Risk of Rain 2

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Overview

FruitySurvivorTweaks is one of many wings of the greater balance mod, 2R4R. Our goal with survivor balance is to push the limits of the design of each character, encourage more active and thoughtful gameplay, and make sure that every survivor is comfortably challenging (not too weak nor too strong).

Core tenets of 2R4R Survivor design:

  • All pieces of a kit matter. Too many survivors have an overreliable Primary skill, and otherwise a forgettable kit. Characters can have a decent M1 and engaging skills at the same time.
  • Abilities are more than the sum of their parts. A character like Void Fiend can't just have strong abilities, they need to work together in interesting ways - what we call "glue".
  • Longer cooldowns on more impactful abilities make your decisions matter more. Not always having an ability when you need it might be an inconvenience, but it also discourages mindless spam.

Check out 2R4R here: thunderstore.io/package/RiskOfBrainrot/2R4R/

Full changes

Acrid Tweaks:

FST makes Acrid utilize its "hybrid" kit style much more actively, as well as improving his overall item synergy and damage. While the base damage nerf looks questionable, the reality is Acrid is MUCH more powerful with the rest of these changes even after such a massive nerf.

New ability additions pending.

    Acrid:
- Removed Poison and Blight Passive options, DOTS are now spread out through Acrid's kit
- Reduced base damage: 15 -> 9
- Increased base movement speed: 7m/s -> 8 m/s

    Primary
- Combo hit is now Festering (resets the duration of active Blight, Poison, and Corrosion stacks)
- Can no longer be sprint canceled
- Reduced base duration: 1.5s -> 1s

    Neurotoxin (Secondary)
- Added Blighted keyword (applies Blight)
- Spit is no longer Poisonous
- Increased base stock: 1 -> 3
- Increased base cooldown: 2 -> 5
- Reduced damage coefficient to nearby targets: 240% -> 180%
- Increased damage coefficient to nearby targets: 240% -> 580%

    Ravenous Bite (Alt Secondary)
- Added Blighted keyword (applies Blight)
- Bite is no longer Poisonous
- Bite now lunges in the direction of aiming
- Increased base cooldown: 2s -> 3s
- Increased damage coefficient: 310% -> 480%

    Caustic Leap (Utility)
- Added Caustic keyword (applies Corrosion - a slow ticking DoT that reduces armor)
- Leap is no longer Poisonous
- Increased base cooldown: 6s -> 7s
- Reduced minimum angle to make it easier to aim a leap downwards

    Epidemic (Special)
- Added Contagious keyword (spreads half of ALL DoT stacks from the initial target)
- Increased base cooldown: 10s -> 15s
- Reduced damage coefficient: 100% -> 50%
- Reduced new targets per bounce: 2 -> 1 (this reduces the max targets from like a million to just 20)
- Increased initial spread range: 50m -> 80m
- Increased bounce spread range: 20m -> 35m

Artificer Tweaks:

Due to the existence of ArtificerExtended, not much is needed to change Artificer, however I think some balance changes are in order to encourage a more fun playstyle. Snapfreeze should have a cooldown that fits in her skill cycle, and Flamethrower needs a little extra range these days to reach new flying enemies.

    ENV Suit (Passive)
- Increased rate of descent while hovering: ??? -> -2m/s
- Increased movement speed while hovering by 15%

    Charged Nano-Bomb (Secondary)
- Reduced max damage coefficient: 2000% -> 1200%

    Snapfreeze (Utility)
- Reduced base cooldown: 12s -> 8s

    Flamethrower (Special)
- Increased starting damage coefficient: 2000% -> 2800%
- Increased max range: 21m -> 26m

Bandit Tweaks:

Bandit's changes are heavily focused on increasing cooldowns and the overall impact of his abilities. We want to provide an emphasis on methodical gameplay, based on setting up targets for executions and fun combos. He's one of the vanilla kits with the best cohesion, so FST is really just adding a bit of extra glue.

    Hemorrhage:
- Each tick deals more damage to high health targets (100% -> 250%)
- Each tick deals reduced damage to low health targets (100% -> 50%)

    Burst (Primary)
- Reduced damage coefficient: 5x100% -> 5x75%
- Increased reload duration: 0.5s -> 0.7s

    Blast (Primary)
- Reduced damage coefficient: 330% -> 280%
- Increased reload duration: 0.5s -> 0.7s
- Reduced bloom: 50% -> 40% 

    Serrated Dagger (Secondary)
- Increased damage coefficient: 360% -> 600%
- Increased cooldown: 4s -> 6s
- Added a short distance lunge

    Serrated Shiv (Secondary)
- Increased damage coefficient: 240% -> 400%
- Increased cooldown: 4s -> 7s
- Increased max stock: 1 -> 2
- Increased reload stock: 1 -> 2

    Smoke Bomb (Utility)
- Stealth now increases your attack speed by 200%
- Increased stealth duration: 3s -> 4s
- Increased cooldown: 6s -> 9s
- Reduced hop velocity

    Lights Out (Special)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Increased damage coefficient: 600% -> 700%
- Increased cooldown: 4s -> 8s

    Desperado (Special)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Now keeps a few tokens between stages, depending on current level
- Reduced damage coefficient: 600% -> 250%
- Reduced cooldown: 4s -> 3s

Captain Tweaks:

Similar to Bandit, the Captain tweaks make him less spammy, while making the tools of his full kit more valuable and synergistic. Beacons are refreshed for boss fights, allowing Captain to make more spontaneous use of his powerful support.

Adds 1 new ability: Pocket Wormhole

    Shock:
- Breaking shock now creates Energizing Spark pickups
- Grants +25% attack speed to you and all allies within 50m for 5 seconds, up to 5 times

    Defensive Microbots (Passive)
- Increased recharge length: 0.5s -> 1.5s
- Changed to Uncommon (Green) tier
- In the future, I want to make Defensive Microbots have the ability to appear in printers.

    Vulcan Shotgun (Primary)
- Added Exacting keyword (Attack speed increases damage instead of reducing attack duration)
- Increased cooldown: N/A -> 2s
- Increased max stock: N/A -> 2
- Increased recharge stock: N/A -> 2
- Reduced charge duration: 1.2s -> 0.8s
- Reduced wind down duration: 1.0s -> 0.2s
- Reduced damage coefficient: 8x120% -> 8x100%
- Reduced proc coefficient: 8x0.75 -> 8x0.5

    Power Taser (Secondary)
- Now chains Shocking lightning to up to 2 additional enemies
- No longer ricochets on impact with a surface
- Increased damage coefficient: 1x100% -> 3x200%

    Diablo Strike (Utility)
- Bypasses oneshot protection

    Healing Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Increased effect radius: 9m -> 12m

    Shock Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Increased effect radius: 9m -> 12m
- Increased damage coefficient: 0% -> 200%
- Increased proc coefficient: ??? -> 1.0
- Increased shock frequency: 3s -> 6s

    Resupply Beacon (Special)
- Now refreshes at the beginning of the teleporter event
- Now grants 25% Cooldown Reduction to all allies within 9m

    Hack Beacon (Special)
- Now refreshes at the beginning of the teleporter event

Commando Tweaks:

FST changes Commando in a way that is respectful to the simplicity of his base kit while adding a bit of juice. His alts should additionally be balanced, allowing more choice in viable playstyles.

    Double Tap (Primary)
- Increased damage coefficient: 100% -> 140%
- Increased attack duration: 0.167s -> 0.2s
- Added 0.08 second cadence variation for a slight double tap feel

    Phase Round (Secondary)
- Increased damage coefficient: 300% -> 500%
- Increased cooldown: 3s -> 4s
- Increased attack duration: 0.5s -> 0.7s
- Increased attack scale by 100%

    Phase Blast (Secondary)
- Increased damage coefficient: 8x200% -> 8x300%
- Increased cooldown: 3s -> 5s

    Tactical Dive (Utility)
- Now grants perfect accuracy and +100% attack speed for 1 second after rolling
- Increased max stock: 1 -> 2
- Increased recharge stock: 1 -> 2
- Increased cooldown: 4s -> 6s

    Tactical Slide (Utility)
- Increased cooldown: 4s -> 8s
- Increased max slide duration: 1s -> 4s
- Reduced slide speed by 40%
- Reduced slide strafe multiplier: 100% -> 2%
- Increased slide jump strength multiplier: 100% -> 120%

    Suppressive Fire (Special)
- Renamed to Suppressive Barrage
- Can now lock on to up to 4 targets
- Increased base shots: 6 -> 8
- Increased damage coefficient: 100% -> 180%
- Increased cooldown: 9s -> 13s

    Frag Grenade (Special)
- Renamed to Incendiary Grenade
- Now Ignites targets hit
- Now much easier to aim/roll
- Increased blast radius: 11m -> 16m
- Increased cooldown: 5s -> 8s
- Increased physics mass: 1 -> 2.5
- Increased physics drag: 0 -> 0.9

Engineer Tweaks:

I AM pressure mine's #1 biggest fan

    Bouncing Grenades (Primary)
- Removed charge-up mechanic, now always fires 3 grenades
- Each grenade now has a 25% chance to stun
- Increased cooldown: N/A -> 1.2s
- Increased damage coefficient: 100% -> 130%

    Pressure Mines (Secondary)
- Increased blast radius to be 2m larger than trigger area for both stages
- Reduced arming time: 3s -> 2s

    Bubble Shield (Utility)
- Now functions as a Shelter (2R4R Only)
- Now applies Kit Slow to enemies inside the radius
- Increased radius: 10m -> 15m

Heretic Tweaks:

Balance changes include:

    Heretic:
- Reduced base max health to 260 (+78)
- Increased base regen to -4 (-0.8)
- Reduced base damage to 16 (+3.2)
- Increased base armor to 30

    Slicing Maelstrom (Secondary)
- Increased charge duration: 2s -> 3s
- Reduced slicing damage coefficient: 5x175% -> 6x100% 
- Increased slicing proc coefficient: 5x0.2 -> 6x0.5
- Increased blast radius: 14m -> 17m
- Increased blast damage: 700% -> 900%
- Changed blast falloff model: ??? -> Linear

    Shadowfade (Utility)
- Increased total healing: 18.2% -> 25%

Huntress Tweaks:

Vanilla Huntress struggles a lot with consistency and damage. I find that she can frequently be frustrating due to her autoaim attacks going wherever the fuck they want, which is made worse by her abysmal damage. That being said, she is still highly mobile, so she shouldn't get amazing damage either.

Adds 1 new alt: Laserrang

    Huntress
- Increased base damage: 12 -> 14

    Laser Glaive (Secondary)
- Now tries to bounce between the same two targets rather than chaining. This should help with consistency
- Increased base damage: 250% -> 340%

    Arrow Rain (Special)
- Increased damage per second: 330% -> 400%
- Increased proc coefficient: 0.2 -> 0.3
- Increased radius: 7.5 -> 14
- Increased lifetime: 6s -> 8s
- Increased cooldown: 12 -> 22

    Ballista (Special)
- Added Slayer keyword (Deals up to 3x damage to low health targets)
- Reduced damage coefficient: 3x900% -> 3x800%
- Increased proc coefficient: 1.0 -> 2.0

Loader Tweaks:

Work in progress! You can try out out changes in-game, but they will not be documented until we are done with her.

Check back soon!

Mercenary Tweaks:

Merc is another character with incredible kit cohesion, with our changes we really just wanted to add a little bit more interest to his options and make them slightly more skillful.

    Mercenary
- Increased base movement speed: 7m/s -> 8m/s

    Whirlwind (Secondary)
- Increased damage coefficient: 2x200% -> 2x250%

    Rising Thunder (Secondary)
- Added Exacting keyword (Attack speed increases damage instead of reducing attack duration)
- Reduced damage coefficient: 550% -> 450%
- Increased cooldown: 2.5s -> 3.5s

    Focused Assault (Utility)
- Added Exacting keyword (Attack speed increases damage instead of reducing attack duration)
- Reduced damage coefficient: 700% -> 600%
- Increased cooldown: 8s -> 11s

    Eviscerate (Special)
- Reduced proc coefficient: 1.0 -> 0.4
- Increased slicing duration: 2s -> 2.5s
- Increased cooldown: 6s -> 11s

    Slicing Winds (Special)
- Reduced proc coefficient: 1.0 -> 0.7
- Increased cooldown: 6s -> 9s

MUL-T Tweaks:

MUL-T deserves to be more of a multi-tool character, so many of the changes here are meant to support that. Additionally, some tweaks are inspired by earlier versions of RoR2, to help make MUL-T feel more unique when they aren't doing so well now. Or in other words, it stands to reason that some of Hopoo's changes actively make MUL-T less fun without really changing how well it performs in practice.

    MUL-T
- Increased base movement speed: 7m/s -> 8m/s
- Reduced acceleration: ??? -> 25 (reverted CU1 movement changes)

    Nailgun (Primary)
- Removed corkscrew spread pattern, now random (reverted CU6 spread changes)
- Now always fires its nail blast when the attack ends

    Scrap Launcher (Primary)
- No longer resets its cooldown when firing (reverted CU3 cooldown changhes)
- Scrap projectile is now affected by slight gravity (reverted CU5 gravity changes)
- Increased projectile speed: 100m/s -> 150m/s
- Attack duration reduced:  0.3s -> 0.2s
- Increased cooldown: 1.5s -> 4s

    Power Saw (Primary)
- Is now canceled by sprinting (can no longer be used during transport mode)
- No longer negates crosshair spread in Power Mode

    Blast Canister (Secondary)
- No longer canceled from sprinting

    Retool (Special)
- Now grants 100 armor while switching weapons
- Increased swap duration: 0.4s -> 0.5s
- Increased cooldown: 0.5s -> 2s

    Power Mode (Special)
- (IF 2R4R IS NOT LOADED) Gives its own 20% attack speed penalty

Rex Tweaks:

These REX changes are focused on giving them slightly riskier gameplay, almost to invoke the unique feel of REX as they were when they first released in Scorched Acres but with the QOL improvements of Hidden Realms.

    DIRECTIVE: Inject (Primary)
- Reduced healing fraction: 60% -> 30% (reverted CU3 healing changes)

    Seed Barrage (Secondary)
- Increased damage coefficient: 450% -> 600%
- Increased cooldown: 0.5s -> 0.75s

    DIRECTIVE: Drill (Secondary)
- Reduced cooldown: 6s -> 4s

    Bramble Volley (Utility)
- Reduced healing on hit: 10% -> 7%

    DIRECTIVE: Harvest (Special)
- Added Finisher keyword (Executes victims below 15% health for 1s)
- Reduced endlag after casting: 1s -> 0.5s

Void Fiend

Void Fiend, in vanilla, is one of my most hated characters, even more than loader. The pieces are cool in theory, but there's very little or no glue holding its kit together, and the execution is incredibly poor. I want Void Fiend's uncorrupt form to have more nuance, as well as a slightly longer cycle to encourage planning around form changes. On the other hand, corrupt form should be significantly more dangerous.

    Void Fiend
- Void Fiend can no longer heal while in corrupt form
- Increased base uncorrupt form time: 33.3s -> 45s
- Reduced heal to corruption ratio: -100% -> -50%
- Reduced corruption per crit: 2% -> 0%

    [Drown] (Primary)
- Now creates a lingering void pool on every 3rd shot
- Increased attack duration: 0.6s -> 0.8s
- Increased finisher attack duration: 0.6s -> 1.1s
- Increased damage coefficient: 300% -> 380%
- Decreased aim assist factor: 75% -> 25%

    [Flood] (Secondary)
- Now inflicts self-knockback for mobility
- Increased blast radius: 5m -> 6m
- Increased cooldown: 5s -> 7s

    [Flood] Corrupted (Secondary)
- Now inflicts self-knockback for mobility
- Increased blast radius: 10m -> 12m
- Increased cooldown: 5s -> 7s

    [Trespass] (Utility)
- Now grants 3% corruption per cleansed debuff

    [Trespass] Corrupted (Utility)
- Now grants 3% corruption per cleansed debuff

    [Suppress] (Special)
- No longer restocks over time

    [Suppress] Corrupted (Special)
- Can now be used to your heart's content
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