Survivors - Seeker
Updated 4 days agoSeeker
Wow, they really just... made Seeker the most overpowered character in the entire game. I have had to pretty much nerf every aspect of Seeker in some ways, and even then she's still probably one of the strongest survivors. Don't worry, she's still a lot of fun to play, it just feels a lot more like actual Risk of Rain 2 gameplay.
Base Character (nerf)
- Base armor reduced from 20 to 0.
- Base health reduced from 115 (+34) to 110 (+33), matching the majority of other survivors.
Comments:
With self-healing, scaling power, and an innate revive, Seeker has a lot of survivability. Removing the base armor and standardizing health should cause Seeker to not be quite as unkillable.
Default Passive | Inner Strength (nerf)
- Revive is now tied to the passive rather than to Meditate, allowing Palm Blast to similarly grant Saving Grace.
- No longer grants saving grace to allies.
- Saving Grace reworked: now blocks a single instance of fatal damage and grants 100% of health as barrier when doing so.
- Saving Grace no longer grants an additional +7% bonus to all stats.
- Revive now requires Saving Grace to still be active and consumes Saving Grace upon reviving a player.
- Additionally, can only revive 1 dead survivor (if multiple, picks one at random).
Comments:
I had two options: nerf Seeker's revive, or nerf the rest of her kit even more than I already did. I chose the former. Rather than granting every player a revive every stage, it now either can revive 1 player or prevent Seeker from dying once. This has the side benefit of making teams of multiple Seekers not completely redundant.
Default Primary | Spirit Punch (nerf)
- Damage of first two hits reduced from 250% to 200%.
- Damage of third hit reduced from 350% (+50% per Tranquility) to 320% (+40% per Tranquility).
Comments:
Seeker's primary is deceptively strong, what with its scaling power, innate AOE, and slowing effect. Receiving some minor nerfs will help it feel a bit more in line with the rest of the cast.
Default Secondary | Unseen Hand (nerf)
- Healing at base increased from 3.5% to 4% (just to make a nice round number, really).
- Healing increase per Tranquility decreased from 4% to 3% (healing at max Tranquility reduced from 31.5% to 25%).
Comments:
Unseen Hand's healing is very strong for something that has no drawback (unlike REX's skills, for instance), and helps Seeker survive much too well.
Alternate Secondary | Soul Spiral (nerf)
- Damage reduced from 150% to 120%.
- Damage boost from Exhilarate reduced from 66% to 33% (empowered orb damage reduced from 250% to 160%).
- Barrier per hit reduced from 3% to 2.5% and no longer scales with Tranquility, but now properly scales with your maximum health.
- (Indirect) No longer counts as a combat skill for Red Whip/Warbanner synergy.
Comments:
Soul Spiral was already a solid ability, and the buffs given to it were just too much. These nerfs are mostly designed to revert the buffs it received, slightly increasing its base damage from its original state but reducing the reliance on Exhilarate. I also found it really unintuitive that the barrier gained scaled with your initial health rather than current maximum.
Default Utility | Sojourn (nerf)
- Self-damage reduced from 25% to 20% of max health (partially to compensate for Seeker losing her base armor).
- Self-damage now ignores block chance (Safer Spaces/Tougher Times).
- Cooldown increased from 8s to 10s.
- Blast radius no longer scales with duration. Instead of scaling from 5 to 20, it is now a fixed 10 (still scales with Tranquility).
- (Indirect) No longer counts as a combat skill for Red Whip/Warbanner synergy.
Comments:
Sojourn is frankly overpowered. It has received a couple minor tweaks in the player's favor, but overall needs to be used more deliberately with a longer cooldown.
Alternate Utility | Reprieve (nerf)
- Barrier gained on entry reduced from 20% to 15%.
- Cooldown increased from 9s to 10s.
- Max speed now capped at 3x base movement speed (rather than adding an extra +100 speed onto the cap).
- Base tornado lifetime reduced from 4s to 3s and no longer increases duration from flight time (still gets +0.5s duration per Tranquility).
- Extra tornado healing per second of flight reduced from 1% to 0.5%.
- (Indirect) No longer counts as a combat skill for Red Whip/Warbanner synergy.
Comments:
Reprieve offers far too much stage traversal for free on top of a very powerful combat effect. It no longer scales in speed quite as drastically, which has the side effect of making it a bit more enjoyable to control, lasts less time without barrier synergy, and the tornado is a bit weaker before gaining tranquility.
Default Special | Meditate (buff)
- Damage increased from 300% to 900%, but damage bonus per Tranquility decreased from 200% to 100% (max Tranquility damage reduced from 1700% to 1600%).
- Healing increased from 4% to 12%, but extra healing per Tranquility decreased from 4% to 2% (max Tranquility healing reduced from 32% to 26%).
- (Indirect) No longer counts as a combat skill for Red Whip/Warbanner synergy.
Comments:
Meditate relies way too much on Tranquility stacks to get value, making it feel useless until you get max Tranquility. It is getting a lot more of its damage and healing added to the base values, while the end result is about the same.
Alternate Special | Palm Blast (rework)
- Cooldown reduced from 12s to 9s.
- Damage increased from 400% / 700% to 700% / 1200%, but damage bonus per Tranquility decreased from 250% to 100% (max Tranquility damage reduced from 2150% / 2450% to 1400% / 1900%).
- Healing increased from 9% / 15% to 12% / 16%, but extra healing per Tranquility decreased from 3% to 1.5% / 2% (max Tranquility healing reduced from 30% / 36% to 22.5% / 30%).
- Can no longer trigger multiple multihits (and thus gain multiple Tranquility stacks) with a single use.
- Now grants Saving Grace like Meditate does.
Comments:
Palm Blast, like Meditate, relies too much on Tranquility to get its value. Additionally, it's actually way more inconsistent to build up Tranquility with Palm Blast compared to Meditate, so it's getting a hefty cooldown reduction with reduced max power to compensate. Finally, as Saving Grace is tied to the passive rather than the skill, Palm Blast can now grant revives as well.
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- Survivors - REX
- Survivors - Seeker
- Survivors - Void Fiend