


Want to make suggestions? Have any bugs to report? Or do you just want to find a group of people to chill with? Then join our Discord server! https://discord.gg/TmGqzmDMPU
Looking for something a little more chaotic? Then try out Gamers of the Cracked Emoji (GOTCE) for a completely unhinged and stupid experience! https://thunderstore.io/package/TheBestAssociatedLargelyLudicrousSillyheadGroup/Gamers_of_the_Cracked_Emoji/
Are you tired of your runs being too same-y? Tired of the anemically bad balance of RoR2? Wish the game wasn't afraid to throw some punches?
Well then, Well-Rounded Balance (WRB) has you covered. As it stands, it rebalances nearly the entire game in a similar manner to RoR1 or CU0, except vastly improved. Also features all of HIFU's survivor tweaks mods.
For a full list of changes, check out the WRB Google Doc https://docs.google.com/document/d/1uP1Bp4tBOMoKyhyjuvXk5IHuuV373sa77NsX-l_vUUA/edit?usp=sharing
| Item | Old Effect | New Effect |
|---|---|---|
| Delicate Watch | Increase damage by 20% (+20% per stack). Taking damage to below 25% health breaks this item. | Increase damage by 15% (+15% per stack) while out of danger. |
| Oddly-shaped Opal | Increase armor by 100 (+100 per stack) while out of danger. | Increase armor by 40 (+40 per stack) while out of combat. |
| Power Elixir | Taking damage to below 25% health consumes this item, healing you for 75% maximum health. | Taking damage to below 50% health consumes this item, healing you for 25% of your maximum health over 4s. Refills every stage. |
| Roll of Pennies | Gain 3 (+3 per stack) gold on taking damage from an enemy. Scales over time. | Gain 10 gold on pickup. At the beginning of every stage, gain 25 (+15 per stack) gold. Scales over time. |
| Death Mark | Enemies with 4 or more debuffs are marked for death, increasing damage taken by 50% from all sources for 7 (+7 per stack) seconds. | Enemies with 2 or more debuffs are marked for death, increasing damage taken by 7% (+3% per stack) per debuff from all sources for 7 seconds. |
| Harvester's Scythe | Gain 5% critical chance. Critical strikes heal for 8 (+4 per stack) health. | Backstabs heal for 1.5% (+0.75% per stack) of your missing health, regardless of proc coefficient (does not work on DOTs). |
| Infusion | Killing an enemy increases your health permanently by 1 (+1 per stack), up to a maximum of 100 (+100 per stack) health. | Killing an enemy increases your health permanently by 1 (+1 per stack), up to a maximum of 30 (+7.5 per level per stack) health. |
| Razorwire | Getting hit causes you to explode in a burst of razors, dealing 160% damage. Hits up to 5 (+2 per stack) targets in a 25m (+10m per stack) radius. | On taking damage, deal 400% (+200%) base damage to the target that attacked you, regardless of range. |
| Runald's Band | Hits that deal more than 400% damage also blasts enemies with a runic ice blast, slowing them by 80% for 3s (+3s per stack) and dealing 250% (+250% per stack) TOTAL damage. Recharges every 10 seconds. | Hits that deal more than 400% damage also blasts enemies with a runic ice blast, slowing them for 3 seconds and dealing 50% TOTAL damage + 1300% (+650% per stack) base damage. Recharges over 10 seconds. |
| War Horn | Activating your Equipment gives you +70% attack speed for 8s (+4s per stack). | Activating your Equipment gives you +30% (+15% per stack) attack speed and +3 (+1.5 per stack) regen for 12s. |
| Ben's Raincoat | Prevents 1 (+1 per stack) debuff and instead grants a temporary barrier for 10% of maximum health. Recharges every 5 seconds. | Gain 20% movement speed. Prevents 1 (+1 per stack) debuff and instead grants 30% (+10% per stack) movement speed for 3 seconds. Recharges every second. |
| Happiest Mask | Killing enemies has a 7% chance to spawn a ghost of the killed enemy with 1500% damage. Lasts 30s (+30s per stack). | Killing an enemy spawns a ghost with 1200% (+400% per stack) damage that lasts 30s. Recharges every 20s. |
| Symbiotic Scorpion | 100% chance on hit to reduce armor by 2 (+2 per stack) permanently. | Inflict venom on hit, dealing 750% (+100% per stack) base damage over 5s and stealing 20 (+10 per stack) armor for 5s. |
| Wake of Vultures | Gain the power of any killed elite monster for 8s (+5s per stack). | Gain the power of any killed elite monster until replaced. Can have up to 1 (+1 per stack) elite powers. Reduce damage taken by 20% (+20% per stack) for elites whose power you possess. |
| Defense Nucleus | Killing elite monsters spawns an Alpha Construct with bonus 300% damage and 300% health. Limited to 4 (+4 per stack). :skull: | Gain 25% damage resistance. Upon using your special, unleash a devastating laser for 50% (+50% per stack) of the resisted damage per second. |
| Planula | Heal from incoming damage for 15 (+15 per stack). | After standing still for 0.5 seconds, unleash the unmatched power of the sun. |
| Queen's Gland | Every 30 seconds, summon a Beetle Guard with bonus 300% damage and 100% health. Can have up to 1 (+1 per stack) Guards at a time. | Every 30 seconds, summon 3 Beetle Guards with bonus 300% (+200% per stack) damage and 100% health. |
| Titanic Knurl | Increase maximum health by 40 (+40 per stack) and base health regeneration by +1.6 hp/s (+1.6 hp/s per stack). :skull: why is this item so fucking bad | Gain a 10% (+10% per stack) chance on hit to summon a stone fist that deals 350% damage and knocks up enemies in a small radius. |
| Pluripotent Larva | Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability, and all of your items that can be corrupted will be. Corrupts all Dio's Best Friends. | Shuffles your inventory on pickup. Upon death, this item will be consumed and you will return to life with 3 seconds of invulnerability, and all of your items that can be corrupted will be. Corrupts all Dio's Best Friends. |
| Focused Convergence | Teleporters charge 30% (+30% per stack) faster, but the size of the Teleporter zone is 50% (-50% per stack) smaller. | Increase teleporter event rewards by 2 (+2 per stack). Teleporter events spawn 100% (+100% per stack) more bosses. |
| Gesture of the Drowned | Reduce Equipment cooldown by 50% (+15% per stack). Forces your Equipment to activate whenever it is off cooldown. | Reduce Equipment cooldown by 30%. Forces your Equipment to activate and randomize whenever it is off cooldown. Does not gain any benefits from stacking. Cope. |
| Hooks of Heresy | Replace your Secondary Skill with Slicing Maelstrom. Charge up a projectile that deals 875% damage per second to nearby enemies, exploding after 3 seconds to deal 700% damage and root enemies for 3 (+3 per stack) seconds. Recharges after 5 (+5 per stack) seconds. | Charge up a projectile that deals 250%-375% DPS depending on charge time before exploding for 200%-300% depending on charge time. |
| Light Flux Pauldron | Decrease skill cooldowns by 50% (+50% per stack). Decrease attack speed by 50% (+50% per stack). | Increase movement speed by 30% (+30% per stack) while airborne. Getting hit forcibly pulls you to the ground. (Pull strength increases per stack). |
| Mercurial Rachis | Creates a Ward of Power in a random location nearby that buffs both enemies and allies within 16m (+50% per stack), causing them to deal +50% damage. | Creates a Ward of Power in a random location nearby that buffs both enemies and allies within 30m (+50% per stack), causing them to gain 35% attack speed and movement speed. Enemies benefit from the ward twice as much. |
| Stone Flux Pauldron | Increase max health by 100% (+100% per stack). Reduce movement speed by 50% (+50% per stack). | Pull enemies on hit. Enemies pull you on hit. (Pull strength increases per stack). |
| Visions of Heresy | Replace your Primary Skill with Hungering Gaze. Fire a flurry of tracking shards that detonate after a delay, dealing 120% base damage. Hold up to 12 charges (+12 per stack) that reload after 2 seconds (+2 per stack). | Replace your Primary Skill with Hungering Gaze. Fire a flurry of tracking shards that deal 70% damage each, then explode for 140% base damage. Hold up to 5 (+5 per stack) charges that reload after 1.7 (+1.7 per stack)seconds. |
| Elite | Old Effect (cringe) | New Effect (:gigacat:) |
|---|---|---|
Blazing |
On hit, burn target for 50% total damage over time. Additionally, passively create a trail of damaging fire. | No longer burns on hit. Passively fire lobbed projectiles around itself that spawn damaging pools of fire on contact with the ground. Passively create a more intense fire trail that lasts longer and is bigger. |
Overloading |
On hit, attack a lightning bomb to the target which explodes after a few seconds for 50% total damage in a 4m radius. 50% of max health is replaced with shields. | No longer creates an overloading bomb on hit. Upon taking damage, teleport to a nearby location. The teleportation has a 6s cooldown. Upon teleporting, spews chain lightning to nearby enemies that gives them a temporary movement speed boost. Also has an innate +50% movement speed boost. |
Glacial |
Slow targets on hit for 1.5 seconds times proc coefficient. On death, explode in a radius for 150% damage after a short delay, briefly freezing any enemies caught. | The on-hit slow now has a small aoe. Glacial Elites now also give nearby enemies protective rotating shields that physically block a few shots before breaking. |
Mending |
Heals the nearest ally for 30m for 40% of the holder's base damage 4 times per second. On death, spawns our lord savior Healing Core. | Same passive healing as vanilla, but only one enemy can be healed at a time. On hit, imbues the target being healed with increased regen. Also spawns a medium sized zone upon hitting you that slowly heals allies in it. |
Malachite |
On hit, disables healing for 8 seconds, multiplied by proc coefficient. Periodically fires 3 spike balls that create a small explosion for 100% damage on impact and sprout spike pits that deal 100% contact damage. On death, spawns a Malchite Urchin which is completely useless. | No longer creates spike piles. Now spawns orbital malachite urchins. Passively reduces your healing if you're too far from them. Still disables healing on hit. |
Celestine |
Slow targets on hit for 1.5 seconds times proc coefficient. Passively creates a large aura that makes all non-Celestine allies inside of it invisible. | No longer slows on hit. On hit, spawns a cloud of fog at the target's location that impairs vision. The passive aura now buffs ally stats instead of cloaking them. |
Voidtouched |
Collapse target on hit, causing them to take a delayed 400% base damage. Passively gains the damage negation effect of a single stack of vanilla Safer Spaces. On death, spawn the void infestor that was infesting them. | No longer collapses on hit. Periodically spawns 4 void reaver projectiles in random spots around the player if they have line of sight and are less than 120m away. Gives a small amount of curse to target on hit. |
Perfected |
Cripple target on hit. Occasionally fire 5 bomb projectiles at enemies. Gain 35% increased movement speed. Gain 25% max health. All health is converted to shields. | Who fucking knows man (they're unchanged for now) |
There are way too many to list here, so please check the google doc for more information.
Join the balls group discord server and send any suggestion or bug reports in their respective channels.