Some mods may be broken due to the recent Alloyed Collective update.
Items - Boss
Updated 3 weeks agoReworks
Queen's Gland
- Respawn timer works properly (30 second cooldown), but is reduced by 10% per stack.
- Now can spawn up to 2 beetles upon the first stack, but no longer increases with subsequent stacks.
- Beetle Guard bonus damage and health reduced from 300% to 100% and 100% to 0% respectively, but now scales with item stacks.
- Beetle Guards now have 30% increased attack speed so that they can reasonably hit their targets.
- No longer contributes to ally cap.
- Disabled in the lunar bazaar due to clipping issues.
Comments:
This is my attempt to make Queen's Gland more interesting, with greater max power but also more drawbacks like a functioning respawn timer. This also fixes ally clutter when stacked, which is a frequent problem in looping runs. Credit to RiskyMod for disabling in the Lunar Bazaar.
Buffs
Defense Nucleus
- Damage bonus increased from 400% to 600%, and now increases by an additional 600% per stack.
- Construct limit no longer increases with subsequent stacks.
- Alpha constructs lose health over time, lasting 60 seconds.
- Constructs now fully ignore ally cap and do not contribute to it.
Comments:
Defense Nucleus works well when defending an area, but the inability to reposition your Alpha Constructs means that you'll rarely be able to use it where you need it. With these changes, summoned constructs will now die to be resummoned in a new position. There's also another bonus that I want to give them, but it will need to wait until I finish making changes to teleporter bosses.
Genesis Loop
- Stacking now scales the damage linearly rather than lowering the cooldown.
- Now shocks all enemies that survive the blast (same effect as Captain's secondary).
- Can now actually trigger alongside Unstable Transmitter.
Comments:
Genesis Loop both lacks in power and safety for how much risk it takes to get use out of it. While it won't be doing any more damage by default, stacking it now increases its damage rather than lowering its already negligible cooldown. Additionally, it now shocks enemies to potentially give the user some room to breathe even when it fails to kill the attackers.
Titanic Knurl
- Additionally provides 10 armor per stack (about 8% damage reduction).
Comments:
Titanic Knurl is a bit bland, and while it still doesn't do anything crazy, an unconditional armor bonus is both unique and grants what is essentially a multiplicative health bonus. It did this in Risk of Rain 1, so why not here?
Nerfs
Charged Perforator
- Proc coefficient reduced from 1.0 to 0.
Comments:
While I feel like this should remain as the strongest independent boss drop, its value in proc chains is a bit too much. Therefore, it's getting the sticky bomb treatment, in that it benefits from high proc coefficients but does not directly contribute to proc chains.
Little Disciple
- Proc coefficient reduced from 1.0 to 0.5.
- Attack range reduced from 40m to 30m.
Comments:
I want to reduce the ability for items to proc other items overall, and this is a notable case for its high fire rate and homing attack. It also attacks from way too far away, which leads much too easily into passive gameplay.
Shatterspleen
- No longer bleeds on crit or increases crit chance.
- Now grants a 10% bleed chance like Tri-Tip Daggers and Noxious Thorn.
- Explosion base damage reduced from 400% to 300% per stack.
- Percentage of enemy health added to explosion damage reduced from 15% (+15% per stack) to 10% (+5% per stack).
- Proc coefficient of explosion reduced from 1.0 to 0.
Comments:
Probably the most gamebreaking boss item due to how it causes on-kill chains between even elites and bosses. The health-scaling explosion is absurdly powerful, and adding bleed on crits is an additional synergy that makes the item try to do too many different things at once.
Tweaks
Molten Perforator
- Proc coefficient of fireballs reduced from 0.7 to 0.4.
- Damage reduced from 300% to 250% per stack.
- Fireballs now detonate on enemy collision (previously only detonated on world collision).
- Fireball spawning logic greatly improved.
Comments:
Molten perforator has major issues with the large enemies that it would otherwise be so effective on because the fireballs just slide right off rather than detonating. Moreover, most flying enemies don't even properly spawn the fireballs above them but instead beneath them. All in all, while its damage output is being drastically reduced, you should find it to be much more effective overall.
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