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This mod seeks to address the longstanding issues with Elite bulletsponge that have been around since the day RoR2 released into Early Access. Elite damage and HP multipliers are reduced, but their spawn cost is decreased and their abilities are more impactful. You might also start to see elite bosses earlier into runs now, due to their reduced cost.
Updates will probably slow since I don't have a lot of time to develop/test things, so feedback will be super helpful. Open an issue on the GitHub or send me a DM if you have any thoughts.
All players need the mod.
Vanilla elites are essentially 1shot HP sponges, with their abilities generally being an afterthought that doesn't really come into play when fighting them. This mod seeks to reduce elite tankiness and instead make their abilities more pronounced. Also to compensate for the lower HP, elites have had their spawn cost reduced, so they'll be able to spawn more frequently.
Stun/Shock/Freeze now disables most passive elite effects.
This should allow melee survivors to fare better against elites with passive damage abilities without having to rely on i-frames.
Attacks have an AOE that slows for 3 seconds (think Behemoth, but slowing instead of damaging).
Vanilla Glacials pretty much don't do anything. This change should hopefully make them better at slowing players.
Attacks scatter 5 lightning bombs nearby. Lightning bombs arc into the air and explode on contact with the ground/walls.
Passively scatters 5 lightning bombs nearby every 6 seconds.
Stun/Shock/Freeze disables the passive lightning bombs.
The main feature of vanilla Overloading is bosses healing half of their HP pool if you focus on something else for a bit. These changes are intended to shift Overloading enemies into being less about tanking, and more about chaotically spamming projectiles everywhere, hopefully leading to a more engaging experience when fighting them.
Fire trails are very unpredictable due to being scaled off of enemy damage. Some enemies won't do much damage, while others will melt you in a few ticks. This change makes Blazing trails consistent across all enemies, which should make them more predictable to fight as melee characters.
Vanilla Malachites suck to fight. Their anti-heal is an interesting way of neutering the massive healing players can get from items, but it never really gets much use in practice since it requires you to get hit by one of their near instant-kill attacks to trigger it. These changes seek to make Malachites less about 1shotting, and more about denying heals. Malachites now have a passive anti-heal AOE around them to make sure that their anti-heal actually gets use, and their spikes act more like traps that slow players and keep them inside the AOE, rather than instant kill anti-melee landmines.
Instead of covering the map in ugly gimmicky bubbles, Celestines now buff their teammates and make them more aggressive, and will keep them in the fight even if they are killed. Need to fine-tune the effectiveness of ghosts/buffed enemies.
Place EliteReworks.dll in /Risk of Rain 2/BepInEx/plugins/
Malachites being able to instantly shut down all healing in an AOE immediately upon spawning ended up countering melee characters too hard. With this change, the Malachite AOE should be more manageable.
T2s were spawning way too often, constantly spamming Spikes/AOE effects. Seeing as their abilities are generally more impactful compared to Vanilla, the greatly increased spawnrate was making things too much of a clusterfuck to deal with. T2 spawnrate is now the same as Vanilla, while their HP is a halfway point between Vanilla and the value from previous versions.
This should help make Malachite and Blazing Elites more manageable for melee characters who don't have I-frames.
Boss Elite Passive damage has been increased to bring back the Vanilla mechanic of Elite Bosses dealing more damage with their passives. The damage increase is based on the difference between an Imp/Imp Overlord, as that is a Vanilla example of an effect balanced around base damage (Imp Bleed). On-hits are unchanged.
Celestines would often pass by random enemies and buff them briefly, before unbuffing due to getting out of range. This should help them be more consistent.
Feedback on Celestines would be grealty appreciated! Need to fix Overloading enemies shooting out way more passive bombs than intended sometimes before I can make the mod 1.0.0
Felt that being limited to 3 ghosts made them not very impactful. I'd like to add a target prioritization system to make them prioritize buffing stronger enemies sometime. Once that's in, I'll probably be moving the rework out of beta and enabling it by default.
It was near impossible to tell what type of elite a ghost is since they all use the same ghost texture, and allowing stuff like Malachites to become ghosts and continue AOE suppressing heals while there was no way to stop/stun them felt bad.
4x damage seemed to bring them back into constant 1shot territory, so I'm putting it at a halfway point between the old 3x damage and the damage in the previous update.
There were too many movement slows from too many different sources (Glacials, Malachite Spikes), so Celestines no longer slow on hit. Max ghost count has been cut down since it got out of hand really quickly (3 random Celestines in a crowd would turn into 21 ghosts). In exchange for a lower ghost count, ghosts now have increased stats. I wasn't sure how I'd go about with increasing their stats to make them more threatening, since simply increasing damage ends up being unfun and 1shotty, so I've tried reducing their cooldowns and boosting their move speed to make them more aggressive.
With the lower blast radius, the bombs from on-hit attacks weren't really hitting their mark consistently. Randomizing their scatter pattern should help make them more of a threat, while their lowered blast radius from the earlier update should keep them dodgeable.
This should help with visiblity.
Felt that their passive damage is a bit too low considering how it's harder to get hit by lightning now. Let me know if this ends up being too high, or if it's not high enough.
Felt T2 Elites were spawning too often, so I've upped their cost and increased their HP a bit to compensate. Damage has been increased since I felt they weren't threatening enough damagewise, but it's still considerably lower than their vanilla damage multiplier.
Unsure about this, lemme know if this is any fun to fight, or if I need to go back to the drawing board on this one. Ideally I'd like to have a line or some sort of indicator to show which Celestine each enemy is connected to, but I have no clue how to network it. Thoughts would be greatly appreciated.
Overloading Lightning in its current state essentially is just low but guaranteed free damage to things nearby. Experimenting with making it stronger but with a tighter AOE so that it's more based around dodging. Reworked cooldown behavior is mainly there to make Overloading Templars and other rapid-hit enemies look less jank, the amount of bombs they can put out should be about the same. Thoughts on these changes would be greatly appreciated.
Glacial wisps were being a bit too oppressive, being able to shotgun blast in your general direction and slow you for 3 seconds.
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