Items - Uncommon

Updated 2 days ago

Uncommon Items

Uncommon items are where I believe most of the run diversity truly comes from, and unfortunately, it is also where the greatest amount of imbalance is. Extremely niche synergies, incredible damage stacking, complete garbage, this tier has it all. As such, this tier of items has by far the greatest number of actual reworks, mostly with the aim of making said items stronger. That being said, there are also a few notable meta-defining uncommon items that have needed nerfs, both to help restore balance and to ensure that runs don't get out of hand too easily.

Reworks

Bandolier

"Chance on kill to drop an ammo pack that resets all skill cooldowns. Can overstock skills."

  • Drop chance reduced (1st stack from 20% to 15%, subsequent stacks also reduced by a marginal amount).
  • Can now overstock skills: if one or more of your skills is fully recharged when picking up an ammo pack, an additional, temporary stock will be granted to that skill.

Comments: While Bandolier is not a bad item, it has a consistency problem due to not being able to easily control when you restock your skills. This fixes that by giving it value even when your skills are off cooldown.

Breaching Fin

"Grounded enemies hit with any skill have a chance to be launched, taking bonus damage."

  • No longer has a guaranteed activation or a player-side cooldown. Instead, has a 8% chance to launch on each hit with a skill, with launched enemies unable to be launched again for 10s after the debuff ends.
  • Damage per juggle increased from 10% to 20% (it really did not need the nerf in the update).
  • Number of midair juggles on the first stack reduced from 2 to 1 (helps compensate for activating more frequently as well as indirectly making the item stack better).

Comments: Breaching Fin's player-side cooldown makes it a bit antisynergistic with bands, which have a similar cooldown system but are not ideal to proc at the same time. For some reason, I also always found the player-side cooldown to be... well, boring. Therefore, it is going back to a random activation chance, but with its much more valuable effect compared to the old Knockback Fin.

Chance Doll

"More likely to be rewarded at Shrines of Chance. Gain a chance to increase item rarity at Shrines of Chance."

  • Chance of getting higher rarity items reduced from 40% to 25%.
  • Now has an additional effect on the first stack to essentially grant +1 Shrine of Chance luck, giving them an effective 80% success rate.
  • Item enhancement chance no longer affected by luck (Purity/57-Leaf Clover).

Comments: Chance Doll is both a really powerful item, and also has absurdly limited stacking. It also doesn't really alleviate any of the annoyances that Shrines of Chance cause, so I am granting it an additional bonus on the first stack while toning down its main effect a bit. It's also no longer affected by luck, as a general rule to make Clover/Purity not affect your item drops.

Death Mark

"Deal extra damage to enemies with debuffs. Enemies with 4 or more debuffs are marked for death, taking bonus damage."

  • Death Mark debuff damage bonus decreased from 50% to 35%.
  • Duration per subsequent stack reduced from 7 seconds to 3 seconds.
  • Now grants a passive 7% damage bonus (+7% per stack) per afflicted debuff that the enemy has.

Comments: Death Mark has 2 problems: the first is that reaching 4 debuffs on a target to activate it tends to be pretty hard until the late game unless playing on specific characters. Secondly, the item stacks incredibly poorly. While lowering the activation requirement is tempting, I think a much more interesting rework is to keep its high investment cost but make it not quite so worthless when you're still a couple debuffs short. Risk of Rain 2 needs to have certain items that have specific but incredibly potent synergies to allow for build variety, and Death Mark is one of them.

Hunter's Harpoon

  • Speed boost reduced from 125% to 100%.
  • Speed boost no longer fades over the duration.
  • Speed boost duration increased from 1s (+0.5s per stack) to 1.5s (+0.75s per stack).
  • Speed boost effect can stack up to 25 times by killing enemies in quick succession. Additional stacks do not increase speed bonus, only duration.
  • Debuff counter now uses a system where the number of stacks of the buff is representative of the number of seconds remaining.

Comments: Risk of Rain Returns had exactly the right idea with making this item worthwhile, so I am simply porting over the changes made there, with a few values tweaked to better fit with Risk of Rain 2's gameplay.

Infusion

  • No longer stacks in health gained per kill.
  • When 100 hp has been reached, 1 stack of the item is consumed to permanently grant 100 health and 1.5 hp/s regen.

Comments: This fixes so many weird interactions with infusion and makes it feel really unique. After being maxed out, your health now turns from red back to green, and there's no longer any weirdness involving scrapping infusions and then picking one up later (which, as cool as it is, is really unintuitive).

Lepton Daisy

  • Healing pulse healing reduced from 50% to 20%, but increases by 5% per item stack.
  • Rather than occurring a flat number of times, the healing pulse occurs every 30 seconds while the teleporter is active, reduced by 8% for every additional item stack on the team.
  • Healing pulse additionally occurs immediately upon starting the teleporter.

Comments: Lepton Daisy is really inconsistent, so making it occur more often and even occur while outside the teleporter radius or while the teleporter is at 99% should help it solidify its niche as keeping you healthy during holdout zones.

Luminous Shot

  • Lightning strikes now deal base damage rather than total damage, but damage coefficient is increased from 175% to 300% to compensate.
  • Lightning strike damage per stack increased from 50% to 300%.
  • Lightning strike proc coefficient reduced from 1.0 to 0.
  • Has been specifically tweaked to not work with MUL-T's power mode (secondary Scrap Launcher go brrrr - it would have just been too broken with these changes in particular).

Comments: Luminous Shot scaling with damage dealt rather than base damage is extremely awkward, leading to it not having much effect on characters like Captain while being completely broken on False Son. It is now going to deal base damage but has received a substantial damage buff, greatly increasing its consistency.

Old War Stealthkit

"Chance to turn invisible on taking damage."

  • Duration reduced from 5s to 4s, but increases by 2s per stack.
  • No longer triggers on low health, instead is a chance-based effect upon taking damage (Early Access behavior).
  • Chance scales with percent of health lost, starting at 5% and scaling up to 100% when taking 75% or more of your health.
  • No longer has a cooldown (but cannot retrigger until stealth ends).

Comments: This change is inspired by Risky_Lives' RiskyMod. Especially now that Unstable Transmitter has been added, Stealthkit has a very miniscule niche and doesn't feel very interesting to use. This change, reverting it to its early access state with improved chances, will help it stand out more and get value more often.

Unstable Transmitter

  • Returns from a single use per stage to unlimited uses, but cooldown increased from 45s to 120s and can no longer be reset with Blast Shower.
  • Barrier on activation decreased from 60% to 30%, but now increases by 10% per subsequent stack.
  • No longer bleeds or extends duration on target kills (makes the item too complicated with very little benefit).
  • Now prevents one-shots with guaranteed activation if health is at least 50% (improved One-Shot protection, same as Power Elixir).
  • Now displays a buff icon (and counts for growth nectar) while the aura is active, and displays a cooldown icon while on cooldown.

Comments: Unstable Transmitter got too harsh of a nerf, and yet still remains too complex. I am removing its (generally useless) bleed synergy and returning it to a cooldown-based effect, only without the things that made the cooldown truly busted.

Buffs

Berzerker's Pauldron

  • Multikill leniency increased from 1s to 1.5s.
  • Multikill count is now signified with a stacking buff icon.
  • Buff can now coexist and provide benefits alongside Gorag's Opus.
  • Can no longer refresh buff duration while buff is active.

Comments: Berzerker's Pauldron feels like it should be really strong, but due to a lack of feedback and how difficult it can be to trigger the effects in the heat of the moment, it usually ends up being extremely niche. These changes make it more reliable and also give more feedback to the player. It also allows it to be triggered via a single use of Forgive Me Please, which in my opinion is a very useful low-level synergy.

Harvester's Scythe

  • Each additional stack now grants an additional 2.5% crit chance.
  • Flat healing reduced from 8 to 4 and no longer stacks, but now restores additional health proportional to damage dealt (2% + 2% per stack, scaling with crit damage).

Comments: Harvester's Scythe is functionally extremely similar to Leeching Seed, which has received a buff of its own. In order to make it more distinct, its healing now scales with the damage of the attack, letting it get value on high burst damage survivors (especially railgunner). Additionally, we need more ways to get stackable crit chance, no matter how small.

Ignition Tank

  • Enemies that are lowered to/past 25% health by damage you deal are ignited for 150% damage over 3 seconds (which is then multiplied by your ignition tanks).

Comments: Ignition Tank is one of the few items that is completely useless on its own, and this is a problem in my opinion. This rework gives it a purpose in helping finish off low health enemies with a unique debuff infliction condition (not your boring "chance to inflict debuff on hit").

Leeching Seed

  • Effects are doubled (2 healing per hit).
  • Half of the healing is unaffected by (non-zero) proc coefficient.

Comments: Leeching Seed is so bad that even doubling its effects isn't worth it. In order to keep it valuable when this mod is geared towards the halved healing modifier of Eclipse and Hailstorm, it needs to also partially ignore proc coefficient.

Prayer Beads

  • Item now stacks linearly, with each stack now contributing a full 20% of stored stats.
  • When removed, now calculates stats based on number of stacks removed rather than the player's total stacks pre-removal.
  • Stat bonuses are now properly synced in multiplayer (uses a dependency mod, NetworkedPrayerBeads).

Comments: Prayer Beads' stacking makes it optimal to repeatedly pick them up and scrap them one stack at a time. While this is unique, it's not unintuitive nor is it fun. Now it's just as valid to carry a lot of prayer beads and let them all gain experience together before scrapping them for a massive boost.

Predatory Instincts

  • Each additional stack now grants an additional 2.5% crit chance.
  • Each crit now resets the duration of all attack speed stacks, allowing the player to actually build up attack speed through continual attacking even if they don't have super high crit.

Comments: This change lets Predatory Instincts get value even on survivors without high crit or that don't attack very fast. And of course, same with Harvester's Scythe, we need more ways to get stackable crit chance, no matter how small. The buff stacking change was taken from Risky_Lives' RiskyTweaks.

Red Whip

  • Speed boost per stack increased from 30% to 35%.
  • (Indirect) A massive amount of survivor skills have been adjusted to better fit what counts as a "combat skill". Even if a skill deals damage, if it is frequently used for mobility then it likely doesn't count as a combat skill.

Comments: Red Whip seems to be neglected by a large portion of the community. While I certainly don't think it's as bad as a lot of people do, I do agree that it has some major flaws. The biggest change is greatly expanding the list of "non-combat skills" to include every single skill that either deals no damage or is used for mobility purposes. This, along with a very small stat buff, should make Red Whip a viable option on all survivors, not just those who lack mobility to begin with.

Shurikens

  • Homing now checks for LoS.
  • Homing cone angle reduced from 90 to 20 (will no longer curve towards targets it has no chance of hitting).
  • Will stop tracking targets that are no longer in its targeting range (only occurs when there are no new targets within range).
  • Homing strength increased by 50%.

Comments: Shurikens is a conceptually good item that sucks because the poor targeting. This change just makes it actually feel good to use.

Squid Polyp

  • Knockback decreased from 2000 to 500.
  • Base fire rate increased by 12%.
  • Each player has a cap of 5 squid turrets that can be active at a time, with additional spawns replacing the oldest ones.
  • Turrets now fully ignore ally cap and do not contribute to it.

Comments: The biggest change here is the knockback. While its addition in SOTV helped the turrets survive longer, it also meant that they pushed enemies out of range within seconds. In order to not contribute to the overall ally cap problem, they now no longer contribute to the ally cap but have a spawn cap of 5 per player.

Nerfs

AtG Missile

  • Proc coefficient of missiles reduced from 1 to 0.5.

Comments: AtG Missile is one of the strongest green items, but nerfing its damage feels... wrong. It's not really broken on its own, just consistently good. It only really becomes busted in full proc builds, so that's what I'm nerfing here.

Kjaro's Band

  • Damage per stack reduced from 300% to 250%.

Comments: Simply bringing down the power of one of the strongest offensive items.

Runald's Band

  • Damage per stack reduced from 250% to 200%.

Comments: Simply bringing down the power of one of the strongest offensive items.

Will-o'-the-Wisp

  • Extra damage per stack reduced from 280% to 175%.
  • Proc coefficient reduced from 1.0 to 0.

Comments: Will-o'-the-wisp is another of the strongest green items. A large part of that is that it scales incredibly well in both damage and range, feeding on-kill chains. The other part of is that its proc coefficient allows it to get more value than should be warranted for its position in the game. Both of these factors are being heavily nerfed.

Tweaks

Old Guillotine

  • Stats increased from 13% to 20% (effective execute threshold increased from 11% to 17%).

  • Affected by the general execute rework. Large enemies (teleporter bosses) have halved execute thresholds, which is especially notable for this item. Comments: The goal of this nerf is to keep Guillotine from trivializing late game runs while making it more worthwhile in the early to mid-game.

Rose Buckler

  • Now has a buff icon when active (and also counts towards Growth Nectar).

Comments: With the number of things that are tracked by buffs nowadays, Rose Buckler sticks out like a sore thumb..