1.1 - 2R4R : Difficulty

Updated 2 weeks ago

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Difficulty

The difficulty changes here may seem rather subtle, however, they are a sort of capstone on 2R4R's design and balance. Do not underestimate these, especially the changes made to difficulty scaling.

Mechanics

    (One-Shot Protection)
- Removed

    (Teleporter Overcharge)
- Added
- The Teleporter may now be charged past 99% if the Boss has not yet been killed
- During Overcharge, any remaining Boss enemies will be Crippled, Poisoned, and siphoned of their health
- During Overcharge, the Teleporter's Holdout Zone will additionally begin to shrink

    (Pickup Picker Panel Protection)
- Added
- When using any Pickup Picker (example: void potentials), you will be granted 4 seconds of invincibility

Difficulty Scaling

    (Difficulty Formula)
- Time scaling is now frozen on Final Stages
- Time scaling is now exponential with time
- Reduced difficulty change on stage increment: +15% -> -10%
* For clarity, this means that difficulty is reduced on stage change *
- Increased difficulty change on loop increment: +0% -> +30%
- Reduced base difficulty factor per additional player: +30% -> +20%

    (Economy)
- Enemy rewards are now compensated for difficulty scaling that occurs during a stage
* In other words, as enemies begin to spawn more during a stage, they will drop less gold, remaining proportional to the chest cost *
- Reduced global gold reward multiplier: 100% -> 35%
- Reduced global exp reward multiplier: 100% -> 40%

Base Difficulty Modes

    (All)
- Added glowing red outline to base Teleporter object to improve visibility in higher difficulty modes
- Reduced base range of Teleporter particles: 100% -> 80%

    (Drizzle)
- Increased range modifier of Teleporter particles: 100% -> 125%
- Increased minimum stage for Tier 2 elites: 6 -> 11

    (Rainstorm)
- Increased ambient level cap: 99 -> 999
- Increased starting difficulty: Easy -> Medium

    (Monsoon)
- All monsters gain 1.33% attack speed per level, up to level 300 (+400%) (halved for Clay Templars, Chimera Wisps, and Jellyfishs)
- Champions gain 3 armor per level without limit
- Non-champions gain 0.67% movement speed per level, up to level 300 (+200%)
- Increased ambient level cap: 99 -> 999
- Reduced range modifier of Teleporter particles: 100% -> 50%
- Increased starting difficulty: Easy -> Hard
- Increased starting level boost: 0 -> 3
- Reduced minimum stage for Tier 2 elites: 6 -> 4

Eclipse

    (All)
- Inherits all changes made to Monsoon

    (Eclipse 1)
- Old: -50% Ally Starting Health 
- New: Boss Enemies are Always Elite

    (Eclipse 2)
- Old: -50% Teleporter Radius
- New: +30% Enemy Movement Speed

    (Eclipse 3)
- Old: Fall Damage Doubled and Lethal
- New: All Holdout Zones are 40% Smaller and Discharge 2% Per Second While Vacant

    (Eclipse 4)
- Old: +40% Enemy Movement Speed
- New: -25% Ally Healing

    (Eclipse 5)
- Old: -50% Ally Healing
- New: -40% Enemy Cooldowns

    (Eclipse 6)
- Old: -20% Enemy Gold Drops
- New: Dying Enemies Drop Exploding Bombs

    (Eclipse 7)
- Old: -50% Enemy Cooldowns
- New: 20% Item Tax Per Stage

    (Eclipse 8)
- Unchanged

Directors

Initial Director

- Increased interactable credits on all stages by +125

Pre-TP Director

- Increased fast director Elite Bias: 100% -> 120%
- Increased slow director Elite Bias: 100% -> 120%
- Increased slow director Credit Multiplier: 75% -> 100%

TP Director

- Reduced lesser director Credit Multiplier: 100% -> 80%