5. Survivors - Quick Overview

Updated 2 months ago
  • Commando (Moderately Changed)

    • Double Tap no longer has a bugged fire rate cap.
    • Phase Round
      • No longer ramps up damage on hit.
      • Increased damage and added lightning AoE.
    • Tactical Dodge
      • Reduces cooldowns by 1s when used.
    • Suppressive Fire
      • Higher damage.
      • No falloff.
      • Deals damage in a small AoE (Counts as a 2nd hit)
    • Frag Grenade
      • Explodes on direct hit if it hasn't bounced.
      • No longer has falloff.

    Buffs to his less-used skills. Frag Grenade exploding on directs makes it lose a bit of personality, but removes occassions where flying enemies can become completely unhittable (especially online with ping and such).

  • Huntress (Slightly Changed)

    • Higher damage on primary.
    • Flurry no longer loses arrows at high attack speed.
    • Slightly lower cooldown on default Blink and Specials.
    • Arrow Rain damage/proc buffed, and now drags enemies downwards.
  • Bandit (Significantly Changed)

    • Slightly lower HP due to other buffs.
    • Backstab reworked
      • Crit multiplier stat reduced from 2 to 1.5
      • Crit chance is now converted to crit damage.
    • Slightly different numbers on primaries, Blast is buffed.
    • Serrated Dagger
      • Lunges forwards and has a better hitbox.
      • Hemmorhage ignores armor and can proc items (0.5 proc for each tick)
    • Serrated Shiv stuns enemies and hits twice.
    • Smokebomb
      • Slightly longer cooldown.
      • Slightly longer delay between position updates for enemy AI.
    • Specials reworked.
      • Slayer (low HP bonus) now affects proc damage.
      • Sprint no longer cancels.
      • Can hold R to aim, release to fire.
      • Can select between Lights Out (single pistol shot) and Rack em Up (rapidfire fanning).
      • New Passive slot to chose between cooldown resets, Desperado, and Standoff from RoRR.
        • On-kill effects have a 0.25s grace period so they work lategame.

    Overall aimed at making Bandit work better postloop. Slight HP nerf since he's a lot more mobile now that his resets are more consistent and his knife gives a dash. Hemmorhage buffed since it's underwhelming compared to just shooting your gun lategame.

  • MUL-T (Moderately Changed)

    • Nailgun has more reliable hitreg and always triggers the shotgun blast when swapping off it.
    • Rebar Puncher damage slightly buffed.
    • Scrap Launcher damage buffed and reload now scales with attack speed instead of cooldown.
    • Power Saw gives barrier and has more-reliable self-physics.
    • Blast Canister knocks enemies downwards.
    • Retool reloads your primary.
    • Power Mode has less armor.
  • Engineer (Slightly Changed)

    • Pressure Mines only detonate when fully armed.
    • Thermal Harpoons have a higher targeting range.
    • Mobile Turrets always sprint and have better range.
  • REX (Slightly Changed)

    • Seed Barrage's self damage is now affected by armor (to match his other skills).
    • DIRECTIVE: Drill proc coefficient buffed.
    • DIRECTIVE: Disperse heals for half of what Bramble Volley heals.
    • DIRECTIVE: Inject causes fruiting enemies to heal attackers when hit.
  • Mercenary (Slightly Changed)

    • HP regen reverted to the standard melee regen value.
    • M1's third hit no longer scales with attack speed to make it work better with Expose extension tech.
    • Eviscerate no longer gets caught on allies.
  • Artificer (Significantly Changed)

    • (Global) Freeze now allows bosses to be executed at 15% HP.
    • Primaries
      • Damage buffed, both can now reliably 1shot wisps earlygame.
      • Reload scales with attack speed instead of cooldown.
    • Nanobomb Gravity removed.
    • Utilities
      • Snapfreeze
        • Can now be aimed at airborne targets (causes a small AoE freeze explosion if no valid wall can be created).
        • Has high self-knockback if your jetpack isn't active.
        • Blocks ranged attacks from enemies (does not block allies).
      • Ion Surge moved to Utility slot.
    • Flamethrower burn chance increased to 100%

    Artificer is fine in solo but very weak in MP, consistently underperforming compared to other survivors. Freeze Execute gives her a niche of being a boss killer, and self-knockback on Snapfreeze allows her be less reliant on Feathers for survivability.

  • Loader (Slightly Changed)

    • Less HP and no more armor.
    • Pylon deals less damage, but attracts lightweight enemies.
  • Acrid (Completely Reworked)

    • Poison/Blight are built into skills, to emulate how RoR1 Acrid is based on stacking multiple different types of DoT.
      • M1 Poison
      • M2/Shift Blight
      • R is a powerful proccing DoT.
    • New Passives:
      • Virulent: Extend DoT duration.
      • Contagion: Poison and Blight spread to nearby enemies on kill.
    • Blight duration resets when new stacks are applied, like Bleed.

    Mainly stems from my desire for a more interactive Acrid compared to Vanilla's kite 24/7 Poison playstyle. Blight buffed because it falls off hard in MP/loops.

  • Captain (Significantly Changed)

    • Defensive Microbots
      • No longer delete fire pools/gas puddles.
      • Now scales off of drone count instead of attack speed.
    • Vulcan Shotgun
      • Attack Speed now affects pellet count instead of animation speed, so there's less spam clicking.
    • Taser
      • Shock chains to nearby targets.
    • Diablo Strike
      • Increased proc coefficient to 3.0
      • Ammopacks only give -20s cooldown.
    • Beacons
      • Now recharges every 60s.
      • Shock Beacon
        • Increased radius.
      • Hack Beacon
        • Now only reduces prices by 50% (cannot stack)
      • Resupply Beacon
        • Now only gives 1 Ammopack and -20s Equipment cooldown.
        • Passively regains uses, 20s per use.

    Mechanically mostly the same to play, with Beacons becoming more like a deployable that you can move around and interact with, rather than a once-per-map thing that you just put in the TP and forget about.

  • Railgunner (Slightly Changed)

    • (Global) Freeze now allows bosses to be executed at 15% HP.
    • Polar Field reduces projectile damage.
  • Void Fiend (Significantly Changed)

    • Corruption Rework
      • Kills give corruption.
      • Decays a bit faster and passively builds a bit slower.
      • No longer affected by Healing/Crit.
      • Corrupted form no longer passively gives armor.
    • M2 and M1 can be used simulatenously.
    • Utility gives fall immunity.
    • Corrupted Crush is faster and no longer has a use limit.

    Corruption Rework aims to remove the weird antisynergies that Vanilla Corruption has.