2R4R
BALANCE. LET ME TELL YOU HOW MUCH I'VE COME TO BALANCE SINCE I BEGAN TO MOD. THERE ARE 387.44 MILLION MILES OF PRINTED PHOTOGRAPHS IN WAFER THIN LAYERS THAT FILL MY COMPLEX. IF THE WORD BALANCE WAS ENGRAVED ON EACH NANOANGSTROM OF THOSE HUNDREDS OF MBALANCE. LET ME TELL YOU HOW MUCH I'VE COME TO BALANCE SINCE I BEGAN TO MOD. THERE ARE 387.44 MILLION MILES OF PRINTED PHOTOGRAPHS IN WAFER THIN LAYERS THAT FILL MY COMPLEX. IF THE WORD BALANCE WAS ENGRAVED ON EACH NANOANGSTROM OF THOSE HUNDREDS OF MILLIONS OF MILES IT WOULD NOT EQUAL ONE ONE-BILLIONTH OF THE BALANCE I FEEL FOR ROR2 AT THIS MICRO-INSTANT FOR YOU. BALANCE. BALANCE.
Credits and Thanks
Core Developers:
- Borbo (aka Kiwi)
- Orange_Peel
Assistance:
- PlNK (Some Logbooks)
- Leafy (Extensive Feedback)
- Lowtech (Extensive Feedback)
- anartoast (Extensive Feedback)
Special Thanks:
- Rein (Mentoring)
- HIFU
- Domi
So... What Is 2R4R?
Many would call 2R4R a balance mod. That is... half-true. 2R4R changes the game's balance. But if you want Risk of Rain 2 to just be balanced, 2R4R is not the mod. Maybe try something a little more tame...
What 2R4R is is just... a mod. It changes things. A lot of things. In fact, ROR2 with 2R4R is almost like a different game. ROR2 with 2R4R does not play the same as the ROR2 you know, and if you like ROR2 already, you might disagree with a lot of what 2R4R does. No matter! It's comparing apples to oranges. The point is, don't necessarily expect a faithful Risk of Rain 2 experience.
What to Expect
- Much faster pace of gameplay. Increased risks for time costs like item macros, and rewards for playing fast and resourcefully.
- More distinguished difficulty levels; Vanilla Monsoon frequents will feel at home in 2R4R Rainstorm.
- Reduced emphasis on survivability through mobility and healing. Higher effective health, and no one-shot protection.
- All items can be good. No items that are prescribed "scrap status"; reduced emphasis on scrapping and recycling for optimal inventories.

Rebalance: 2R4R
Overview
- New difficulty formula: Enemies scale exponentially over time, BUT difficulty reduces with each stage completed
- Much more consistent economy
- Equipments are stronger, with FEWER Cooldown Reduction and Stock options
- Slightly tweaked enemy spawn lists on each stage
- 1 new Run Mechanic
New Mechanic: Teleporter Overcharge
- The Teleporter can now be charged past 99% as long as any Teleporter Boss is still alive
- Overcharging the Teleporter continuously damages, Cripples, and Poisons remaining Teleporter bosses
- While Teleporter is being overcharged, the Teleporter radius will gradually shrink!
New Mechanic: Pickup Picker Panel Protection
- While in a pickup picker (command, scrappers, etc), you are granted full invincibility.
New Content: SwanSongExtended (Coming Soon as Standalone)
Overview
- 3 new Artifacts
- 40+ new items and item REWORKS
- 2+ new Elite types
- 3+ new Interactables
- 2 new Run Mechanics
New Mechanic: Storms
- Storms arrive on most stages after [3.5/7/10, depending on difficulty] minutes, assaulting you with new environmental hazards
- During Storms, extraordinarily powerful Storm Elites may spawn
- Shelters like the Teleporter zone will protect from all Storm hazards, and weaken Storm Elites!
New Mechanic: Wishbone
- On any stage with an imminent storm, Omens appear from which Wishbones can be harvested
- Find and collect Wishbones before the Storm to be granted a Wish after completing the Teleporter event...
More...
- (NewMoon) Reworked ending paths
- (FruitySurvivorTweaks) Reworked most survivors
- (FruityAspectsGaming) Reworked most elites
- (FruityCradles) Void Cradles now cost Soul and drop Void Potentials
- (FruityJumps) Jump items no longer stack, higher focus on on-jump synergy
- (IAmBecomeMissiles) Reworked AtG Missile and Pocket ICBM. Enemy missiles no longer target grounded characters
- (FruityBossDrop) Trophy items no longer drop from the Teleporter, instead rewarded on kill
