This coefficient is constantly re-evaluated and it is calculated as follows: The effect of difficulty on the game is centralized in a global number called the difficulty coefficient ( coeff for short). Unlike the first game, playing multiplayer solo (starting a server but not waiting for other players) will not change the scaling compared to "true" singleplayer. This is reflected on the bar, although the effect is subtle for a low player count. Time has a greater effect on scaling difficulty (the bar advances faster).This is why the spawn rate is higher and chests are more expensive. The initial difficulty is higher, although this is not reflected on the bar.The core mechanics of scaling difficulty do not change in multiplayer, but two numerical changes are applied: is calculated relative to the difficulty. When reaching a new environment, the cost of Chests, Shrines of Chance, Turrets, etc. The final effect of difficulty is the cost of interactables. Higher difficulty also increases the frequency of Elites, and even allows for elite mini-bosses and Teleporter Bosses. After a while, stronger enemies will start to spawn outside of the Teleporter Event, including mini-bosses (such as Greater Wisps Greater WispĪrmor: 0) and Teleporter Bosses (such as Stone Titans Stone TitanĬrisis Vanguard HP: 2100 (+630 per level)Īrmor: 20). As the sub-difficulties progress, enemies will spawn faster and in greater numbers. In addition to enemy levels, the difficulty also affects the spawn rate of enemies. Just like players, enemies gain 30% health and 20% damage (compared to their base values shown in the Logbook) per additional level. Every time a "notch" is reached, or the next sub-difficulty is reached, enemies will level up, which is indicated by a visual effect and a level-up sound similar to a player level-up, although with a lower pitch. The game files mention a "Very Easy" difficulty, although it is never seen during normal gameplay.Įach of these sub-difficulties contain two intermediate "notches". This increase is exponential, which means that as more Loops are completed, the game becomes exponentially harder. In addition to the increase over time, every time an environment is completed (aside the Bazaar Between Time), the difficulty will jump forward, which will cause a spike in difficulty, and the bar will also increase faster. The HAHAHAHA sub-difficulty has a maximum of level 99. As the bar progresses, it will pass through multiple named sub-difficulties in order: This bar shows the selected initial difficulty, the current run timer and the current status of the scaling difficulty. The steadily rising difficulty is represented in-game through a bar in the top right corner of the screen. As a run progresses, the difficulty will steadily rise, making enemies both stronger and more numerous. Scaling difficulty is a core mechanic of Risk of Rain 2. This is the level which determines monster stats. X" label on the difficulty visual displays the current difficulty sublevel, NOT related to the player's level. For more information, see the Eclipse page. The mastery challenges for Survivors' alternate skins can only be obtained on this difficulty.Įclipse is an alternate gamemode that adds stacking challenge modifiers to successive runs to create difficulties "beyond" Monsoon.The Deicide and The Calm challenges can only be obtained on this difficulty.Players' health regeneration multiplier starts at 0.6.Time affects scaling difficulty at 150% of the normal pace.Monsoon is the hardest initial difficulty designed for players who seek a challenge. Every bend introduces pain and horrors of the planet. Rainstorm is the default initial difficulty of the game.įor hardcore players. This is the way the game is meant to be played! Test your abilities and skills against formidable foes. Players' health regeneration multiplier starts at 1.5.Time affects scaling difficulty at 50% the normal pace.Weeping and gnashing is replaced by laughter and tickles.ĭrizzle is an easier initial difficulty designed for a more relaxing experience. Reduces difficulty for players new to the game. The three initial difficulties are Drizzle, Rainstorm and Monsoon. Initial difficulty in Risk of Rain 2 is selected along with the players' Survivors and loadouts before starting a run.
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