Has anyone successfully completed a double enemy health D4 run?
Always feels bad to play. Don't like it. Should be +50%.
Guardian workbench upgrade ideas
The workbench upgrades for guardian abilities are not good. I've brainstormed some ideas. They might be good or they might suck. Please pick them apart and give feedback!
Pressure wave:
When an ally is in range of pressure wave, you both gain +10 stoneskin. The guardian can get three procs, teammates get one each.
When an ally is in range of pressure wave, they gain +20% movespeed,.+20% reload speed, and you gain +10 stoneskin. Guardian can get 3,. teammates get one. Effect lingers for 1(maybe more?) second on teammates after they leave pressure wave.
Enemies affected by pressure wave focus on you for +1 second after they leave pressure wave
When pressure wave ends it leaves aftershocks that slow enemies and deal +10 explosive damage per second for 5 seconds
Concussive barrage:
Concussive Barrage gains +20% chance to ricochet/chain hit
Concussive barrage gains +20 damage per projectile at close range, decreasing at greater ranges.
Concussive barrage deals +20 poison damage in impact
Concussive barrage has a 50% to confuse enemies instead of stun causing them to attack their own kind for +1 second.
Enemies hit by concussive barrage have +20% chance to radiate damage taken to nearby enemies as explosive damage. last 5 seconds.
Regular melee strikes do an extremely small stun and count for stunning recharge
Just saw this myself in game and was shocked. Freaking amazing upgrade for being only uncommon.
Moloktulas homing projectile DOES NOT target the dwarf that did damage
The boss room was very, very tall with ridges all around. I was spotter way up high. I emptied my clip into Molok and all the orange homing shots targeted a teammate that was closer to it.
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The mechanics of Moloktula are horribly, horribly communicated during gameplay. The other two bosses have easily observable and understandable mechanics with plenty of tells for what attack is coming next. With Molok someone can be insta killed with no indication of what happened. In all other combat in the game if you're running you can evade most damage, but not with molok.
I've decided I like having to exercise for beer.
The miners in DRG are larborerd. Elite workers, skilled in what they di, but still workers. The reclaimers are elite special forces, not workers, so beer being restricted makes sense.
Stubby needs 120% electricity
In DRG the stubby does low damage but has a percent chance per bullet to electrocute the target. The electricity DOT makes up for the low damage. In RC, elemental build up is tied to base damage. This makes the stubby terrible at applying electricity to targets, thus making it weak and bad. Up the elemental percentage of electricity so it fills it's role of low dirext damage but high electricity.
Does boom you're dead do friendly fire?
In particular, does it hurt me? I know grenades I throw hurt me....
Repeated "no servers found" issue
Have reset all filters, started and aborted a solo game, restarted PC, fully re-installed the entire game, nothing works. No router or modem changes have been made. No one else in the house is having internet issues. No updates made to my computer, no settings changes to my computer. This is affe ting both experimental and live.
I am now completely convinced that live patch is bugged to spawn way more creepers than intended.
The difference is self evident, IMO. check for yourself between versions.
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It's still possible I could be wrong, as I'm not a dev and can't point to the bug in the code but I'm confident in my giess.
M1000 "auto aim on focus" targets the armored head of the ramok
Making this workbench upgrade worse than useless.
Is there a sandbox utilities mod or something similar for rogue core?
I desperately want to test things and I can't do it.
Guardian feels the worst to play
All his abilities take too long to recharge. Everyone else has buttons they can press more often. Even retcon with her large ability recharge can tap more damage occasionally. His abilities are nearly useless during boss fights. ŔHere are my ideas to fix Guardian.
He needs two more bars of ability. Concussive barrage and pressure wave do not need to be so harshly limited in usage, they aren't that strong.
Barrage pellets take way to long to get to the target. Their air speed needs a major increase
Please please please change the way pressure wave uses ability bars. Having to manually turn it completely destroys any flow to his overall gameplay. Make it so it automatically turns off after one usage.
Workbench gauntlet upgrades are terrible. My ideas:
Barrage pellets get x%chance to ricochet
Barrage pellets gain 1 penetration
Barrage pellets leave behind a poison cloud
Barrage pellets gain +15 damage to enemies within 4 meters of you, with less damage further away
Pressure wave leaves behind echoes that slow enemies for x seconds
Pressure wave gives x%move speed/jump height/fall damage absorption to you and nearby allies
While pressure wave is active, gain x%resistance to movement impairing effects for you and nearby allies (including knockback, to make pressure wave useful during bosses)
The idea is to make barrage pellets more dynamic and offensive. Pressure wave becomes the dynamic tool to escort and protect allies
Feedback on Spotter
Crit dart is good.
It should have no collision with teammates at all period. There's no good skill expression to be had here because I can't control or predict my teammates movements like I can with myself and enemies.
It's extremely annoying when I hit an enemy when I want to hit the ground. However, I think this mechanic should not change. Getting good ground darts is about skill in predicting enemy movement patters, timing, and aim. It's rewarding skill expression when I place a good ground dart and turn a group of enemies into a fine mist. If I'm mobbed by enemies and can't place a ground dart, that's a failure of my own skill in playing Spotter. Perhaps add penetration to the workbench.
Scanner is great. The acive is great. Low cooldown, feels good to use, provides whole team with Intel. If I'm spotter I feel part of my role is pest control. I kill the leeches and boomticks and other stationary nasties. If I get grabbed by a leech when I'm playing spotter, I feel that's a failure of my awareness.
Passive Scanner is the real most important spotter ability by far. It is what makes the spotter work. You could take away crit darts and passive Scanner would still make spotter work. Basically it enhances my situational awareness which allows me to prioritize. I can know where the enemies are, where they will be, where I should be in relation to that, and what to target. It makes grenades much more effective. It lets me save teammates who are swamped. It makes positioning, an absolutely crucial skill in this game, much easier.
Right now I don't think anything needs to be changed on spotter. The steady aim enhancement doesn't work. Fixing that will be a significant buff to spotter overall.
Maybe the overwatch bio booster could use a buff. Right now it feels to situation to be worthwhile over a different, buffer boost.
Research subject should always drop shards.
Otherwise it's less than useless, it's a trap to kill your run
Early access, sound design, and difficulty
I think the sound design of enemies is unfinished because all enemies are quiet. Even bosses seem to lack audio cues for their big attacks. Some enemies should be quiet as intentional design, like exploders in DRG. Clamorheads, though, should have big audio cues for their beam attacks. Clamor literally means raucous noise.
It's not fun and it makes the game harder, but this is early access so some roughness is expected. Since this makes the game harder, I hope there aren't a lot of enemy balance changes until sound is fixed.
This is all my opinion. I'm not a game designer. I could be wrong. I just want to give feedback and see what other players think.
How do you fight a clamorhead?
Is the armor on the head of the clamorhead supppsed.to be breakable? Does armor penetration work o. It's head? Is it even armor at all? Is shooting a clamorhead when it's mouth is closed even worth it?
Why are clamorheads so quiet?
Can we get more sound cues for enemies? Like a swish when a creeper jumps by or a thwak when they land. Edgestalkers shots are too quiet. DRG does an excellent job with enemy sound design, bri g that quality yo RC.