you say "OMG I just got a bison steak!", but they still have some use and a place in the game.
The options that come to mind would be something like toggleable DLC. The standard way to play would be only one expansion, because stacking expansions would result in insane powercreep, and maybe an artifact to allow all expansions. Otherwise, their only option would be to add trash filler items in future expansions. Or, maybe just nerfing old strong items. Both of these last two options would especially piss off the community. I don't see making the game that much harder as a possibility. Maybe more difficulties above monsoon? But item scaling is so powerful now that numbers basically don't matter if you get enough levels in. It's a problem that every single live service game kind of has to deal with now, like Helldivers 2 and Destiny 2. Card games and MMOs deal with this problem by removing old cards/items from the rotation/relevant meta, but gamers would definitely hate that.
They overcorrected. Happens all the time. Now they just gotta tweak the items slightly back down and we're all set 👌 For example, Antlers really doesn't need the base speed increase on top of the orbs.
I think unstable transmitter should have cooldown tripled to be balanced, or maybe dial down percentage to 50% or even less and make it scale with more stacks? Maybe don't change the cooldown but shield is 35% +10% per stack? OR ALTERNATIVELY THEY SHOULD NERF THE WATCHES YEEAHHHHH
While these items are wonderfully designed now, the numbers are swinging in the complete opposite direction. Elusive Antlers needs a nerf to its stacking and promoted an uncommon due to its interactive impact, similar to Ghor's tome, Wax quail, or Hopoo feather. Commons should be passive imo.
agree with almost everything you said but lets be completely honest. chronic expansion is not worse now lmfao. yes, technically there is a capped damage to it which it didnt have before, but previously you had to kill 5 enemies for 10% damage, now you have to kill 1 for 3.5% which is an effective increase. if your chronic expansion dropped anywhere between those 5 kills you lost everything, AND it was bugged so that half of the enemies in the game didnt even let you continue the effect by shooting them. for players who dont loop such as myself, it was nearly impossible to get more than 1 stack until at least stage 4, and even when looping youd often become so op that everything on the stage gets nuked instantly making the credits recharge for a while and dropping your stacks. its much better and much more consistent now in almost every situation except fmp builds
I'm mourning.
www.twitch.tv/rndthursday
He's dawning
Hi mr Mourning
and after this update dropped, rndThursday proceeded to use the unlock mod to remove Elusive Antlers from his item log and Vowed to never pick Up Elusive Antlers ever again, even going as far as to close the stream if he sees one even if he's not playing the game, threaten to dox gearbox employees if they don't revert it back to antler shield, and developing a system to replicate having 4 gestures and a Tonic But IRl.
I knew it; I knew you couldn't truly love antler shield.
elusive antlers*
@@aurora_chart it is now.
Bro dead named the item
@@RapidProbably +2
To be fair, his point was more about losing unique effects for more widely available stats (reflect for speed) than the item itself being good in its previous iteration. Judging from the rest of the item reworks, the Antler was probably the worst to showcase early in this regard because it is the only one whose essence was completely changed.
A couple extra things I noticed from the update are that seeker and false son now have keyword descriptions for saving grace, tranquility effects, and growth, and lunar ruin has a display on the health bar to make it more noticeable. I hope they keep up the little polish related things like that in the next updates!
🇵🇱
I can’t wait for the new sots item, “makes 1 (+1 per stack) funny noise when you die”
this is the final evolution darwin sought
whoopie cushion pog
Honestly, the items being overtuned isn't the worst thing that could happen. They'll definitely nerf them later, but the items being strong would give people more optimism for the next few updates.
What you said about power creep is something I completely agree with. Survivors of the Void was already a pretty big jump in power creep (Watch, Mocha, Ignition Tank, Regen Scrap, Shuriken, ICBM, Spare Drone Parts, 90% of the void items, Void Fiend and Rail Gunner, etc etc), so having Seekers turn into another big jump in power compared to Void is something I hope they dial back.
A fair point. I feel like the items being so bad on release meant the community probably wouldn’t have been satisfied with any rework that only brought them up to “good enough”; they had to be CRAZY (in a good way). Can’t wait to see future DLC’s without such a weight of expectation.
i kinda wish sotv itself was nerfed but i know im in the minority there
Wait people consider railgunner to be good
@@megasparklegoomba6807 she's generally considered a very high tier charecter
@@megasparklegoomba6807railgunner has the highest raw damage numbers besides diablo strike
she is insanely strong
runic lens actually DID get changed a bit aside from visuals
the overspill was changed on it
it used to give a 5% proc chance +1% per 100% damage dealt (+1% per stack) and +50% damage (+50% per stack)
now it gives 3% proc chance +3% per 100% damage dealt (and +3% per stack), as well as having its damage increased by 150% (+50% per stack) from every 100% damage dealt
it was already nice on higher burst damage survivors but like, its REALLY GOOD NOW
they made it base damage now though right? before I believe it was total so it is probably just a nerf to survivors like commando and mul-t who dont overspill
@Megastar54 the item description for og runic lens doesnt specify base vs total damage, but according to the wiki it was base damage before as well. granted, its the ror2 wiki so take it with a grain of salt
@@Megastar54it was base damage before as well, and it kinda sucked on high burst damage survivors. Way better on rapid fire proc survivors, and i think that will remain true now as well, just a bit less so.
You know what, I'm just gonna say it, I did expect this one.
well, that was unexpected
I agree with the power creep comment but I like the new item concepts. I think they just need to tone down some of the numbers.
Maybe instead of a 12% boost for each orb elusive antlers only gives 6% per orb so you need a minimum of 2 orbs to outclass a goat hoof or instead of a 20% boost from all sources with breaching fin its a 10% damage increase. And for Unstable Transmitter they should prob remove the blast shower interaction and increase the cooldown to a couple minutes. I feel it wouldn't take much to make these items feel more balanced
The main reason I would hesitate to nerf Elusive Antlers numbers too much is to encourage the item's use as a team player in co-op. If the numbers get nerfed too much, it could result in situations where your coplayers can accidentally ruin your build by picking up the orb before you can, which seems like it could lead to a bad gameplay experience!
Their goal was definitely to make these DLC items feel "DLC", as in powerful, more complex, and meaningful when you pick them up compared to a regular old syringe or glasses.
I wouldn't mind a small nerf to 10% speed per orb, but definitely not 6. Maybe even 8% can be fine. Would make only first stack really good, with consecutive antlers being on par with hoofs.
+7% attack speed on lantern sounds fine too, same story with stacking.
another option is to take the breaching fin route and change it to a green rarity item (with necessary stat changes to fit the rarity)
I like it. I know it's not perfect, but this is definitely better than 2 busted items 10 useless items.
RND IS A DOUBLE AGENT?!?!
"I never really was on your side..."
yes all along
17:02 i didn't knew player characters could become ghosts with the mask lmao
10:21 cult of the lamb music is so good
I knew I was hearing right lmao
I will say the QoL section you go over. Is a big help for the feel of the game now. I’m not worried about overturning them, I’m just glad they aren’t useless anymore.
this update gives me hope that hopoo wasn't wrong about gearbox
How I feel about the power creep stuff. I think that some of the items are totally broken, like bolstering lantern and evasive antlers, BUT, I think that there is a clear item philosophy that was not present at launch. If you look at all of the items (especially the whites) you'll see a pattern of this is kind of like an existing item but has potential to be better if utilized correctly. I think that something like lantern or antlers would work wonderfully as a green item with maybe a little bit higher numbers but as a white item which, remember, are supposed to be fundamentals that are alter mostly base stats of a survivor or add a small mechanic like how elixirs add the low HP healing but what we are seeing here is more similar to the green item philosophy which is that they still usually change fundamentals but typically have harsher prerequisites (ie. on crit, on high damage, etc.)
Gasoline (White) is more complex than Will o wisps (green).
Blast shower was already strong with a gesture and bands now add unstable transmitter and then it makes you nearly immortal in about three items
In hindsight rnd must be a really good actor to make a video as convincing as the antler video
I really hope we get a follow up where gearbox rolls back some numbers on these items. with how hard fought the roadmap has felt, idk if they will even look back once they finish it. Happy to see gearbox trying to do better, but i hope they are willing to strive for excellence. they owe it to themselves and the game.
rnd being the palpatine in the clone wars during the antler era was not in my bingo card
infinite power
Great video, and I agree the power creep is kinda crazy. I think it's totally fine to leave the reworked items super broken for now (ie. don't hotfix nerf them) because that way people who don't follow patch notes closely will actually notice how good they are on a conceptual level, and then in the next patch they should definitely nerf a decent amount of them. Nothing crazy for the most part, just numbers probably.
I will say that a bunch of the greens could be reds and nobody would bat an eye. Unstable transmitter specifically should be a red now IMO, I don't think any other greens have gameplay impact the way that it does now, while a lot of reds do, it just feels like it would fit better as a red. Noxious thorn also seems like it could be a red, but I don't think it necessarily should be.
Breaching fin and luminous shot both seem similar to bands/atg now which I really like, although a damage reduction or cooldown on luminous shot would probably be a good idea. Bands and atg were already kinda the best greens for their strong damage amp effects, so some new options in that area is a really good thing IMO.
Regardless of the criticisms, it's a total banger patch and I look forward to the boss fight and character changes
runic lens actually hits enemies in the air now, which is a pretty big change
o the chronic expansion has a little timer on the character as well
i was wondering why commandos ass was flashing colors when i was playing him last night
throws it back with christmas lights on
13:24 my man is playing the og Pong.
I both really love a lot of the overhauls but also lament the old designs. As much as I advocate for having items that feel great, I can't help but notice some items got rid of their original flavor.
Like War Bonds, going from a support item to a damage item, or completely getting rid of the "thorns build" concepts entirely. I love these changes but I can't help but think how we could have expanded upon the old designs.
On the flip note, certain items actually became more flavorful. Bolstering Lantern went from a confusing design choice to an item that acts as if you were holding an enchanted lantern.
Overall like a 9.5/10 update, I specifically just liked the uniqueness of the older designed items.
13:18 look at that beetle guard get blasted by his mom, he's even looking at her in disappointment. poor guy :(
genuinely can’t believe they made a dlc so rancid they said “yeah give us time we’re gonna remake literally the entire thing from the ground up”
The worst part is they're going to get away with it instead of being forced to actually playtest their content updates/DLCs in the future. This will more than likely happen again on future RoR2 DLCs
I love that so many of the items have a tangible effect that is noticeable instantly/incentivizes you to play different. The items from the base game are iconic but i remember starting ror2 for the first time and not really understanding at all what the items did. Mostly because of the tool tips being unintelligible flavour text, but also because it was hard to see atgs go off and hit something or detect exactly how much faster I run with goat hoofs while also trying to not die. The fin just launching something into the air, and I shoot and it launches again, and it takes more damage is so much cooler of a thing to randomly get and experience
Also: the seed of life gets transferred to engineer turrets meaning when they would normally be killed due to placing a new one, they get revived and you can have infinite turrets
Bro not only is ur content very digestible, but ur pretty funny too! Have my sub! 😂
I don’t know if it’s been mentioned but the new unstable Transmitter is so busted, because not only does it have the power elixir effect, but also it actively prevents you from dropping below 25% health too when it’s ready to use. So it’s even stronger than an elixir, because you just get a straight up rechargeable death prevention
Cult of the lamb background music going crazy
it is nice that all of the updated items are now items that somebody would want to actually pick up ever
All the items that got reworked or tweaked generally FEEL much better to use because of polish, design changes (usually simplicity/consistency), or just straight up feedback actually existing at a reasonable level. That's ultimately what matters the most for how the game feels to play, and they did a great job with that. If they don't reel back some of the values to reign in the actual balance of the items, I can see people modding that in but I would rather have strong items that feel like they have a real place in the game instead of a good blend of different powered items that mostly just feel dysfunctional or actively detrimental.
item synergy is extremely important in this game, and these reworked items have many synergies now. some just need to be toned down a little
Elusive Antlers feel like an Elden Ring reference now, with the blue VFX and SFX, very reminiscent of the Ancestral Followers in Siofra River and I love it
I think you hit the nail on the head regarding Chronic Expansion seeing more appreciation, for me it's definitely not gonna change ranking wise, as I was in the minority believing it to be a really solid item pre-rework, but I'd also bet a bajillion dollars that more people think about and like it more since it's gotten more pizazz, it even had me wowed initially before I read over what it does fully now lol
The new items are so fun. Elusive antlers is genuinely one of my favorite items. The little soul pickups look amazing the speed is always welcome and them is fun.
Fun fact breaching fins stun does not work on mithrix so mithrix is now rapidly approaching you in the air
The feedback loop on the newly changed items with chronic's counter beeping and making a different beep at max stacks (the counter still keeps going up as you kill enemies but you are capped at 10 at the first stack thus causing the different beep) and Luminous shots lightning strikes sounds really do it for me. Every item feels strong even if they were released weak
My absolute favorite rework is Longstanding Solitude. The fact that you keep all of your level up buys between stages makes the item go from nutty to literally a free win. not only can you loot a stage in a 10th of the time you could before, you also get the succulent level up rewards for reaching lvl 94 and it won't interfere with prayer beads at all! I had a run go to lvl 94 and I'd still get prayer beads to go up constantly
i think part of the War Bonds power comes from the fact that the damage is proportional to the boss' max HP and the fact it can proc. I had a run with it where it just immediately melted Aurelionite when the invincibility went down from missile procs, bands and whatnot
New to the channel, but just wanted to say how happy I am to find another great ROR2 creator! Really enjoy the content!
Glad you're here!
I like the changes, but I agree with your point about them being very very powerful. Vanilla white items are usually just "10% stat increase", but now all these ones have descriptions that are paragraphs long.
they did the void: now they gonna go heaven. mark my words
They did actually change the numbers on Runic. At least they did for the proc chance.
Before it was bas 5% chance, and every 100% damage an attack did gave like +1% proc chance. Now it's 3% base but every 100% damage gives another +3%
Also I think they may have lowered the damage a bit but since it procs way more it's overall better.
Only thing about chronic is how the beeping basically sounds the same all the way through, would be nice for there to be accelerated beeping as it was about to end.
The item functionality changes are great writ-large IMO. A few of them just need to be brought down in number only.
Honestly cooked with the "they cooked with this section". Putting to words how an item feels to use affects how much people want to use it/how good they think it is, is such an underrated aspect of a videogame's experience
I feel like the Antlers should also be upped to Green, as the core function of common items is to be a simple bedrock on which to build the rest of the run, where Uncommon is a space for more quirky, interactive effects, like the inconsistent movement speed from Hooks or Red Whip. I think a numbers boost is of course also accompanying that, but that's one change I think should be made.
these seem super strong
The update is perfect except I am sad that they turned warped echo into just another opal/safer spaces. its ridiculously strong but I really miss that I actually felt like keeping medkits for the double trigger synergy
Its pretty surprising to me that there is still videos made for this game
"But chaos is a LADDAH" LMAOOOOO
You should give breaching fin a try on Rex’s shift, it makes the enemies get launched like 4x as far
I love the cult of lamb music. Such a vibe
I'm glad I didn't believe you about antler shield
Me who never learned what the OG items did. Will need an updated item review for ALL items.
everyone expected it, that was what the roadmap was for
17:51 okay Matthew cote
i wanted to put that clip in there so bad you dont even know
@rndThursday I've played much dbd and I loved your video on its history ❤️
THEY INCENTIVICED GAMBLING WITH GREEN PARTICLES LETS FUCKING GOOOOOO
The sound design on this update is incredible.
real. the QOL is really nice and unsung hero of the update/patches
I feel like a few more of the items might need rarity changes for balance reasons, like trongle to red and antlers to green. antlers as a white is a little absurd when you realize red whip is a green, which is just objectively worse than antlers now. trongle being a recharging elixir is ridiculous and literally better than aegis. i like the new item effects a lot, but if you compare them to the base game they're really really strong for their rarities.
I swear to god if the new dlc survivors do t get the primer meridian skins imma be pissed
me and my friend got a war bond each, and we had a ton of gold...it one shot the voidling everytime it spawned.
try power mode mult with nailgun and saw and then pick up a luminous shot and spam right click on saw while holding down nailgun and you get a lot of dmg
That kill streak detail on chronic expansion... 13:22
EDIT: Oh, about prayer beads, they are removed from printers BUT not from those soup pools on moon
Honored chat appearance in a video at 3:45
Why would it be bad to scrap Prayer Beads?
Isn't that how you activate it's effect?
Luminous shot is absolutely busted on false son. 1shotting early bosses
Im def interested to see what theyll do about powercreep (or at least i hope they do something at least)
i am unnecessarily bothered by the fact that viewing anything in the logbook is now way lower quality and blurry
i dont know why but i really hope they fix it
Minor aside: I wonder why the survivors are in phase 3 of the overhaul. Not to say Prime Meridian isn't high priority but it is something players interface with far less than the three DLC characters in my mind and I'd sequence it accordingly.
im hoping that they tweek the difficulty a bit, like u said its a bit too easy now compared to before, also the art team has been going CRAZY
The power creep issue seems like an inevitability considering how this game works. Unless they come up with some new mechanic they can base new items from I guess?
Just from the SOTV DLC it's already like that anyway. And I'm not sure about them nerfing things, it might urk more players and content creators together with some other players might not be enough to weather such storm. Or maybe it will, I'm not sure.
Gonna miss old Chronic Expansion with Forgive Me Please build. For some reason the doll going off counted as kills and if you got Soulbound Catalyst, it was infinite scaling damage.
“For some reason” like it isn’t fmps entire thing 😭
@@ArgumentStarterr ig my confusion came from it seeming like an oversight. Finding one was easy enough since it was a common and chronic having infinite scaling dmg and finding a fgmp it wasn’t difficult to get that combo going. Get a few newt altars and get gotd and fuel cells if u could find them. Doesn’t even need SBC but it’d help if u happen to pick it up early.
"Best update no one expected"
Its just what I expected, big update that changes most items and makes em good
Played the game a lot post DLC. It was playable, but not as fun as it previously was.
Played today post update and I had an absolutely amazing time, but it's nowhere near as much fun as I have while listening to the soothing voice of rndThursday™
21:02 I can't fucking figure out if you know Antler Shield *DID* make a weird squeaky noise wheneve it procced or if you don't
Masterful gambit
Love the video and your opinions on this stuff :)
Perhaps now, I can have hope for Gearbox with Risk of Rain 2, just maybe
Salestar my beloved
Could you send us the entire Benthic Run where you picked up SFP?
yessir
Not sure how I feel about this honestly, definitely feels great to see that Gearbox is being so open to making updates and fessing up to their mistakes, even Hopoo didnt have this level of updates and the foresight to tell us what the updates will be tackling in advance is so nice honestly. But then it is also like are we going to get big updates every few months? I find part of the joy in Ror2 for me to be not having too many changes and getting used to everything until it feels like second nature for which items to take and such.
Anyways, these updated items definitely feel more in the spirit of Ror2 game design now, but I big agree that the new items seem way too strong and I think it is gonna be really fun until it's just really easy and lame. I think we need more meh and a few shitty items honestly. Even though PSG is ass, if they reworked it I would legit riot lmao and we need more meh items like bison steak that don't really make you say "OMG I just got a bison steak!", but they still have some use and a place in the game.
PLEASE tell me that the new war bonds works with ICBM
I hope they go back and change some thing in the void dlc and add a skin with dlc
I wonder if Blight Acrid is good now thanks to Noxious Torn...
"ooh the dlc items will make the game too easy" mfs when I turn off the dlc:
how do u have the better ui mod? i checked thunderstore and i saw it was deleted
it says the r2mod man code is invalid when i try to import it????
The options that come to mind would be something like toggleable DLC. The standard way to play would be only one expansion, because stacking expansions would result in insane powercreep, and maybe an artifact to allow all expansions. Otherwise, their only option would be to add trash filler items in future expansions. Or, maybe just nerfing old strong items. Both of these last two options would especially piss off the community.
I don't see making the game that much harder as a possibility. Maybe more difficulties above monsoon? But item scaling is so powerful now that numbers basically don't matter if you get enough levels in. It's a problem that every single live service game kind of has to deal with now, like Helldivers 2 and Destiny 2. Card games and MMOs deal with this problem by removing old cards/items from the rotation/relevant meta, but gamers would definitely hate that.
Unstable transmitter is definitely too strong to be a green item, they should upgrade the tier, much like they did to Knockback Fin.
I only picked up the antlers prior to update just for cosmetic 😂
based
Maybe they should make a new teir above red to make really good stuff super rare
Well that's nice and the only way I could beat false son with railgunner is by spending 2 hours with artifact of command so idk maybe im just bad
Since warbonds is missile based does icbm work on it?
unstable transmitter could have been a red and it would be the best red in the game
They overcorrected. Happens all the time. Now they just gotta tweak the items slightly back down and we're all set 👌
For example, Antlers really doesn't need the base speed increase on top of the orbs.
I think unstable transmitter should have cooldown tripled to be balanced, or maybe dial down percentage to 50% or even less and make it scale with more stacks? Maybe don't change the cooldown but shield is 35% +10% per stack?
OR ALTERNATIVELY THEY SHOULD NERF THE WATCHES YEEAHHHHH
While these items are wonderfully designed now, the numbers are swinging in the complete opposite direction.
Elusive Antlers needs a nerf to its stacking and promoted an uncommon due to its interactive impact, similar to Ghor's tome, Wax quail, or Hopoo feather. Commons should be passive imo.
agree with almost everything you said but lets be completely honest. chronic expansion is not worse now lmfao. yes, technically there is a capped damage to it which it didnt have before, but previously you had to kill 5 enemies for 10% damage, now you have to kill 1 for 3.5% which is an effective increase. if your chronic expansion dropped anywhere between those 5 kills you lost everything, AND it was bugged so that half of the enemies in the game didnt even let you continue the effect by shooting them. for players who dont loop such as myself, it was nearly impossible to get more than 1 stack until at least stage 4, and even when looping youd often become so op that everything on the stage gets nuked instantly making the credits recharge for a while and dropping your stacks. its much better and much more consistent now in almost every situation except fmp builds