It took me doing the math on Antler Shield to realize how truly bad it was. A beetle guard at level 1 has 12 damage and slams for 440%. That's 52.8 damage, or 48% of Commando's 110 HP at level 1. Antler Shield then reflects 10% of that at 5.28, dealing a whopping 1.1% of the beetle guard's health (480).
@@faithnfire4769 well yes but no, because procs scale off the damage dealt so even if u manage to get a proc the damage will be abysmal or you will have died from the attack
Growth Nectar can be incredibly good if you’re playing a survivor who is very cooldown reliant (Artificer in particular), because growth nectar multiplies ALL of your stats, including your cooldown reduction. If you get an Alien Head (or possibly even Purity, though I haven’t tested that), while Growth Nectar is active, it multiplies the cooldown reduction from your items. What makes this significant, is that *it bypasses the minimum cooldown.* I had a few alien heads, syringes, and nectars on Artificer, and with Nectar active, I was able to just hold M1, with no space between the fireballs. It was a laser
Another discovery I made recently about sonorous whispers. If you find yourself on any stage that endlessly spawns enemies while the timer is stopped (Aurelionite, the new boss, or void fields if I recall correctly), you can simply vibe and gain infinite items as long as you're willing to wait. I ended a single loop run with over 700 items yesterday.
Rookie numbers. Jk. I ended a run trying to get a green portal at 29 stages with 1100 items. I would have gotten more but after 2 hours I just wanted the skin and started speeding through every stage. It just wouldn't give me a green or gold portal and Newt altars wouldn't give me Aurelionite.
Even better, it doesn't upgrade the item you would have got - it has it's own item pool it pulls from that you get if you roll the chance doll %. And that pool is basically lockbox odds with an additional 1% chance of yellow
Two things that weren't mentioned but are probably important; Prayer beads store their own levels and level up independently of your character. Because each level costs 55% more XP than the last, you can get stats significantly faster by leveling up prayer beads and scrapping them. For reference, it's about 2k XP to get to level 10, but about 150k XP to get to level 20. Noxious Thorn is completely bugged in the current patch. It's supposed to stack debuffs more with every stack, but it will only ever apply the 1 stack of bleed. It also never adds other debuffs other than bleed. The code checks for a flag to indicate the enemy is debuffed, but it never fires because no debuffs apply the flag.
Honestly the "only applies bleed" part of Noxious Thorn makes it better because that means other debuffs won't prevent you from getting bleed damage out of it
Was I just unlucky or does scrapping prayer beads do nothing? I was at level 17, 15 stacks on beads threw it in the scrapper and... nothing just green scrap
Fun fact about the chance doll, the in gme description is very inaccurate. for starters, its not 20% (+8% per stack), it's 40% (+10% per stack), and second, it doesn't actually upgrade your shrine item, it just replaces what you would've got with an item from a unique chance doll item pool, where there's a 79% of getting a green, a 20% of getting a red, and a 1% of getting a boss item. this means that with chance doll, you can get a red item, and then have it get rerolled into a green or yellow item.
Interesting, but it still seems on average it will give you more greens/reds than without though. Not sure why the description can't be accurate though...
It's insane how so many item descriptions are just wrong, and it's baffling how this new update continues that trend of introducing new, wrong item descriptions
@@frankguy6843 yeah on average you will get more higher quality items, especially considering the base chance for a red item from a shrine is ~1%, and even if you go from red to yellow/green, you won't even know you would've gotten a red to begin with
Yesterday the Unstable Transmitter teleported me back into a Grandparent giant sun attack when I was already outside of it and killed me. Absolutely fuck that item lol
Tried doing a long run of simulacrum cause I was bored and got that item by accident, you can imagine exactly what happened afterwards and how hard I wanted to throw something
I've asked this for a couple of people already and got no response but... could you test if Warped Echo makes Medkit and Razorwire proc twice? I don't own the DLC and you might understand when I say I'll probably wait a couple of months to buy it, but I'm very curious to test out Warped Echo synergies
@@elfrangofritoIt activates med kits like the dude said, so I’m sure it activates razor wire as well. So many better items for synergy with those two though. Warped echo will remain as printer fodder for me, even after the fix.
Another thing about Warped Echo that my friends and I were talking about; if you get hit by something that would have instantly killed you, one-shot protection would save you. However if you get hit by that same attack and you have Warped Echo, you will take 50% of the damage, disabling your 1-shot protection, then the rest of the damage will kill you 3 seconds later if you don't heal it back. Obviously this is a bit of a niche situation but it could still happen. For that reason alone I avoid picking up this item.
@@ahmedshayan3005basically everything is worse with warped echo. It disrupts shield regen, disables OSP and wastes your safer spaces, and makes a tougher times have to roll twice to block the full damage.
warped echo is rlly good to have at least one of imo, at least in some runs 1. slower fatal damage is objectively better than instant fatal damage because it gives you a Chance to recover. this has saved my life and allowed me to make plays. OSP isnt something a good player should be 100% relying on anyways 2. makes many items that work around your health, from razorwire to repulsion armor, twice as effective, as they all activate twice. 3. could theoretically be good on eclipse 8 as it could turn some attacks into damage small enough that it wont be permanent
I don't agree with you placement of Seed of Life! You placed it lower because you don't want to hold it. Which makes a lot of sense, but the beauty of this thing, at least in coop runs, is you can *just leave it on the ground*. And if someone in your squad dies, you pick it up, use it, and discard it. In coop this is amazing because often what ends up happening in those runs is someone gets seriously left behind items wise because they died early in a stage.
I like that but at the same time I really enjoy them being separate. A void death mark could maybe instead be about applying debuffs as it improves your ability to do so. Ik I worded that weirdly but essentially if you don't think you can get enough debuffs to proc death mark the void version would improve just applying debuffs in someway or buff you for applying a debuff.
@lesliejacoby9137 my idea is the more statuses they have, the better other statuses apply. So if they have 2 debuffs, bump your bleed chance from 10% to 20%
A problem with warped echo is that basically cancels out power elixirs/one shot protection because if you take a big hit then it will use up the elixir/one shot protection and then kill you 3 seconds later.
One thing noxious thorn doesn't tell you is that it can cause enemies to turn on each other. Since damage caused by a thorn proc is not counted as your own, but instead as the enemy's that procced it, it will cause enemies damaged by the proc to agro on it. I'd argue this makes it slightly better than D tier but still not by much
@@jabz1582 Yeah that too. Later on in most runs you'll just not want to be getting hit at all. All I can say is at least it's effectiveness isn't affected by how much damage you take lol *cough * antlers *cough*. At least they still make you look cute though :3
I found the Noxius Thorn actually really cool on an Engineer run. And it might be kinda useful on Rex, but only in very niche situations. It's still really bad, but I wouldn't say its as bad as the Antlers.
Prayer Beads is better than you're giving it credit for. The item doesn't level up when you do, but rather levels up on its own XP track, completely independent from when you level up. This is important because the XP needed to level up increases exponentially with each level, but getting a brand new Prayer Beads acts like its level one. When you're level 30, it takes forever to get even 1 level up, but watch your prayer beads buff: it'll shoot up to like 19 extremely quickly because of how much experience you're generating with all of the elites around. Ideally you want to get prayer beads late game, watch them skyrocket in level extremely quickly, then lose them and get a new one.
Allegedly, it blames the enemy that triggered the Thorn for the damage, rather than the player carrying the item. This leads to infighting because "why'd you hit me, bro?"
These items could be fixed pretty easily, lol. Antler Shield: When you are hit, deal 10% [+10% per stack, stacking like Tougher Times] of the attacker's max health. Bolstering Lantern: Deal 0.5% [+0.5% per stack] more damage per 1% missing health. Chronic Expansion: Deal 1% [+1% per stack] more damage per 5 enemies you kill. Resets per stage. Knockback Fin: Remove (I honestly don't know what to do with this item) Warped Echo: 25% [+5% per stack] of the damage you take is instead dealt over 3 [+0.5 per stack] seconds. Chance Doll: Fine as is Luminous Shot: Fine as is, but add 20% cooldown reduction to Secondary Skill for first pick up. Noxious Thorn: When you are hit, inflict 5 stacks [+5 stacks per stack] of Bleed and increase all other debuff stacks by 1 [+1 per stack], refreshing their duration. Prayer Beads: Gain 30% [+10% per stack] more experience. Sale Star: Fine as is. Unstable Transmitter: Remove (This is is such a bad mechanic IMO) Electric Boomerang: Fine as is. Growth Nectar: Gain 3% [+3% per stack] bonus stats for each unique buff active. This bonus is doubled if you have 5+ unique buffs. Runic Lens: Fine as is. Sonorous Whispers: Large and elite monsters have a 10% [+5% per stack] chance to drop an item when killed. (Loot table is that of a normal chest) War Bonds: (Make this a white item) Start each stage with 25 gold [+25 gold per stack] (Stacks like Ghor's Tome) Longstanding Solitude: Fine as is. (I would uncap survivor level) Seed of Life: Fine as is. Most of these need buffs or rebalance in mechanics. A couple need nerfs. I think many of these items do not synergize with pre-SotS items, unfortunately. I think items like goat hoof, energy drink, soldier syringe, ignition tank, etc need minor buffs to offset the even more diluted loot pool.
These are really good suggestions. For knockback fin, maybe make it actually knockback enemies, and they do damage to each other with an explosion if you hit an enemy into another, including corpses. Or if an enemy is immune to knockback/knockup, make them take more damage from you
I think a funny change to war bonds would be it either spawns an interactable on stage that gives you a whole chunk of gold, xp and 1-2 items (scales like a lock box but starts as a white chest) stacking would increase item amount and resources it drops. Each player can open the cache if they have the item and it regenerates at the start of the next stage. For sonerous it needs a cap (like 5 items per stack per stage or something) or maybe it does not work on stages that the timer isn't running on Antler shield I would make it actually reflect damage non of this retalitatory damage but actual reflect it back ie you don't take that damage. This way it is a cool mitigation item, I would also make it trigger when you block, dodge or reduce damage! For the noxious fun I would make it increase stacks of debuffs on enemies when you are close to them 2 random enemies (+1 per stack) in a 10 meter radius every 3 seconds (-0.5 per stack minimum of 0.5). This could be really fun as an item especially for acrid and like bandit or artificer or rex :) The way you wrote chronic expansion is too strong for a white, that is actual legendary tier item. Bolstering lantern I would do it like you wrote it and / or make the highest level of the buff achieved persist for 3(+1 per stack) seconds after it was applied, that way healing doesnt completely negate the item.
My suggestion for knock back fin would be a knock down fin. Move flying enemies to ground level might be beneficial and could serve as a staggering effect for on ground enemies
ok i totally misunderstood what you meant by antler stacking 10% max health damage lol, but even if it stacks like tougher times i'm not sure that scaling it off enemy max health is the right approach that being said, it's definitely a far, far better approach than the current one lmao
Yikes it really is sad most of these items are just not good at all and add dead weight to your inventory. Sale Star and the one legendary I forgot that's in S tier are pretty overpowered though but man some of those items are atleast more interesting than just "More loot"
>tfw the only white D tier before seekers was the bison steak and now there's fucking 5 of them. >tfw not a single A tier or S tier white item was added to balance this out like you said, most of the good stuff is just more loot and doesn't actually improve your ability to deal damage or survive. it feels cool to grab a sale star, but if your run is falling behind you really need like an ATG or a ukulele, not a "it will pay off once i get to stage 4!" kind of item. and there's not a single item added that gives you mobility, so items like goat hoof and hopoo feather are more important than ever.
I would argue Growth Nectar to be higher. You can get a good amount of buffs from things like Bands, Opal, Safer Spaces, Whip, Equipments, Survivor Related Buffs, and a lot more. And that 20% extra stats is to ALL Stats. You get 20% Max HP, 0.2+ Health Regen, 20% Damage, 20% Attack Speed, and 20% Crit Chance. That is all multiplicative (minus crit chance).
You have to think about the fact that it's a red item though-20% all stats up is great on a green item, but a red, with a somewhat prohibitive condition attached to it is pretty underwhelming, when something like 1 watch, 1 syringe, and 2 goat hoofs gives you most of the notable benefits this does.
@@fire_redux Thats true, but someone else also said it seems to affect Alien Head CDR and if true thats pretty effective. So it might affect a lot of strange things if thats the case, potentially Fuel Cells as well. Again thats not ironclad, but if so its pretty good.
@@supercato9613 Berzerker's Pauldron, Warbanner, Weeping Fungus, Spinal Tonic, Unstable Tesla Coil, Opus, Jade Elephant, Shuriken, Safer Spaces, Resonance Disc, Oddly Shaped Opal, Medkit, Hunters Harpoon, Predatory Instincts ect. There are a lot. In a normal run its not too weird to have Medkit, Opal, Safer Spaces, Weeping Fungus, Shuriken, Hunters Harpoon ect. Not saying its always up of course but its not very hard, if you are playing as Acrid, Mercenary, Mul-T its even easier as Vicious Wounds is a buff and Power Mode Armor and Eviscerate Invulnerability and Dash Invuln are buffs.
And also a big difference, the 56 leaf clover was only a 4% (+1.5%) chance on elite kill. Still an amazing item and great to have, but you'd need between 7 and 8 stacks to match just one of these.
@@shoes4clues955 yes of which there were 27 and no printer to quickly stack multiple of the same one. Combining the lower chance with the fact that it's only elites which are rare early and the difficulty of stacking. I'd say that while it did improve the odds of winning and was amazing or even overpowered far into a run, it wasn't an instant win item or even the best item.
I could be wrong, but I believe the False Son’s charged melee attack still counts as a primary plus his secondary is super spammable (especially as the run goes on) so Luminous shot feels pretty good on him
Same with Mercenary and cancelling the last hit of your M1 combo with a M2. The part I don't remember about such is if it counts on both hits. Despite both of these examples, Luminous Shot doesn't count for Railgunner scoping in with M2 and shooting by pressing M1. I guess it's all filed under "M2 damage" for her.
The Warped Echo seems like a very well thought out defensive item, at least on paper. If it works the way i think it does, it should double the effectiveness of Repulsion Armor Plate, Razor Wire Noxious Thorn, Planula, and Medkit (Provided that you don't take any different instances of damage and reset medkits timer). But also i imagine it has anti-synergy with Cautious Slug (and maybe Opal and Safer Spaces too) so you have to decide wether to keep it or not, depending on your build. It's a well-designed item with fun interactions. Again, at least on paper. Needs some testing though. Edit: Forgot to mention it also probably reduces the curse you receive in E8.
@@onyxdragon622I think it depends on how it interacts with the item. I hope they didn't make it so the item has anti-synergy with Either bears or Opal. Maybe blocked attacks consume Warped Echo charges, and maybe even make you take 50% of the damage where you would otherwise take none at all. I hope that's not the case and also hope that you're right.
@@yasacinar I BELIEVE the damage reduction from Opal applies first - so the 50% delayed damage you take has effectively already been reduced by Opal. It does offset Opal's cooldown by 3 seconds, though.
A cool thing that I've found out about with the luminous shot, is that when you use it on Mul-t with a scrap launcher on his off hand it, each rocket charges LS for your primary. It works really well if you go m1 rebar launcher m2 scrap launcher with power mode.
Longstanding Solutide it's pretty overlooked tbh, it's true that there's a level cap at 100 levels, but you'll only get the cap on very VERY long runs. In my tests with this item i found a great synergy with Brittle Crown, you get lot of xp and free purchases every stage, and the more you stack them the better. Because the Brittle Crown gives you gold when you hit enemies, and Lonstanding Solitude transforms it into XP and it nullifies the gold lost when being hit because you won't have any gold. If you also add Prayer Beads you still you get a lot of stats, I dont know if the level cap applies to to the Prayer Beads but it seems like everytime you grab them they start a 0 stacks, so maybe you're able to still getting stats despite being max level.
Longstanding is very powerful, but lunars are all cheating so ehh it can stay powerful but after that first time or an occasional run back I ain't touching it again. Thoo it is funny that you can't level up past 94, but only funny when it isnt you that is stuck in a gold portal.
just got done writing my own defense of longstanding solitude. Didnt even consider the prayer beads synergy too, but was on it with Brittle Crown. Definitely some runs where you walk into shop and see both solitude and crown for a strong pick up, especially if youre going to a stage with a legendary as leveling up once is way faster than farming the gold.
warped echo would be really good for mithrix if it worked properly and wasn't bugged. if you have decent healing or on demand damage immunity (egg, sojourn, or heretic's utility), then warped echo is effectively a 50% damage reduction against single big hits, specifically pizza is what comes to mind. which is probably one of the most common ways i see people die to mithrix. theres also the minor synergy between warped echo and armor plating/tougher times, since it ( should ) split the damage into 2 instances, armor plating now procs twice and tougher times rolls twice to block the damage.
I wish the knockback finn would also have a line that said like enemies in the air take more damage. Atleast it would have more synergy with itself and against flying enemies maybe make it a green as well.
Bolstering Lantern actually saved my first loop prime meridian monsoon run on Railgunner. False son got me below 50% with his laser, broke my watches that I'd been using to DPS, and lantern kicked in and gave me that damage back which allowed me to still kill him before I died since I was lacking HP items that run. Very conditional item, but absolutely goated in situations like that.
bolstering lantern might synergize well with unstable transmitter, as when it tps you, you also are immune for a bit. might be a bit hard to actually make use of the immunity, so it'd be more useful on false son and that
also here is a lil bit of luminous shot "tech" if you purposefully miss your boosted shot the next instance of damage you deal will proc the boost that's probably y you sometimes see your abilities proc luminous
knockback fin in my opinion deserves it's own tier below antler shield. at least antler shield doesn't actively give you a negative effect it just does almost nothing. knockback fin knocks enemies out of your damage. also prayer beads are actually pretty good, it's not just on level up but it's based on xp gain. so you can get 20 levels of xp stored into it w/o ever having to level up later on in a run. it is still conditional needing to get removed to get the effects but still better than luminous shot.
i think growth nectar is pretty solid. warped echo, unstable transmitter, prayer beads, opals, safer spaces, wungus while sprinting, bands while up, as well as a few other things all count as buffs. its not so hard to get 5, and also sure "20% is not a lot" but thats literally 2 irradiant pearls. pretty good lol
I think you could fix the antler shield by simply saying hey, the 10% damage don't increase with stacks, but you also don't take those 10% at all. Would make it more of a defensive item than...whatever it is supposed to be now.
• Anler is wings on sprinting engi • unstable transmitter is a small feedback loop for engi turret • there's a chance knockback fin allows a double hit on the original secondary for seeker, but who uses that ability. • theres a chance that the knockback fin doesn't do what its text says, and instead makes you pay child support.
Longstanding Solitude genuinely ranges from D tier to a solid A tier and nowhere in-between imo With economy boosting items that are pretty common to get, namely Brittle Crown which has zero downsides with Longstanding picked up. It becomes pretty solid I'd say in how quickly you accumulate free buys, moreover it's potency is much higher in multiplayer making it even quicker to get free buys, I like the item and think it's actually pretty solid for multiplayer... when it doesn't bug out and you can't purchase chests ever again lol
@@Xohslol Can't say I noticed any of my friends complaining about chest prices when I nabbed it, one of them was more than happy to open chests for me when the item bugged for me and I lost chest buying permissions lmao
@@Bottt08 100% more per Solitude for everyone in the party. Wouldn't be shocked to see spaghetti coding on that as well - but it was noticable the moment one of my guys picked it up and I didn't.
@@Xohslol That's good to know, I imagine such an increase is most felt pre loop early on, stage 5 onward I don't see it being that big an issue unless the run had been a struggle up to that point
For the new revive equipment you have to note that it can be activated by the bottled chaos and if you pair that with a few Nautilus shells you essentially get an frequent revive on your teammates in multiplayer
If the knockback fin actually did knockback instead of launching enemies up; you could probably do some cool environmental damage or create space rather than messing up your own aim.
I like the equipment. More ways to bring players back from the grave is great. I like to compare this one mechanically to the tricorn. While getting a yellow item of nearly your choice may be better for the long term of a run, an extra life is always nice and at least this equipment does something after it’s spent rather than filling the chat with “ahoy!” as comical as that can be from time to time.
Correction on the effect of Prayer Beads: At least from everything I could see from using the item so far, it does not store 20% of the stats the player gains when THE PLAYER levels up. The item has its own exp-bar and level counter. Whenever the player gains experience, so does the item. Whenever the item, with its completely separate exp and level counter, levels up, it stores 20% of whatever (base-)stats the player has at that moment! When removing the prayer beads, those stats will be given to the player. When picking up another prayer beads, the level counter starts at 0 again. Also I THINK when the player has more than one prayer beads but only one stack of the item gets removed, the player will get all the stored stats and the level counter is reset to 0, making leveling up the item again very easy. I did not specifically test this in any reliable way, I do know that the description you gave in this video is false though. The item description also mentions "per item level up".
feels like an easy fix for bolstering lantern is to have it activate for X duration after you go below 50% health stacks could still only give additive damage, or a combination of additive damage plus additive duration don't think that there would be a good way to balance it if stacks only scaled duration though, but the two previous options should be fine there's also the option of scaling the damage increase effect from 0% to 100% linearly with your health decreasing from 100% to 50% to give it better use cases
If Noxious Thorn was changed to an on-hit item (maybe with extra tweaks to not make it OP) it'd solve the issue of currently having a lower chance of finding daggers/ticks and even help with burn builds. The idea of the item is one of my favourites and could even potentially be a red item for debuff builds.
I had a run with longstanding solitude and my levels capped at 94, which kind of softlocked me from getting items at that point. But it does have a crazy synergy with prayer beads because you get so much xp
You cannot get a Level above 94. The Game tries to calculate how much XP you need and because of how fast it scales the Computer cannot Store the number anymore. As is, i think its very funny that this Item basically soft locks you at some Point. Of course Level 94 should Not be that easy to reach but i am still confused why the Made it this way
So, I realize unstable transmitter is pretty RNG and not technically good. However, there have already been many times I've poofed somewhere with no enemies and I've been like "Wait, what just happened? Oh yikes... I woulda died just then." I will say that taking it into void fields is super ill-advised though. It kind of feels like a wildcard take on the old war stealth kit.
They seriously dropped the ball on almost every single one of these items. Most of them feel like they do nothing because you don't get any good audio/visual feedback. Like the electric boomerang red item is such a wimpy little thing it feels like its not doing anything. I've never notived those damage boosting whites either.
Luminous Shot does have an interesting interaction with Survivors that have Primary fire overrides. For example, on Huntress. When you use Ballista on Huntress, your Primary fire is overridden and turned into Ballista's actual Ballista shot. This has the side effect of causing Luminous Shot to apply to Ballista as well as Strafe/Flurry. Definitely a good pickup for her.
Somthing i havent seen mentioned yet after the warped echo is that the delay in the damage is just long enough to proc a medkit. Granted the cooldown on warped echo is still long i think it at least has a neat synergy and if buffed could help solve the issue of just getting two tapped in endgame
If you combine long-standing solitude with brittle crown, you can get to a high level very quickly. If you combine this with prayer beads, then you can get to a high level fast and then consume all those stacks of prayer beads to become very strong early on, and if your looping your most likely going to get a sonorous whispers and 57 so chests become pretty much useless.
As a switch player some bugs like merc dying from using whirlwind on a slope were bugs previously present on the console version of ror2 that were patched later. But now it seems like those bugs are back
Knock back fin is a fun item to stack with command and not much else. Electric boomerang though is really good on survivors with high attack speed as you can stunlock many enemies
Something to note about the new lunar item is that brittle crown can significantly ramp up your exp gains, particularly with multiple stacks of either, with the downside of Brittle Crown being non-existant (as you have no gold to lose). I wouldnt say it makes the new lunar item great, but any lunar item synergies are cool to see and it has felt worth running atleast a couple times if you run into the shop and see them both available. They are an easy cleanse mid-late game as well in a lunar pool since youve already profitted the experience, and youll still be able to get enough level ups per stage for chests throughout the first loop or so. Also those tickets you get let you buy any 1 chest, so there are a lot of times where leveling up 1 time is way faster than farming gold to get a legendary chest. Id certainly rate it higher in my experience and given how unique of a role it has, but its still pretty low-mid at best.
On day 1 i got the unstable transmitter on my very first dlc run. That item pissed me off so damn much. I was already having a pretty below average run (being my first experience with seeker, not even seeing the showcase beforehand) and in the heat of combat i just get blipped out of whatever situation I was reacting to with my strafes and jumps, and just decided to plop me down at the bottom of the cliff on sundered grove, right inside a full size gup. Perma-scrap, never even entering my inventory unless i KNOW there is a scapper somewhere on that very stage
5:15 The Warped Echo is actually an ANTI-SYNERGY with the game mechanics itself later in the run. We have to remember that one shot protection is in the game, and is only active while you have >= 90% HP. Assuming a perfect world where the Warped Echo functions perfectly, if you have 1000 HP and (for example) an enemy hits you for >=1000 damage (i.e. attempts to one shot you) you have the following two scenarios. (1) Without warped echo, the game saves you from being one shot at full health, you are now hit to 10% HP bar, 100 HP. (2) You have Warped Echo, the damage is halved, you take 500 damage, 3 seconds go by, you take the second half of the damage and die immediately. Yes it is possible to have enough healing to recover HP, but if you can recover 50% HP in 3 seconds or less, then one-shot protection is already a better asset to you than having to retrigger your source of healing twice to restore one shot protection.
Honestly, 1shot protection is such a situational mechanics that i wouldn't consider it at all judging an item. I still think that Warped Echo is shit, but with amount of enemies at later stages, and with the amount of additional damage instances like burn, bleed, overloading from elite, how often 1shot protection will save the run?
If you add just one or two more stacks of Warped Echo this issue disappears again though, since it splits that 500x2 dmg into 333x3 or 250x4 each with a 3 second delay, significantly increasing the dmg required to kill you in 2 hits, and giving you more time to heal between damage. It also rolls a chance for teddies to block all remaining damage for each instance of damage it splits. Teddies alone have diminishing returns, and warped echos with teddies have exponential returns, which means that 100 teddies has less effective damage reduction % than just a couple teddies and warped echos. It'd actually be a really good item if it wasn't bugged as fuck.
Woolie, there's something else about the sale star you missed. The chance doesn't stack per stack, it's the number of instances of chances for an additional item. So rather than it scaling (100%) 1 item, (5%×stars) bonus item, It scales: (100%) 1 item, (5% bonus item)×sale star What's the big caviot there? With 3 sale stars, you have 1 item guaranteed, an EFFECTIVE 10% chance for at least one bonus item, but also a 2.5% chance at receiving 2 bonus items. And this also scales with clovers, so each of those 5% chances are bumped up with each clover you get... until you have about 30 stars and like 5 clovers giving you a dozen items every first chest. And on sacrifice runs... 🤤
I have found the new white that splits damage to be effective with med kit and the penny roll, razor wire and chronic expansion. It actually has quite a few uses, and getting hit will still happen regardless of how well you play.
Something to note is that Prayer Beads themselves level up and start at level 1 when you first get them, so minimun you get 20% of ~10 levels of stats if you keep them for at least 1 full stage
Ill stand by Noxious thorns being pretty cracked with Razor wire and helfire tincture, and even Needletick. Its not for every character, but its very fun. Especially since theres a lot more ways to sustain self damage. Leech Seed shines with a combo like this, especially if youre not hitting crits to get use out of Harvesting Scythes. But it is unfortunetly bugged, as it only applies one stack of bleed. But Id argue being able to constantly stack armor break, slows, collapse, etc; makes up for it. 25% is cheekums in hindsight, buts respectable.
@carloss7655 i think he means that if teddy didn't proc to block the attack, with warped echo, the second half of the damage can have a chance to block it. Meaning that you could reduce the incoming damage in half. Meaning that the teddy can proc twice for one hit
Antler shield would be good if it the damage reflected was a percentage of your max health lost back at the enemy rather than an exact flat amount (So if an enemy damaged you for 30% of your max health, they lose 30% of their health too.) though it might need some recalculations for bosses because then it would be op
boomerang is very good on proc characters for the stun, you basically can keep hordes stunned indefinitely, especially on engineer with his turrets and the fact it passes through all enemies it is very good at starting chains. Id say its A tier fs
You know I will say one thing about noxious thorn- it probably has a synergy (on melee characters lol) with hellfire tincture builds. However since it's a green you'd be better served using it as scrap to get more razor wires on that build. But maybe if you had a bunch of them and a tincture you could come up with something
The other underlying issue with Antler Shield is that if they buff it to multiply the reflected damage to make it useful, it will become a run ender at Mithrix or if a scavenger has one. I guess they could have it scale for players but not enemies, but at that point just remove the damn item...
the fact is that it's just not well-suited for the way this game works. effects like this make sense in Mobas or in MMOS, or maybe just in games where the players health and the enemy's health are more comparable. And besides, we already have razorwire to fill this kind of item niche, and that item is designed in a better way for RoR2's game systems and interfaces with other mechanics (like having a proc coefficient, and not breaking when enemies steal it)
The electric boomerang pathing also has collision and I’ve seen my boomerangs trying to get somewhere and just being stuck in a corner. It’s a little jank but it’s not terrible
The consumed version of the seed of life has a pretty short cooldown so if you use that with bottled chaos and a gesture you can just keep getting equipment activations.
I feel like almost every single one of the new items I'm just like 😮 when I see the item's effect, and then I think about it for more than not at all, my expression becomes 🤨
I feel like knockback fin could be changed into a defensive item where taking damage gives a chance that enemies get pushed away. That would make vermin, imps, and other melee-oriented creatures unable to pressure players with rapid damage. Might be funny when a flying enemy hits you up-close since they will get splattered to a wall. Either that, or make the procs stack like needletick, where the player can build up a large stack and cause explosive upwards knockback. This would allow characters like seeker and artificer who have non-hitscan primaries to lay on consecutive shots much easier before the activation and would give characters with rapid-fire hitscan primaries like commando the capacity to stack ludicrous amounts of knockback.
I know a lot of people think the items this dlc show gearbox isn't taking the game in a good direction but I wasn't as strongly against them. A lot of the items gave a risk of rain 1 vibe in how they helped you loot or were a simple buff that while yes may not interact directly with a lot of the other items still are good additions to me. I think my bigger concern is the whole rarity system is in wack with only void and lunar items making sense. How the heck is War banner a legendary? And you can't tell me green beads wouldn't be a better lunar item but its hiding as a green? The only pattern seems to be that grays are more designed in getting multiple of while a single green is all you need from that item to really get the value (but more is always nice). Legendaries are dramatic effects in the sense that they will basically always activate or if they are niche are the best at that niche. Void items should be opening a whole new playstyle with that item but shouldn't be an 100% better over the original item with lunar items being monkey paws. Thats the best I can categorize them but I'm not going at gearbox for that fully because Hopo realistically didn't care for balance which as much as I love them is really dumb, balance is a simple way to give life to a game instead of only dlc.
The chad Razorwire vs Antler shield: Chad Razorwire: Deals damage based on your base damage, AoE, stack well, can proc on ANY kind of damage, can proc other items like bleed. While niche can be incredibly powerful, especially in Simulacrum when stacked and use the fog to AoE every enemy in the wave. Virgin Antler Shield: Has to be on chance, deals damage BASED on the damage of the attacker, means you can't proc it via other damage sources, isn't AoE, stacks like shat. The fact this item exists in a game where enemies health can go to millions or more is baffling.
I would expect sonorous whispers to get nerfed at some point since it just straight up turns monsoon into easy mode with how many whites you are stacking. Buuut in the meantime imma just get all the mastery skins for the characters I couldn't do it with by using command and whispers
I'll say that Luminous Shot is pretty nice for railgunner. Run it with the original right click ability (limited shots) with backup mags and you can instantly delete an enemy that's annoying you in the early game when you unscope. It's not perfect, but it's definitely useful early on. Late game, it falls off though.
If you play multiplayer, the seed of life is a solid A tier, if not S tier Nothing feels worse than one player dying and the other getting all the items, so the new revive shrine + seed of life are both fantastic additions
I honestly think the new equipment is way better than Dios. because by the time you end up using the extra life there is probably another equipment on stage somewhere for you to buy. so it's rarely an issue of "would I have been better off having more damage from a different red" its a "I got to play more at a slightly lower power then i get a new equipment"
I've been doing stupid runs as a meme with the Artifacts of Swarm, Sacrifice and Honor enabled, then at the very start of the run giving myself a Whispers. It gets REAL dumb REAL fast. 11/10 item.
A lot of the new "when damaged" items make sense when you think about the concept of them being used on [SECRET]. Said items in practice being mediocre at best on him while being objective fodder on literally everybody else is was certainly a choice made by the people going in the right direction, but I guess I can see the through lin
Antler shield could've been so good if reflected damage was also blocked. Throw a reasonable soft cap on it at like +-60% and we have a solid, easy to obtain defensive item.
I get not every item is gonna be good but the fact that a major portion of the items aren’t that good or are counter productive and tied to the DLC is bonkers to me. It feels especially disproportionate because there’s items in D tier that have a high rarity than common. Gearbox seriously needs to rebalance some of these items. They don’t need to be god tier but need to make sense in their use case
seekers of the storm if it was good antler shield - 55% (+5% per stack) chance on being hit to reflect 150% (+75% per stack) damage back to the attacker and on proc to then nullify taken damage by 4% from reflected hit. bolstering lantern - when below 50% health receive a buff that increases damage by 30% (+20% per stack) damage for 3 (+0.25 per stack) seconds. 2 second cooldown and cannot stack multiple procs. chronic expansion - every 10 enemies slain grants a damage counter bonus increasing the player's damage by 10% (+5% per stack), slowly losing stacks as the player is not in combat. (every 15 seconds lose 1 stack) knockback fin - 7.5% (+7.5% per stack) chance to knock enemies into the air and stun them for half of their upward arc. (height increases per stack). warped echo - on damage taken 50% of the damage is dealt immediately while the other 50% is delayed for 3 (+0.5 per stack) seconds. this effect has a cooldown of 10 (-0.25 per stack, decreasing hyperbolically similar to tougher times) seconds. weaker enemy hits can also decrease cooldown by a minor margine. every additional 2 items increase how many increase how many instances of this effect the player has. this effect does not interfere with healing items. chance doll - 15% (+7% per stack) chance to get higher rarity items from chance shrine on success-(affected by clover). changing a legendary to a boss item has a 30% chance to give both the legendary and boss item-(not affected by clover). 1% (+1% per stack) removed from chance to get nothing from the shrine. luminous shot - using the secondary skill charges the next primary attack, increasing total damage by 15% (+7.5% per stack) per charge up to 4 times (+1 per stack). decreases secondary cooldown by 10%. noxious thorn - 40% (+2% per stack) chance on being hit to multiply or inflict nearby enemies with 20%/2 (+10%/1 per stack) stacks of bleed, whichever is higher. if enemies are already inflicted with one or more stackable debuffs, add 1 (+1 per stack) to those debuffs as well and take 5 flat self damage. prayer beads - unchanged sale star - (changed to legendary) gain an extra item on the first chest opened per stage. each additional sale star adds a 1% chance to get an extra item from EVERY chest. unstable transmitter - when reaching below 25% health the survivor explodes, dealing 500% (+400% per stack) damage to nearby enemies and teleporting to a random location prioritizing areas with less enemies and making sure you aren't inside a physical object before granting 5 seconds of invulnerability. this effect has a cooldown of 2 minutes (-5% per stack) electric boomerang - 30% chance on hit to fire an electric boomerang that travels a short distance before returning (in a straight path slightly homing towards enemies) dealing 50% (+50% per stack) damage and stunning all enemies hit. growth nectar - while benefitting from 5+ unique buffs gain 30% (+15% per stack) bonus stats for 5 (+1 per stack decreasing hyperbolically) seconds runic lens - unchanged sonorous whispers - when a large monster is killed it has a 50% chance to drop an item. all elites have a 13% (+3% per stack) chance to drop an item. increases chance of encountering elites by 20%. (57 leaf clover effects do proc but at a 50% chance of original proc) war bonds - when you enter a stage, 20% (+2% per stack) of the money you had previous stage is given to you immediately. if this value is not equal to atleast 3 basic chests worth, instead give enough for 3 basic chests worth of gold. longstanding solitude - all gold is converted to experience and all gold drops are increased by 100% (+100% per stack). instead of opening chests with gold you have to kill enemies near it to open it. seed of life - revives the user when killed or dead allies on activation, repairs/purchases any nearby drone on activation. 60 second cooldown consumed seed of life - idk what it does :/ W or L patch notes
15:59 "this works with the 57 leaf clover btw, and YES just like the chance doll, this is also affected by the 57 leaf clover" The 2nd time was just for dramatic effect
I actually did a calculation while talking about the Antler Shield with friends: A basic lesser wisp has 35 HP at the start of the game and does 3.5 damage per hit. With no scaling, and 100% reflect/100% damage (10 stacks required btw) that Wisp will need to hit you *10 times* to die from reflect damage. And keep in mind, enemy health scales at a significantly higher rate than their damage. Jesus Christ.
If Warped Echos weren't bugged it's probably be an S tier item in my opinion. Since each damage split rolls your Tougher Times block chance one additional time, Warped Echos scale incredibly well with Tougher Times, dramatically increasing your effective damage reduction % for each additional Warped Echo.
Something to note about sale star too, in multiplayer it works like shipping request form in the fact that it stacks everyones sale stars for a chance to get extra items. So if I had 2 sale stars and my friend I was playing with also had 2 sale stars we could each get extra loot from our first chests AND have a chance for it to contain FOUR items. Thing about that with a legendary chest, sale star is so insanely good
A tier
Corpa/Borpa
C too much blue not enough face
it dupes my chat messages
meh mid tier
Sonorous Whispers should also be tied to FPS and give more items the more FPS you have
It kind of does because it affects spawnrates so you're getting items more frequently
What a fucking world.
I'm pretty sure elite spawn rate is tied to FPS, so by that logic...
@@deg3309 they are, but imagine if you had a better % chance at higher FPS + more elites
There was one time I saw War Bonds and was happy.
It was in the void fields, and the enemies got it.
Watch, they can use those 5 sale stars now too.
It took me doing the math on Antler Shield to realize how truly bad it was.
A beetle guard at level 1 has 12 damage and slams for 440%. That's 52.8 damage, or 48% of Commando's 110 HP at level 1. Antler Shield then reflects 10% of that at 5.28, dealing a whopping 1.1% of the beetle guard's health (480).
and its a chance to proc, not even guaranteed. Actual scam.
Genuinely trying to find a use for it.. it can proc stuff after it triggers? Long ranged single target razorwire? Terrible
And commando’s double tap does 12 damage per shot at Level 1
@@faithnfire4769 well yes but no, because procs scale off the damage dealt so even if u manage to get a proc the damage will be abysmal or you will have died from the attack
*Dealing damage 55% of the time for an average of 0.6% of the Beetle's health (rounded up).
Growth Nectar can be incredibly good if you’re playing a survivor who is very cooldown reliant (Artificer in particular), because growth nectar multiplies ALL of your stats, including your cooldown reduction. If you get an Alien Head (or possibly even Purity, though I haven’t tested that), while Growth Nectar is active, it multiplies the cooldown reduction from your items. What makes this significant, is that *it bypasses the minimum cooldown.* I had a few alien heads, syringes, and nectars on Artificer, and with Nectar active, I was able to just hold M1, with no space between the fireballs. It was a laser
theres no way thats intended holy shit
@@sadeez artificer has been modified so attack speed affects m1 now. You likely had your attack speed being increased by growth nectar as well
@@LiamFarleyMA When was that changed?
Purity shouldn't be affected. It's a flat 2s that gets taken off.
Alien head would though.
@@connarcaven just depends on if the 2s is applies before or after the CDR ceiling/floor.
Another discovery I made recently about sonorous whispers. If you find yourself on any stage that endlessly spawns enemies while the timer is stopped (Aurelionite, the new boss, or void fields if I recall correctly), you can simply vibe and gain infinite items as long as you're willing to wait. I ended a single loop run with over 700 items yesterday.
I think that's a pretty obvious discovery but yeah, pretty broken👍
Rookie numbers. Jk. I ended a run trying to get a green portal at 29 stages with 1100 items. I would have gotten more but after 2 hours I just wanted the skin and started speeding through every stage. It just wouldn't give me a green or gold portal and Newt altars wouldn't give me Aurelionite.
It's an interesting item, practically playing an artifact of sacrifice run with chests and other goodies still there.
Bungus engineer in void fields casually power spiking infinitely
@@CrimsoniteSP still not the biggest number I've ever gotten. I had clover and it works with the whispers... after two loops I had 2k items
If you check the code, Chance Doll is actually 40% + 10% per stack, so basically double the odds that the logbook tells you
That's kinda incredible. S tier?
lmfao i love this dlc
Jankiest DLC ever made
lmfao what a dlc
Even better, it doesn't upgrade the item you would have got - it has it's own item pool it pulls from that you get if you roll the chance doll %. And that pool is basically lockbox odds with an additional 1% chance of yellow
Two things that weren't mentioned but are probably important;
Prayer beads store their own levels and level up independently of your character. Because each level costs 55% more XP than the last, you can get stats significantly faster by leveling up prayer beads and scrapping them. For reference, it's about 2k XP to get to level 10, but about 150k XP to get to level 20.
Noxious Thorn is completely bugged in the current patch. It's supposed to stack debuffs more with every stack, but it will only ever apply the 1 stack of bleed. It also never adds other debuffs other than bleed. The code checks for a flag to indicate the enemy is debuffed, but it never fires because no debuffs apply the flag.
Honestly the "only applies bleed" part of Noxious Thorn makes it better because that means other debuffs won't prevent you from getting bleed damage out of it
@@tenacity25at that point just use a dagger
@@thegreatkiwibeast2591 I didn't say it made it good. just better.
its still bad.
Was I just unlucky or does scrapping prayer beads do nothing? I was at level 17, 15 stacks on beads threw it in the scrapper and... nothing just green scrap
@@bigman2200 They give stats, not levels directly
Fun fact about the chance doll, the in gme description is very inaccurate. for starters, its not 20% (+8% per stack), it's 40% (+10% per stack), and second, it doesn't actually upgrade your shrine item, it just replaces what you would've got with an item from a unique chance doll item pool, where there's a 79% of getting a green, a 20% of getting a red, and a 1% of getting a boss item. this means that with chance doll, you can get a red item, and then have it get rerolled into a green or yellow item.
xD I absolutely hate how wrong the descriptions of the items are.
Interesting, but it still seems on average it will give you more greens/reds than without though. Not sure why the description can't be accurate though...
It's insane how so many item descriptions are just wrong, and it's baffling how this new update continues that trend of introducing new, wrong item descriptions
@@SilverScizor753 Right? Especially considering it's a whole new dev team, I guess that's the part they wanted to carry on from the old dev team LOL
@@frankguy6843 yeah on average you will get more higher quality items, especially considering the base chance for a red item from a shrine is ~1%, and even if you go from red to yellow/green, you won't even know you would've gotten a red to begin with
Yesterday the Unstable Transmitter teleported me back into a Grandparent giant sun attack when I was already outside of it and killed me. Absolutely fuck that item lol
Teleported me into a hoard of blind pests, my game was running at 144fps. I died to heavy machinegun pest fire.
That was my first experience with it. Went and refunded the DLC lmao.
Dropped on a blazing large gup once and died instantly
Tried doing a long run of simulacrum cause I was bored and got that item by accident, you can imagine exactly what happened afterwards and how hard I wanted to throw something
It's so boring as well. Just give the Stealthkit the explosion effect instead.
Warped Echo is genuinely a debuff once you have a few healing items, it delays cautious slug / shield regen, and screws up OSP and Elixirs...
I use it as an extra one shot protection and you can still at least proc a med kit heal two times. Once it works properly I’m sure it’s a great item
I've asked this for a couple of people already and got no response but... could you test if Warped Echo makes Medkit and Razorwire proc twice? I don't own the DLC and you might understand when I say I'll probably wait a couple of months to buy it, but I'm very curious to test out Warped Echo synergies
@@elfrangofritoIt activates med kits like the dude said, so I’m sure it activates razor wire as well. So many better items for synergy with those two though. Warped echo will remain as printer fodder for me, even after the fix.
Monsoon player detected
It also breaks safer spaces, making a very strong item near useless
A noteworthy thing about luminous shot is that it lets some primaries that don't proc bands activate them with the damage increase.
Also interacts with Mul-T really well. If you're running power mode you can proc luminous by spamming M2 nonstop
aha
I assume runner is awesome with it.
who's runner
@@6karnex9 probably RailGunner
Another thing about Warped Echo that my friends and I were talking about; if you get hit by something that would have instantly killed you, one-shot protection would save you. However if you get hit by that same attack and you have Warped Echo, you will take 50% of the damage, disabling your 1-shot protection, then the rest of the damage will kill you 3 seconds later if you don't heal it back.
Obviously this is a bit of a niche situation but it could still happen. For that reason alone I avoid picking up this item.
i just dont want to brick my runs so i dont pick it up lol
Does it work with Mercenary's special, Seeker's utility and Strides of Heresy? If it does, it's quite alright coupled with medkit.
wait so safer spaces is worse with warped echo?
@@ahmedshayan3005basically everything is worse with warped echo. It disrupts shield regen, disables OSP and wastes your safer spaces, and makes a tougher times have to roll twice to block the full damage.
warped echo is rlly good to have at least one of imo, at least in some runs
1. slower fatal damage is objectively better than instant fatal damage because it gives you a Chance to recover. this has saved my life and allowed me to make plays. OSP isnt something a good player should be 100% relying on anyways
2. makes many items that work around your health, from razorwire to repulsion armor, twice as effective, as they all activate twice.
3. could theoretically be good on eclipse 8 as it could turn some attacks into damage small enough that it wont be permanent
I don't agree with you placement of Seed of Life!
You placed it lower because you don't want to hold it. Which makes a lot of sense, but the beauty of this thing, at least in coop runs, is you can *just leave it on the ground*. And if someone in your squad dies, you pick it up, use it, and discard it. In coop this is amazing because often what ends up happening in those runs is someone gets seriously left behind items wise because they died early in a stage.
growth nectar should’ve been a void death mark tbh
but... but... i like that they're separate!
actually a very good idea
I like that but at the same time I really enjoy them being separate. A void death mark could maybe instead be about applying debuffs as it improves your ability to do so. Ik I worded that weirdly but essentially if you don't think you can get enough debuffs to proc death mark the void version would improve just applying debuffs in someway or buff you for applying a debuff.
@lesliejacoby9137 my idea is the more statuses they have, the better other statuses apply. So if they have 2 debuffs, bump your bleed chance from 10% to 20%
I think it should have been a green, you know, like death mark...
I see an antler printer? I print. Simple as that.
someone paste the copy-pasta here pls
I see an antler printer? I print. Simple as that.
I see an antler printer? I print. Simple as that.
I see an antler printer? I print. Simple as that.
I see an antler printer? I print. Simple as that.
A problem with warped echo is that basically cancels out power elixirs/one shot protection because if you take a big hit then it will use up the elixir/one shot protection and then kill you 3 seconds later.
Yea, got skill issued by Mithrix pizza attack this way
Yeah this item just kills your run, and im not even talking about with the bugs
Warped echo concept needs a rework probably, like a safe trigger because irony the oppal gives you 100 armor = 50% damage reduction for the first hit.
voluntarily acquire the needletick debuff
One thing noxious thorn doesn't tell you is that it can cause enemies to turn on each other. Since damage caused by a thorn proc is not counted as your own, but instead as the enemy's that procced it, it will cause enemies damaged by the proc to agro on it. I'd argue this makes it slightly better than D tier but still not by much
It needs a higher chance to trigger than 25% to be remotely desireable.
@@jabz1582 Yeah that too. Later on in most runs you'll just not want to be getting hit at all. All I can say is at least it's effectiveness isn't affected by how much damage you take lol *cough * antlers *cough*. At least they still make you look cute though :3
I found the Noxius Thorn actually really cool on an Engineer run. And it might be kinda useful on Rex, but only in very niche situations. It's still really bad, but I wouldn't say its as bad as the Antlers.
I feel like the Growth Nectar and Unstable Transmitter should've been void versions of the Death Mark and Stealthkit respectively.
Absolutely
Nox Thorn shoulda been Void Razorwire (and 100% chance) too
War bonds for ghor's thome and boomerang for light disk
unstable transmitter is straight up lunar
Y’all are cooking holy shit
Prayer Beads is better than you're giving it credit for. The item doesn't level up when you do, but rather levels up on its own XP track, completely independent from when you level up. This is important because the XP needed to level up increases exponentially with each level, but getting a brand new Prayer Beads acts like its level one. When you're level 30, it takes forever to get even 1 level up, but watch your prayer beads buff: it'll shoot up to like 19 extremely quickly because of how much experience you're generating with all of the elites around. Ideally you want to get prayer beads late game, watch them skyrocket in level extremely quickly, then lose them and get a new one.
9:43 The noxious thorn actually does something extra, it seems to turn enemies against the ones that are bleeding. I don’t know why
Allegedly, it blames the enemy that triggered the Thorn for the damage, rather than the player carrying the item. This leads to infighting because "why'd you hit me, bro?"
2:25 OBJECTION, ME PLAYING VOID FIEND LIKE A PSYCHOPATH
Wtf
based honestly
THE LEAN MUST FLOW 🗣🗣🗣
Based in void pill.
average monsoon gamer
Havent seen yet but I'm fully ready for Sale Star to create three new tiers above SSS++
These items could be fixed pretty easily, lol.
Antler Shield: When you are hit, deal 10% [+10% per stack, stacking like Tougher Times] of the attacker's max health.
Bolstering Lantern: Deal 0.5% [+0.5% per stack] more damage per 1% missing health.
Chronic Expansion: Deal 1% [+1% per stack] more damage per 5 enemies you kill. Resets per stage.
Knockback Fin: Remove (I honestly don't know what to do with this item)
Warped Echo: 25% [+5% per stack] of the damage you take is instead dealt over 3 [+0.5 per stack] seconds.
Chance Doll: Fine as is
Luminous Shot: Fine as is, but add 20% cooldown reduction to Secondary Skill for first pick up.
Noxious Thorn: When you are hit, inflict 5 stacks [+5 stacks per stack] of Bleed and increase all other debuff stacks by 1 [+1 per stack], refreshing their duration.
Prayer Beads: Gain 30% [+10% per stack] more experience.
Sale Star: Fine as is.
Unstable Transmitter: Remove (This is is such a bad mechanic IMO)
Electric Boomerang: Fine as is.
Growth Nectar: Gain 3% [+3% per stack] bonus stats for each unique buff active. This bonus is doubled if you have 5+ unique buffs.
Runic Lens: Fine as is.
Sonorous Whispers: Large and elite monsters have a 10% [+5% per stack] chance to drop an item when killed. (Loot table is that of a normal chest)
War Bonds: (Make this a white item) Start each stage with 25 gold [+25 gold per stack] (Stacks like Ghor's Tome)
Longstanding Solitude: Fine as is. (I would uncap survivor level)
Seed of Life: Fine as is.
Most of these need buffs or rebalance in mechanics. A couple need nerfs. I think many of these items do not synergize with pre-SotS items, unfortunately. I think items like goat hoof, energy drink, soldier syringe, ignition tank, etc need minor buffs to offset the even more diluted loot pool.
These are really good suggestions. For knockback fin, maybe make it actually knockback enemies, and they do damage to each other with an explosion if you hit an enemy into another, including corpses.
Or if an enemy is immune to knockback/knockup, make them take more damage from you
I think a funny change to war bonds would be it either spawns an interactable on stage that gives you a whole chunk of gold, xp and 1-2 items (scales like a lock box but starts as a white chest) stacking would increase item amount and resources it drops. Each player can open the cache if they have the item and it regenerates at the start of the next stage.
For sonerous it needs a cap (like 5 items per stack per stage or something) or maybe it does not work on stages that the timer isn't running on
Antler shield I would make it actually reflect damage non of this retalitatory damage but actual reflect it back ie you don't take that damage. This way it is a cool mitigation item, I would also make it trigger when you block, dodge or reduce damage!
For the noxious fun I would make it increase stacks of debuffs on enemies when you are close to them 2 random enemies (+1 per stack) in a 10 meter radius every 3 seconds (-0.5 per stack minimum of 0.5). This could be really fun as an item especially for acrid and like bandit or artificer or rex :)
The way you wrote chronic expansion is too strong for a white, that is actual legendary tier item.
Bolstering lantern I would do it like you wrote it and / or make the highest level of the buff achieved persist for 3(+1 per stack) seconds after it was applied, that way healing doesnt completely negate the item.
My suggestion for knock back fin would be a knock down fin. Move flying enemies to ground level might be beneficial and could serve as a staggering effect for on ground enemies
lol your warped echo is just progenesis from poe
ok i totally misunderstood what you meant by antler stacking 10% max health damage lol, but even if it stacks like tougher times i'm not sure that scaling it off enemy max health is the right approach
that being said, it's definitely a far, far better approach than the current one lmao
Yikes it really is sad most of these items are just not good at all and add dead weight to your inventory. Sale Star and the one legendary I forgot that's in S tier are pretty overpowered though but man some of those items are atleast more interesting than just "More loot"
>tfw the only white D tier before seekers was the bison steak and now there's fucking 5 of them.
>tfw not a single A tier or S tier white item was added to balance this out
like you said, most of the good stuff is just more loot and doesn't actually improve your ability to deal damage or survive. it feels cool to grab a sale star, but if your run is falling behind you really need like an ATG or a ukulele, not a "it will pay off once i get to stage 4!" kind of item. and there's not a single item added that gives you mobility, so items like goat hoof and hopoo feather are more important than ever.
I would argue Growth Nectar to be higher. You can get a good amount of buffs from things like Bands, Opal, Safer Spaces, Whip, Equipments, Survivor Related Buffs, and a lot more. And that 20% extra stats is to ALL Stats. You get 20% Max HP, 0.2+ Health Regen, 20% Damage, 20% Attack Speed, and 20% Crit Chance. That is all multiplicative (minus crit chance).
You have to think about the fact that it's a red item though-20% all stats up is great on a green item, but a red, with a somewhat prohibitive condition attached to it is pretty underwhelming, when something like 1 watch, 1 syringe, and 2 goat hoofs gives you most of the notable benefits this does.
@@fire_redux Thats true, but someone else also said it seems to affect Alien Head CDR and if true thats pretty effective. So it might affect a lot of strange things if thats the case, potentially Fuel Cells as well. Again thats not ironclad, but if so its pretty good.
@@fire_redux But it counts for so many different items. It’s just really really good.
Whip goes away the moment you enter combat, when you would want those stats. Band buff also goes away usually the moment you start a fight.
@@supercato9613 Berzerker's Pauldron, Warbanner, Weeping Fungus, Spinal Tonic, Unstable Tesla Coil, Opus, Jade Elephant, Shuriken, Safer Spaces, Resonance Disc, Oddly Shaped Opal, Medkit, Hunters Harpoon, Predatory Instincts ect. There are a lot. In a normal run its not too weird to have Medkit, Opal, Safer Spaces, Weeping Fungus, Shuriken, Hunters Harpoon ect. Not saying its always up of course but its not very hard, if you are playing as Acrid, Mercenary, Mul-T its even easier as Vicious Wounds is a buff and Power Mode Armor and Eviscerate Invulnerability and Dash Invuln are buffs.
Sonorous whispers should’ve been the 58 leaf clover
@schizopenguin 56 leaf clover was only elites. ror1 just has all boss enemies drop items by default
@schizopenguin
Yeah but whispers is both bosses and elites
And also a big difference, the 56 leaf clover was only a 4% (+1.5%) chance on elite kill.
Still an amazing item and great to have, but you'd need between 7 and 8 stacks to match just one of these.
@@TyroRNG 56 leaf clover was a green item as well
@@shoes4clues955 yes of which there were 27 and no printer to quickly stack multiple of the same one.
Combining the lower chance with the fact that it's only elites which are rare early and the difficulty of stacking.
I'd say that while it did improve the odds of winning and was amazing or even overpowered far into a run, it wasn't an instant win item or even the best item.
I could be wrong, but I believe the False Son’s charged melee attack still counts as a primary plus his secondary is super spammable (especially as the run goes on) so Luminous shot feels pretty good on him
Same with Mercenary and cancelling the last hit of your M1 combo with a M2. The part I don't remember about such is if it counts on both hits.
Despite both of these examples, Luminous Shot doesn't count for Railgunner scoping in with M2 and shooting by pressing M1. I guess it's all filed under "M2 damage" for her.
The Warped Echo seems like a very well thought out defensive item, at least on paper. If it works the way i think it does, it should double the effectiveness of Repulsion Armor Plate, Razor Wire Noxious Thorn, Planula, and Medkit (Provided that you don't take any different instances of damage and reset medkits timer). But also i imagine it has anti-synergy with Cautious Slug (and maybe Opal and Safer Spaces too) so you have to decide wether to keep it or not, depending on your build. It's a well-designed item with fun interactions. Again, at least on paper. Needs some testing though.
Edit: Forgot to mention it also probably reduces the curse you receive in E8.
Would also work well with base tougher times too.
Warped echo needs cooldown reduction on stacking tbh
@@onyxdragon622I think it depends on how it interacts with the item. I hope they didn't make it so the item has anti-synergy with Either bears or Opal. Maybe blocked attacks consume Warped Echo charges, and maybe even make you take 50% of the damage where you would otherwise take none at all. I hope that's not the case and also hope that you're right.
@@yasacinar I BELIEVE the damage reduction from Opal applies first - so the 50% delayed damage you take has effectively already been reduced by Opal. It does offset Opal's cooldown by 3 seconds, though.
A cool thing that I've found out about with the luminous shot, is that when you use it on Mul-t with a scrap launcher on his off hand it, each rocket charges LS for your primary. It works really well if you go m1 rebar launcher m2 scrap launcher with power mode.
Longstanding Solutide it's pretty overlooked tbh, it's true that there's a level cap at 100 levels, but you'll only get the cap on very VERY long runs.
In my tests with this item i found a great synergy with Brittle Crown, you get lot of xp and free purchases every stage, and the more you stack them the better. Because the Brittle Crown gives you gold when you hit enemies, and Lonstanding Solitude transforms it into XP and it nullifies the gold lost when being hit because you won't have any gold. If you also add Prayer Beads you still you get a lot of stats, I dont know if the level cap applies to to the Prayer Beads but it seems like everytime you grab them they start a 0 stacks, so maybe you're able to still getting stats despite being max level.
Longstanding is very powerful, but lunars are all cheating so ehh it can stay powerful but after that first time or an occasional run back I ain't touching it again. Thoo it is funny that you can't level up past 94, but only funny when it isnt you that is stuck in a gold portal.
Prayer beads have their own EXP bar, even if you yourself are capped, the beads will keep leveling up
Prayer beads have no level cap you can hold a stack of them after level 100 and keep gaining power.
just got done writing my own defense of longstanding solitude. Didnt even consider the prayer beads synergy too, but was on it with Brittle Crown. Definitely some runs where you walk into shop and see both solitude and crown for a strong pick up, especially if youre going to a stage with a legendary as leveling up once is way faster than farming the gold.
That's a crazy find actually
warped echo would be really good for mithrix if it worked properly and wasn't bugged.
if you have decent healing or on demand damage immunity (egg, sojourn, or heretic's utility), then warped echo is effectively a 50% damage reduction against single big hits, specifically pizza is what comes to mind. which is probably one of the most common ways i see people die to mithrix.
theres also the minor synergy between warped echo and armor plating/tougher times, since it ( should ) split the damage into 2 instances, armor plating now procs twice and tougher times rolls twice to block the damage.
I wish the knockback finn would also have a line that said like enemies in the air take more damage. Atleast it would have more synergy with itself and against flying enemies maybe make it a green as well.
Bolstering Lantern actually saved my first loop prime meridian monsoon run on Railgunner. False son got me below 50% with his laser, broke my watches that I'd been using to DPS, and lantern kicked in and gave me that damage back which allowed me to still kill him before I died since I was lacking HP items that run. Very conditional item, but absolutely goated in situations like that.
bolstering lantern might synergize well with unstable transmitter, as when it tps you, you also are immune for a bit. might be a bit hard to actually make use of the immunity, so it'd be more useful on false son and that
My friend shrines into 100 knockback fins, and they instantly launch so high they despawn from the game sooo its Cleary amazing
also here is a lil bit of luminous shot "tech" if you purposefully miss your boosted shot the next instance of damage you deal will proc the boost that's probably y you sometimes see your abilities proc luminous
i do wish it wasnt base dmg cus then this bug would be a cool way to deal some dmg
@@pikooo. I guess it could help with band damage? slightly?
knockback fin in my opinion deserves it's own tier below antler shield. at least antler shield doesn't actively give you a negative effect it just does almost nothing. knockback fin knocks enemies out of your damage.
also prayer beads are actually pretty good, it's not just on level up but it's based on xp gain. so you can get 20 levels of xp stored into it w/o ever having to level up later on in a run. it is still conditional needing to get removed to get the effects but still better than luminous shot.
i think growth nectar is pretty solid. warped echo, unstable transmitter, prayer beads, opals, safer spaces, wungus while sprinting, bands while up, as well as a few other things all count as buffs. its not so hard to get 5, and also sure "20% is not a lot" but thats literally 2 irradiant pearls. pretty good lol
I think you could fix the antler shield by simply saying hey, the 10% damage don't increase with stacks, but you also don't take those 10% at all. Would make it more of a defensive item than...whatever it is supposed to be now.
I can't help but feel that a lot of these items were designed by someone who doesn't really play the game.
Based
"Damn, I sure am dying a lot; Perhaps we need to add a bunch of defensive items to the game." ~Someone at Gearbox, probably
• Anler is wings on sprinting engi
• unstable transmitter is a small feedback loop for engi turret
• there's a chance knockback fin allows a double hit on the original secondary for seeker, but who uses that ability.
• theres a chance that the knockback fin doesn't do what its text says, and instead makes you pay child support.
Longstanding Solitude genuinely ranges from D tier to a solid A tier and nowhere in-between imo
With economy boosting items that are pretty common to get, namely Brittle Crown which has zero downsides with Longstanding picked up. It becomes pretty solid I'd say in how quickly you accumulate free buys, moreover it's potency is much higher in multiplayer making it even quicker to get free buys, I like the item and think it's actually pretty solid for multiplayer... when it doesn't bug out and you can't purchase chests ever again lol
I love increasing the costs of all my friends purchases.
@@Xohslol Can't say I noticed any of my friends complaining about chest prices when I nabbed it, one of them was more than happy to open chests for me when the item bugged for me and I lost chest buying permissions lmao
@@Xohslol, yeah, it's actually ass.
@@Bottt08 100% more per Solitude for everyone in the party. Wouldn't be shocked to see spaghetti coding on that as well - but it was noticable the moment one of my guys picked it up and I didn't.
@@Xohslol That's good to know, I imagine such an increase is most felt pre loop early on, stage 5 onward I don't see it being that big an issue unless the run had been a struggle up to that point
For the new revive equipment you have to note that it can be activated by the bottled chaos and if you pair that with a few Nautilus shells you essentially get an frequent revive on your teammates in multiplayer
Surprising lack of items and equipment that interact with Gold here too. You'd think given the theme it would be fitting.
If the knockback fin actually did knockback instead of launching enemies up; you could probably do some cool environmental damage or create space rather than messing up your own aim.
Warped Echo also enables you to get oneshot by attacks through your protection if they're powerful enough
I like the equipment. More ways to bring players back from the grave is great. I like to compare this one mechanically to the tricorn. While getting a yellow item of nearly your choice may be better for the long term of a run, an extra life is always nice and at least this equipment does something after it’s spent rather than filling the chat with “ahoy!” as comical as that can be from time to time.
Correction on the effect of Prayer Beads:
At least from everything I could see from using the item so far, it does not store 20% of the stats the player gains when THE PLAYER levels up.
The item has its own exp-bar and level counter. Whenever the player gains experience, so does the item. Whenever the item, with its completely separate exp and level counter, levels up, it stores 20% of whatever (base-)stats the player has at that moment! When removing the prayer beads, those stats will be given to the player.
When picking up another prayer beads, the level counter starts at 0 again. Also I THINK when the player has more than one prayer beads but only one stack of the item gets removed, the player will get all the stored stats and the level counter is reset to 0, making leveling up the item again very easy.
I did not specifically test this in any reliable way, I do know that the description you gave in this video is false though. The item description also mentions "per item level up".
5:39 synergises really well with teddy bear and repulsion armor. Also, it does well with barbed and coins.
Also 2 heal medkit
feels like an easy fix for bolstering lantern is to have it activate for X duration after you go below 50% health
stacks could still only give additive damage, or a combination of additive damage plus additive duration
don't think that there would be a good way to balance it if stacks only scaled duration though, but the two previous options should be fine
there's also the option of scaling the damage increase effect from 0% to 100% linearly with your health decreasing from 100% to 50% to give it better use cases
If Noxious Thorn was changed to an on-hit item (maybe with extra tweaks to not make it OP) it'd solve the issue of currently having a lower chance of finding daggers/ticks and even help with burn builds. The idea of the item is one of my favourites and could even potentially be a red item for debuff builds.
I had a run with longstanding solitude and my levels capped at 94, which kind of softlocked me from getting items at that point. But it does have a crazy synergy with prayer beads because you get so much xp
Longstanding Solitude, Prayer Beads, Brittle Crown.
Levels 1-100 are smooth sailing and then after that pray for Sonorous Whispers or die.
You cannot get a Level above 94. The Game tries to calculate how much XP you need and because of how fast it scales the Computer cannot Store the number anymore. As is, i think its very funny that this Item basically soft locks you at some Point. Of course Level 94 should Not be that easy to reach but i am still confused why the Made it this way
@@Cy-An I got a gup event on stage 5 so I reached it very fast
So, I realize unstable transmitter is pretty RNG and not technically good. However, there have already been many times I've poofed somewhere with no enemies and I've been like "Wait, what just happened? Oh yikes... I woulda died just then." I will say that taking it into void fields is super ill-advised though. It kind of feels like a wildcard take on the old war stealth kit.
They seriously dropped the ball on almost every single one of these items. Most of them feel like they do nothing because you don't get any good audio/visual feedback. Like the electric boomerang red item is such a wimpy little thing it feels like its not doing anything. I've never notived those damage boosting whites either.
Luminous Shot does have an interesting interaction with Survivors that have Primary fire overrides. For example, on Huntress. When you use Ballista on Huntress, your Primary fire is overridden and turned into Ballista's actual Ballista shot. This has the side effect of causing Luminous Shot to apply to Ballista as well as Strafe/Flurry. Definitely a good pickup for her.
Somthing i havent seen mentioned yet after the warped echo is that the delay in the damage is just long enough to proc a medkit. Granted the cooldown on warped echo is still long i think it at least has a neat synergy and if buffed could help solve the issue of just getting two tapped in endgame
If you think about it, it makes the medkit more powerful. If you have 3 warped echoes, then your medkits are 4 times as strong
unfortunately warped echo rn is tied to framerate (because of course) so this combo is inconsistent
@@neevko267 Yeah Woolie tried it on stream I think, at 30FPS it was like 8 seconds delay, at 144FPS it was a second. Brilliant stuff.
If you combine long-standing solitude with brittle crown, you can get to a high level very quickly. If you combine this with prayer beads, then you can get to a high level fast and then consume all those stacks of prayer beads to become very strong early on, and if your looping your most likely going to get a sonorous whispers and 57 so chests become pretty much useless.
As a switch player some bugs like merc dying from using whirlwind on a slope were bugs previously present on the console version of ror2 that were patched later. But now it seems like those bugs are back
Knock back fin is a fun item to stack with command and not much else. Electric boomerang though is really good on survivors with high attack speed as you can stunlock many enemies
If antler shield has a million fans, I’m one of them
If antler shield has one fan, it’s me
If antler shield has no fans, IM DEAD!!
HOW!?!? ITS LITERALLY GARBAGE
@@thatonegarbagecan1577 BUT THE FASHION!
well you're gonna be dead pretty soon
Well yeah of course you are dead, you tried to use antler shield
@@genericname6947 pretty antlers
Chronic Expansion deserves waaay higher is so easy to keep the buff up and it gets easier as the game goes on
You can’t beat me rndthursday
…what did you to him
Something to note about the new lunar item is that brittle crown can significantly ramp up your exp gains, particularly with multiple stacks of either, with the downside of Brittle Crown being non-existant (as you have no gold to lose). I wouldnt say it makes the new lunar item great, but any lunar item synergies are cool to see and it has felt worth running atleast a couple times if you run into the shop and see them both available. They are an easy cleanse mid-late game as well in a lunar pool since youve already profitted the experience, and youll still be able to get enough level ups per stage for chests throughout the first loop or so. Also those tickets you get let you buy any 1 chest, so there are a lot of times where leveling up 1 time is way faster than farming gold to get a legendary chest.
Id certainly rate it higher in my experience and given how unique of a role it has, but its still pretty low-mid at best.
On day 1 i got the unstable transmitter on my very first dlc run. That item pissed me off so damn much. I was already having a pretty below average run (being my first experience with seeker, not even seeing the showcase beforehand) and in the heat of combat i just get blipped out of whatever situation I was reacting to with my strafes and jumps, and just decided to plop me down at the bottom of the cliff on sundered grove, right inside a full size gup.
Perma-scrap, never even entering my inventory unless i KNOW there is a scapper somewhere on that very stage
The knockback fin is actually just a detriment because if your hit triggers the fire band it will knock the enemy out of it
5:15 The Warped Echo is actually an ANTI-SYNERGY with the game mechanics itself later in the run. We have to remember that one shot protection is in the game, and is only active while you have >= 90% HP. Assuming a perfect world where the Warped Echo functions perfectly, if you have 1000 HP and (for example) an enemy hits you for >=1000 damage (i.e. attempts to one shot you) you have the following two scenarios. (1) Without warped echo, the game saves you from being one shot at full health, you are now hit to 10% HP bar, 100 HP. (2) You have Warped Echo, the damage is halved, you take 500 damage, 3 seconds go by, you take the second half of the damage and die immediately.
Yes it is possible to have enough healing to recover HP, but if you can recover 50% HP in 3 seconds or less, then one-shot protection is already a better asset to you than having to retrigger your source of healing twice to restore one shot protection.
is this actually how the item interacts with OSP, or are you making assumptions?
@@SikGamer70 it is. It's killed me before
Honestly, 1shot protection is such a situational mechanics that i wouldn't consider it at all judging an item. I still think that Warped Echo is shit, but with amount of enemies at later stages, and with the amount of additional damage instances like burn, bleed, overloading from elite, how often 1shot protection will save the run?
OSP is worthless lategame anyway, I'd rather have a chance to not die than dying anyway
If you add just one or two more stacks of Warped Echo this issue disappears again though, since it splits that 500x2 dmg into 333x3 or 250x4 each with a 3 second delay, significantly increasing the dmg required to kill you in 2 hits, and giving you more time to heal between damage.
It also rolls a chance for teddies to block all remaining damage for each instance of damage it splits. Teddies alone have diminishing returns, and warped echos with teddies have exponential returns, which means that 100 teddies has less effective damage reduction % than just a couple teddies and warped echos.
It'd actually be a really good item if it wasn't bugged as fuck.
Luminous shot is 100% made for false son. It works well with him and that's about it
Woolie, there's something else about the sale star you missed.
The chance doesn't stack per stack, it's the number of instances of chances for an additional item.
So rather than it scaling
(100%) 1 item, (5%×stars) bonus item,
It scales:
(100%) 1 item, (5% bonus item)×sale star
What's the big caviot there? With 3 sale stars, you have 1 item guaranteed, an EFFECTIVE 10% chance for at least one bonus item, but also a 2.5% chance at receiving 2 bonus items.
And this also scales with clovers, so each of those 5% chances are bumped up with each clover you get... until you have about 30 stars and like 5 clovers giving you a dozen items every first chest.
And on sacrifice runs... 🤤
Its even better than that if you check the wiki. The 5% isnt even really accurate in the item description.
I had 57 leaf and printed 10 stars. A big chest the following stage got me 4 items, 2 were red.
iirc the maximum amount of extra items it can give you caps at 4
still a great item but you will not be getting 20 items per chest with enough stacks
I have found the new white that splits damage to be effective with med kit and the penny roll, razor wire and chronic expansion. It actually has quite a few uses, and getting hit will still happen regardless of how well you play.
Something to note is that Prayer Beads themselves level up and start at level 1 when you first get them, so minimun you get 20% of ~10 levels of stats if you keep them for at least 1 full stage
Ill stand by Noxious thorns being pretty cracked with Razor wire and helfire tincture, and even Needletick. Its not for every character, but its very fun. Especially since theres a lot more ways to sustain self damage. Leech Seed shines with a combo like this, especially if youre not hitting crits to get use out of Harvesting Scythes.
But it is unfortunetly bugged, as it only applies one stack of bleed. But Id argue being able to constantly stack armor break, slows, collapse, etc; makes up for it.
25% is cheekums in hindsight, buts respectable.
warped echo doubles the proc chance of teddy bears, at least B tier for that
no it doesnt. teddy bears will block the same amount of damage as they would have without the item
@carloss7655 i think he means that if teddy didn't proc to block the attack, with warped echo, the second half of the damage can have a chance to block it. Meaning that you could reduce the incoming damage in half. Meaning that the teddy can proc twice for one hit
@@carloss7655 it gives a second opportunity for them to activate, it basically gives the bears a chance to halve the damage if they fail to block it
@@n_kas5812 ohh okay i see what you guys mean. its not double then, just 1.5x
On the other hand, you might receive 50% of an attack you normally would have fully blocked. It goes both ways.
Antler shield would be good if it the damage reflected was a percentage of your max health lost back at the enemy rather than an exact flat amount (So if an enemy damaged you for 30% of your max health, they lose 30% of their health too.) though it might need some recalculations for bosses because then it would be op
9:04 How do I get a three-second cooldown on my balls?
boomerang is very good on proc characters for the stun, you basically can keep hordes stunned indefinitely, especially on engineer with his turrets and the fact it passes through all enemies it is very good at starting chains. Id say its A tier fs
to be fair, calling it the knock up fin has its own issues
call it the displacement fin then
You know I will say one thing about noxious thorn- it probably has a synergy (on melee characters lol) with hellfire tincture builds. However since it's a green you'd be better served using it as scrap to get more razor wires on that build. But maybe if you had a bunch of them and a tincture you could come up with something
The other underlying issue with Antler Shield is that if they buff it to multiply the reflected damage to make it useful, it will become a run ender at Mithrix or if a scavenger has one. I guess they could have it scale for players but not enemies, but at that point just remove the damn item...
the fact is that it's just not well-suited for the way this game works. effects like this make sense in Mobas or in MMOS, or maybe just in games where the players health and the enemy's health are more comparable. And besides, we already have razorwire to fill this kind of item niche, and that item is designed in a better way for RoR2's game systems and interfaces with other mechanics (like having a proc coefficient, and not breaking when enemies steal it)
The electric boomerang pathing also has collision and I’ve seen my boomerangs trying to get somewhere and just being stuck in a corner. It’s a little jank but it’s not terrible
All I heard is I clearly need to loop enough to get 500 antlers to just win
The consumed version of the seed of life has a pretty short cooldown so if you use that with bottled chaos and a gesture you can just keep getting equipment activations.
I feel like almost every single one of the new items I'm just like 😮 when I see the item's effect, and then I think about it for more than not at all, my expression becomes 🤨
I feel like knockback fin could be changed into a defensive item where taking damage gives a chance that enemies get pushed away. That would make vermin, imps, and other melee-oriented creatures unable to pressure players with rapid damage. Might be funny when a flying enemy hits you up-close since they will get splattered to a wall.
Either that, or make the procs stack like needletick, where the player can build up a large stack and cause explosive upwards knockback. This would allow characters like seeker and artificer who have non-hitscan primaries to lay on consecutive shots much easier before the activation and would give characters with rapid-fire hitscan primaries like commando the capacity to stack ludicrous amounts of knockback.
I know a lot of people think the items this dlc show gearbox isn't taking the game in a good direction but I wasn't as strongly against them. A lot of the items gave a risk of rain 1 vibe in how they helped you loot or were a simple buff that while yes may not interact directly with a lot of the other items still are good additions to me.
I think my bigger concern is the whole rarity system is in wack with only void and lunar items making sense. How the heck is War banner a legendary? And you can't tell me green beads wouldn't be a better lunar item but its hiding as a green? The only pattern seems to be that grays are more designed in getting multiple of while a single green is all you need from that item to really get the value (but more is always nice). Legendaries are dramatic effects in the sense that they will basically always activate or if they are niche are the best at that niche. Void items should be opening a whole new playstyle with that item but shouldn't be an 100% better over the original item with lunar items being monkey paws. Thats the best I can categorize them but I'm not going at gearbox for that fully because Hopo realistically didn't care for balance which as much as I love them is really dumb, balance is a simple way to give life to a game instead of only dlc.
Seed of Life is actually A tier and heres why
Equipment drones
The chad Razorwire vs Antler shield:
Chad Razorwire: Deals damage based on your base damage, AoE, stack well, can proc on ANY kind of damage, can proc other items like bleed. While niche can be incredibly powerful, especially in Simulacrum when stacked and use the fog to AoE every enemy in the wave.
Virgin Antler Shield: Has to be on chance, deals damage BASED on the damage of the attacker, means you can't proc it via other damage sources, isn't AoE, stacks like shat. The fact this item exists in a game where enemies health can go to millions or more is baffling.
I would expect sonorous whispers to get nerfed at some point since it just straight up turns monsoon into easy mode with how many whites you are stacking. Buuut in the meantime imma just get all the mastery skins for the characters I couldn't do it with by using command and whispers
I'll say that Luminous Shot is pretty nice for railgunner. Run it with the original right click ability (limited shots) with backup mags and you can instantly delete an enemy that's annoying you in the early game when you unscope. It's not perfect, but it's definitely useful early on. Late game, it falls off though.
If you play multiplayer, the seed of life is a solid A tier, if not S tier
Nothing feels worse than one player dying and the other getting all the items, so the new revive shrine + seed of life are both fantastic additions
I honestly think the new equipment is way better than Dios. because by the time you end up using the extra life there is probably another equipment on stage somewhere for you to buy. so it's rarely an issue of "would I have been better off having more damage from a different red" its a "I got to play more at a slightly lower power then i get a new equipment"
I've been doing stupid runs as a meme with the Artifacts of Swarm, Sacrifice and Honor enabled, then at the very start of the run giving myself a Whispers. It gets REAL dumb REAL fast. 11/10 item.
A lot of the new "when damaged" items make sense when you think about the concept of them being used on [SECRET].
Said items in practice being mediocre at best on him while being objective fodder on literally everybody else is was certainly a choice made by the people going in the right direction, but I guess I can see the through lin
Antler shield could've been so good if reflected damage was also blocked. Throw a reasonable soft cap on it at like +-60% and we have a solid, easy to obtain defensive item.
18:20 Becareful if you're using MUL-T, it will not proc if it's not the current equipment (When you have swap)
I get not every item is gonna be good but the fact that a major portion of the items aren’t that good or are counter productive and tied to the DLC is bonkers to me. It feels especially disproportionate because there’s items in D tier that have a high rarity than common. Gearbox seriously needs to rebalance some of these items. They don’t need to be god tier but need to make sense in their use case
seekers of the storm if it was good
antler shield - 55% (+5% per stack) chance on being hit to reflect 150% (+75% per stack) damage back to the attacker and on proc to then nullify taken damage by 4% from reflected hit.
bolstering lantern - when below 50% health receive a buff that increases damage by 30% (+20% per stack) damage for 3 (+0.25 per stack) seconds. 2 second cooldown and cannot stack multiple procs.
chronic expansion - every 10 enemies slain grants a damage counter bonus increasing the player's damage by 10% (+5% per stack), slowly losing stacks as the player is not in combat. (every 15 seconds lose 1 stack)
knockback fin - 7.5% (+7.5% per stack) chance to knock enemies into the air and stun them for half of their upward arc. (height increases per stack).
warped echo - on damage taken 50% of the damage is dealt immediately while the other 50% is delayed for 3 (+0.5 per stack) seconds. this effect has a cooldown of 10 (-0.25 per stack, decreasing hyperbolically similar to tougher times) seconds. weaker enemy hits can also decrease cooldown by a minor margine. every additional 2 items increase how many increase how many instances of this effect the player has. this effect does not interfere with healing items.
chance doll - 15% (+7% per stack) chance to get higher rarity items from chance shrine on success-(affected by clover). changing a legendary to a boss item has a 30% chance to give both the legendary and boss item-(not affected by clover). 1% (+1% per stack) removed from chance to get nothing from the shrine.
luminous shot - using the secondary skill charges the next primary attack, increasing total damage by 15% (+7.5% per stack) per charge up to 4 times (+1 per stack). decreases secondary cooldown by 10%.
noxious thorn - 40% (+2% per stack) chance on being hit to multiply or inflict nearby enemies with 20%/2 (+10%/1 per stack) stacks of bleed, whichever is higher. if enemies are already inflicted with one or more stackable debuffs, add 1 (+1 per stack) to those debuffs as well and take 5 flat self damage.
prayer beads - unchanged
sale star - (changed to legendary) gain an extra item on the first chest opened per stage. each additional sale star adds a 1% chance to get an extra item from EVERY chest.
unstable transmitter - when reaching below 25% health the survivor explodes, dealing 500% (+400% per stack) damage to nearby enemies and teleporting to a random location prioritizing areas with less enemies and making sure you aren't inside a physical object before granting 5 seconds of invulnerability. this effect has a cooldown of 2 minutes (-5% per stack)
electric boomerang - 30% chance on hit to fire an electric boomerang that travels a short distance before returning (in a straight path slightly homing towards enemies) dealing 50% (+50% per stack) damage and stunning all enemies hit.
growth nectar - while benefitting from 5+ unique buffs gain 30% (+15% per stack) bonus stats for 5 (+1 per stack decreasing hyperbolically) seconds
runic lens - unchanged
sonorous whispers - when a large monster is killed it has a 50% chance to drop an item. all elites have a 13% (+3% per stack) chance to drop an item. increases chance of encountering elites by 20%. (57 leaf clover effects do proc but at a 50% chance of original proc)
war bonds - when you enter a stage, 20% (+2% per stack) of the money you had previous stage is given to you immediately. if this value is not equal to atleast 3 basic chests worth, instead give enough for 3 basic chests worth of gold.
longstanding solitude - all gold is converted to experience and all gold drops are increased by 100% (+100% per stack). instead of opening chests with gold you have to kill enemies near it to open it.
seed of life - revives the user when killed or dead allies on activation, repairs/purchases any nearby drone on activation. 60 second cooldown
consumed seed of life - idk what it does :/
W or L patch notes
fuck i didnt notice the other dude doing the exact same thing in the comments
15:59 "this works with the 57 leaf clover btw, and YES just like the chance doll, this is also affected by the 57 leaf clover"
The 2nd time was just for dramatic effect
I actually did a calculation while talking about the Antler Shield with friends: A basic lesser wisp has 35 HP at the start of the game and does 3.5 damage per hit. With no scaling, and 100% reflect/100% damage (10 stacks required btw) that Wisp will need to hit you *10 times* to die from reflect damage. And keep in mind, enemy health scales at a significantly higher rate than their damage. Jesus Christ.
If Warped Echos weren't bugged it's probably be an S tier item in my opinion.
Since each damage split rolls your Tougher Times block chance one additional time, Warped Echos scale incredibly well with Tougher Times, dramatically increasing your effective damage reduction % for each additional Warped Echo.
Something to note about sale star too, in multiplayer it works like shipping request form in the fact that it stacks everyones sale stars for a chance to get extra items. So if I had 2 sale stars and my friend I was playing with also had 2 sale stars we could each get extra loot from our first chests AND have a chance for it to contain FOUR items. Thing about that with a legendary chest, sale star is so insanely good