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Items - Legendary
Updated 2 weeks agoRetiers
Happiest Mask
- Now a yellow item that can drop as a teleporter reward when the boss is a Horde of Many.
- Can also be found in Overgrown 3D printers.
- Ghost spawn chance increased from 7% to 25%, but ghost duration reduced from 30 seconds to 20 seconds and no longer increases with subsequent stacks.
- Ghost damage is changed from 1500% unscaling to 500% (+400% per stack).
Comments:
No matter the balance changes I make, Happiest Mask will always be a bit of an oddity among red items due to the inconsistency of using enemies tailored to fight the player against other enemies. Therefore, I'm making it a boss item, filling the conveniently missing space of a teleporter drop for Hordes of Many so that yellow items can more reasonably be obtained when using the Artifact of Kin. It will also now be a bit weaker, but a lot more reliable, with frequent ghost spawning for shorter durations.
Reworks
Ben's Raincoat
- Reworked to use a stackable buff, with each stack blocking one debuff.
- Starts at up to 3 buffs, and can get an additional 1 per item stack.
- Mechanics are the same as Shurikens, with all stacks refreshing over a total duration of 30 seconds.
- Percentage of maximum health gained as barrier is increased from 10% to 15% and increases by another 5% per item stack.
Comments:
Ben's Raincoat is extremely disappointing in its current state. While its release version was extremely broken and not fun to use, the current version barely does anything before going on cooldown. With this buff, it can now build up while not in danger and then block multiple debuffs in a row, with the barrier being more impactful as well.
Frost Relic
- Dps reduced from 1200% to 600%, but now scales linearly with stack count.
- Now inflicts Frost rather than Slow, freezing enemies within the storm for at least 2 seconds.
- Radius per kill increased from 2m to 3m (increases maximum radius from 18m to 24m).
- Maximum radius no longer scales with stack count.
- Storm duration before decaying increased from 5s to 6s.
- Proc coefficient reduced from 0.2 to 0.
- Camera zoomout is disabled (I always found it pretty annoying, if you like it you can turn it back on in the config).
Comments:
Frost Relic is in a weird place. It's really powerful, don't get me wrong, but it also feels kind of annoying to use, and is frequently overshadowed by the more consistent Unstable Tesla Coil. In order to make it stand out more, it now applies the new frost debuff to enemies around you, potentially freezing groups of enemies while you are in combat. It's the same as Chef's frost debuff, which means it has received the change to not be able to build up frost on already frozen enemies.
Laser Scope
"Your 'Critical Strikes' deal damage multiple times."
- Now grants 10% crit chance on pickup, plus an additional 5% crit chance per subsequent stack.
- Rather than increasing crit damage, instead causes critical strikes from skills to hit additional times (equal to number of stacks).
- These additional hits deal 75% of the initial hit's damage, but retain the damage type and proc coefficient of the original attack.
Comments:
Laser Scope is really boring, so it's been reworked to be a much more potent damage and proc amplifier on crits. It also gains a passive crit bonus to be a bit more reliable.
Pocket I.C.B.M.
"Periodically fire missiles while in combat. All Missile items fire an additional missile."
- Now passively fires a missile for 300% damage every 8 seconds while in combat.
- Stacking reworked: each item stack grants 1 additional missile, rather than 2 on the first stack.
- Starting on the 5th stack, grants a 25% missile damage bonus per stack rather than increasing the number of missiles fired.
Comments:
Pocket ICBM is way too powerful when you have many missile items, but is also completely useless on its own. To counteract the latter, it has been given a unique missile effect of its own, allowing it to self-synergize. On the other hand, its scaling has been reduced to effectively increase the power of missiles by 100% per stack rather than 200%, but done in a very fun way.
Soulbound Catalyst
"Store the souls of defeated enemies, and then fire them out upon activating your Equipment."
- No longer reduces equipment cooldown. Now grants a stackable buff upon kill (unlimited duration).
- Activating your equipment while you have this buff fires a number of soul wisps equal to 2 + the number of stacks, then all stacks are removed.
- Each soul wisp has perfect homing and homes in on the nearest enemy within 40m.
- Soul wisps deal 320% base damage multiplied by the stack count.
Comments:
Soulbound Catalyst has one really broken combo with Forgive Me Please, but is honestly really boring. Even though it's more interactive than the multiple methods of passive equipment cooldown reduction, I just never found it fun to use. After a fair amount of deliberation, I eventually decided turning it into a damage item while maintaining the same synergies that it originally had would be a fitting way of making it more fun to use in a variety of builds and also making its effect more noticeable.
Buffs
Aegis
"Healing past full grants you a temporary barrier. Grants armor while barrier is active."
- Healing to barrier conversion rate on first stack increased from 50% to 100%.
- Regeneration effects now contribute to barrier conversion.
- Now grants +15 armor per stack while you have barrier.
Comments:
Aegis is probably the worst red item due to needing multiple stacks to actually get going. Along with a buff to its main function, it now can scale with regen, allowing it to be more easily built up and causing it to decay slower. It also has an added benefit of granting armor while the player has any barrier, mostly to ensure that it remains valuable when stacked.
Bottled Chaos
"Activating your Equipment triggers an additional, random Equipment effect. Reduce Equipment cooldown."
- Now grants 25% equipment cooldown reduction on the first stack.
- Can no longer trigger Gnarled Woodsprite, Volcanic Egg, or Seed of Life.
Comments:
Bottled Chaos is a bit feeble, as a single extra equipment effect has questionable value. As such, it's getting a bit of extra self-synergy with a cooldown reduction. As for the now-blacklisted equipment, Gnarled Woodsprite is just a worse Foreign Fruit when it comes to the activation effect, Volcanic Egg is generally detrimental when it triggers, and Seed of Life, while very funny, is too unpredictable. Any revive needs to be clear when it triggers, which is why apart from self-revive effects, ally revives always require some sort of dedicated input/interaction. Bottled Chaos randomly triggering the effect completely undermines this.
Brainstalks
- Skills no longer have a 0.5s base cooldown while active, giving you actual 0-cooldown skills.
Comments:
This is implemented via a dependency mod, SnappierStalks, which makes Brainstalks much more fun and powerful.
Dio's Best Friend
- Now drops 3 common items around you when you revive (does not trigger on non-player entities).
Comments:
Dio's tends to be lackluster due to not helping a failing run actually get back into things. While it's not a huge amount, Dio's will now grant a small boost to your build after use.
N'Kuhana's Opinion
- Regeneration effects now contribute to soul generation.
Comments:
N'Kuhana's Opinion is really only held back by the sparsity of healing effects, and the lack of functionality on its own. This small change fixes both of these, making the item far more reliable.
Wake of Vultures
- Base duration increased from 8s to 12s.
- Extra duration per stack increased from 5s to 6s.
Comments:
Wake of Vultures is fun but the buffs are too short-lived to be all that meaningful, especially given that many elite types aren't super impactful when used by the player. This buff makes each elite kill matter more.
Nerfs
Brilliant Behemoth
- Damage reduced from 60% to 50%.
Comments:
Brilliant Behemoth outclasses a lot of other legendary damage items at first stack due to how high the damage bonus is, despite not being intended to be a single target damage item.
Ceremonial Dagger
- Proc coefficient reduced from 1.0 to 0.3.
- Targeting range decreased from 130m to 60m.
Comments:
Ceremonial Dagger is scarily powerful with their perfect homing and their absurd range. I don't want to remove the proc coefficient completely, but a 0.3 proc coefficient balances out to on average 1 proc per killed enemy rather than 3. They are also getting their range toned down quite a bit to reduce instances of the game playing itself.
Runic Lens
- Meteor base damage reduced from 2000% to 1500%.
- Bonus meteor damage at first stack reduced from 150% to 100% of the triggering hit.
- Proc coefficient reduced from 0.5 to 0.
Comments:
Runic Lens is way too powerful for how well it scales, as it was an average of 60% increased total damage on hits that dealt only 100% damage, and its average damage bonus increases the more damage you dealt in a single hit. While still incredibly strong, it has been toned back a bit, and it will no longer be able to trigger stupidly high damage procs either.
Spare Drone Parts
- Chaingun bounce count reduced from 2 to 1.
- Missiles deal total damage rather than base damage (on average this is a damage reduction).
- No longer benefits all mechanical allies, only drones and solus allies from items (not Engi Turrets).
Comments:
Most non-drone allies were designed to be very self-sufficient already, so giving a bonus chaingun and missiles to, say, Engineer Turrets feels broken. I stand by my opinion that these done-synergy items should ONLY apply to strict drones, but I'm willing to test it out on the solus allies granted by Empathy Cores and Orphaned Core.
Unstable Tesla Coil
- Range reduced from 35m to 30m.
- Proc coefficient reduced from 0.3 to 0.2, equal to that of the Ukulele.
Comments:
Slightly reduce Unstable Tesla Coil's power at base, as it is an incredibly strong AOE option.
War Bonds
- Missile damage no longer scales with additional stacks.
- Max number of missiles per subsequent stack increased from 5 to 10; now reduces necessary gold per missile by 10% per stack.
- Missile damage is now fixed - it is no longer affected by any damage bonuses or armor.
- Missiles deal half damage to creatures with adaptive armor (final bosses), to compensate for ignoring armor.
- Missile AOE doubled.
- Extra missiles fired by ICBM are spread over a wider area.
- Now properly tracks when all bosses are defeated, no longer dealing miniscule percent-based damage to basic enemies.
Comments:
War Bonds is incredibly overtuned and way too effective on the final bosses. It needs several nerfs to bring it back in line, but keeps its core identity of being a gold-scaling boss killer, plus an additional fun synergy with Pocket ICBM.
Tweaks
Electric Boomerang
- Boomerangs now deal total damage instead of base damage (this is a massive buff on most characters).
- Boomerang direct hit damage increased from 124% to 150%.
- Boomerang proc coefficient reduced from 1 to 0.5.
- Electric AOE dps reduced from 400% to 200%.
- Boomerang electric field proc coefficient reduced from 0.2 to 0.
Comments:
Electric Boomerang is really confusingly worded, but really the only thing wrong with it is that it deals base damage rather than total damage, limiting its use to only high proc, low damage survivors like Commando or Nailgun MUL-T. This is no longer the case, though its application in proc chains has been nerfed, like most other chance-on-hit items.
H3AD-5T V2
- Subsequent stacks no longer reduce ability cooldown.
- Explosion damage is now increased by 50% (multiplicatively) per additional stack past the first.
Comments:
Head Stompers is extremely underrated, it just needs to stack better. It's nearly impossible to use the special ability off cooldown even on the first stack, so instead the explosion will become stronger with more stacks.
Sonorous Whispers
- Item drop chance from elites changed from 4% (+1% per stack) to 3% (+3% per stack).
- No longer affected by luck (Purity/57-Leaf Clover).
Comments:
Stacking has been altered because the guaranteed large monster item drop is the most important part of the first stack, and then subsequent stacks are not as useful. It's also no longer affected by luck, as a general rule to make Clover/Purity not affect your item drops.
Pages
- Difficulty - Eclipse
- Difficulty - Run Scaling
- General - SOTS Adjustments
- Items - Boss
- Items - Common
- Items - Equipment
- Items - Legendary
- Items - Lunar
- Items - Uncommon
- Items - Void
- Survivors - Acrid
- Survivors - Artificer
- Survivors - Bandit
- Survivors - Captain
- Survivors - CHEF
- Survivors - Commando
- Survivors - Engineer
- Survivors - False Son
- Survivors - Huntress
- Survivors - Loader
- Survivors - Mercenary
- Survivors - MUL-T
- Survivors - Railgunner
- Survivors - REX
- Survivors - Seeker
- Survivors - Void Fiend