
Risk of Rain 2
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The purpose of this mod is to add some level of scaling to (what I believe are) under performing items that don't really scale with the player. At least that's what it used to be, now I sorta just change things that I think are underwhelming or never hear anything positive about it.
Configs are provided for those that wish to tweak or disable most changes made by this mod. The default configurations are set within the context of vanilla Risk of Rain 2, so I greatly encourage you to tweak them to better fit whatever balancing mods you're using.
Buff
- Gives 20 (+20 per stack) max health.
- Each level gives an additional 2 (+2 per stack) max health.
- Killing an enemy grants 2/hps regeneration for 3 seconds (+3 per stack).
Buff
- Now gives additional barrier equal to 0.5% (+0.5% per stack) of the user's max health.
Rework
- Gain 5 gold when hit, scaling over time and by the hit's proc coefficient.
- Whenever you collect gold you gain a +5 armor buff.
- The armor buff's duration is 1s (+1s per stack) plus the gold's value.
Buff
- Also reduces attack speed by 30%.
Rework
- Pinging enemies marks them for death for 6 (+3 per stack) seconds.
- Marked enemies take 50% more damage from all sources.
Buff
- On kill effect lasts for 1.5(+0.75 per stack) seconds, instead of 1(+0.5 per stack) seconds.
- On kill effect also increases primary and secondary cooldown rate by +125%, fading the same as the speed boost.
Rework
- Has a 10% chance to burn for 240% base damage on hit.
- Dealing 10 hits of damage with DoTs will cause an explosion.
- The explosion has a radius of 12m (+2.4m per stack) and deals 300% (+200% per stack) total damage.
- The explosion has a proc coefficient of 0 and uses Sweet Spot falloff.
Buff
- Increases level instead of health.
- Minions inherit the samples you've collected, but still need to have infusions to benefit.
- Elites and Bosses give more samples.
Buff
- Hits heal 1.5 (+1.5 per stack) health with 50% of it being affected by proc coefficient. (Basically Withor's LeechingSeedBuff)
Rework
- Heals 4 (+4 per stack) health when dealing damage with a DoT.
- Attacks have a 20% chance to apply a non-stacking DoT called "Leech" for 5s.
- Anyone that deals damage to a target with Leech will heal for 10% of the damage dealt.
Buff
- Releases the healing nova every 10 seconds during Holdout events, instead of being a limited amount based on the team's stack count.
- The nova heals 15% (+10% per stack), hyperbolically capping at 200% of the target's maximum health.
- Cooldown now stacks similar to Genesis loop. (This is a nerf.)
- Has its own unique buff called "Stealthed" instead of sharing with Bandit's Smokebomb.
- Upon activation you are forced out of "Combat" and "Danger" for 0.5 seconds.
- Upon activation, removes all damage over time effects.
Buff
- Stacking now increases the lifespan of the Squid Polyp. (+3 seconds per stack)
- Stacking increases the armor of the Squid Polyp. (+10 per stack)
- The Squid Polyp's attack now applies Tar.
- Squid Polyps get automatically killed if they've been inactive for too long. (Roughly 33-37 seconds)
Buff
- Now gives +60% (+15% per stack) attack speed, instead of 70% attack speed.
- Duration lasts 6 (+3 per stack) seconds, instead of 8(+4 per stack) seconds.
Buff
- Jump boost has been removed from natural air jumps. (Mercenary's double jump for example)
- Jump boost strength is now 12m (+8m per stack), hyperbolically capping at 120m instead of 10m (+10m per stack) with no cap.
- Jump boost also gives a 20% boost to vertical jump height.
- Gives +12% (+8% per stack), hyperbolically capping at 120% movement speed while airborne.
Buff
- Excess health regen now counts towards barrier gain.
- Gives 20 (+20 per stack) armor.
Buff
- Prevents 2 (+1 per stack) debuffs, instead of 1 (+1 per stack).
- There's also a 0.25s grace period after a stack is consumed where you still block debuffs but don't consume stacks.
- Cooldown now begins when a debuff is blocked instead of when all stacks of the block is consumed.
- Cooldown now lasts 7 seconds, instead of 5 seconds.
Rework
- You summon a ghost of yourself that lasts 30s.
- The ghost has 200% (+100% per stack) damage.
- Any kills or deaths the ghost achieves are credited as your kills.
- You can only have 1 ghost at a time and it does not copy your items.
Buff
- Gives +5% critical strike chance on the first stack.
Rework
- Has a 0.5% (+0.5% per stack) chance to detain an enemy on hit for 5000% base damage.
Buff
- Detonates on the user's first hit against an enemy, instead of at 100% or more health.
- Minions with Voidsent Flame will count as both theirself and their owner for the purposes of proccing the item.
Rework
- Activating your Special skill will launch a swarm of missiles that deal 300% (+75% per stack) base damage each.
- The swarm contains 12 (+4 per stack) missiles that get reloaded over 30 seconds.
Shared Changes
- The projectile that spawns the construct will now replace and kill excess constructs instead of spawning nothing.
- Alpha Construct Ally are now flagged as Mechanical, meaning they're affected by Spare Drone Parts and Captain's passive.
Buff
- Removed "Elite" requirement for kills.
- Limited to 4 Alpha Constructs at all times.
- Stacking now increases the health and damage of the summons.
Rework
- Activates when using equipment.
- Summons 3 Alpha Constructs on activation.
- Gives a temporary Xi Construct projectile shield on activation.
- Stacking increases the health and damage of the summons and duration of the shield.
Buff
- Heal from incoming damage for 10 (+10 per stack) plus an additional 2% (+2% per stack) of maximum health.
Rework
- While in combat, all enemies within 15m are burned for 400% (+300% per stack) base damage.
Buff
- Health and Regen increase are boosted with level.
Rework
- Every 6 seconds (+15% cooldown rate per stack) a Stone Fist attacks an enemy within 60 metres for 800% (+600% per stack) damage.
Bomb damage is based on the enemy's level instead of damage.
Default scaling is 12 (+2.4 per level) damage.
You can find me as kking117#0370 on Discord.