Remnant
Unimaginable Worlds. Unrelenting Odds. Remnant 2 is releasing for PlayStation 5, Xbox Series X/S, and PC on July 25, 2023! Pre-order: http://bit.ly/3Ne9eaI
Additional DLC information from Legacy Gaming (YT): https://youtu.be/LLHLrWM_Mts?si=cIgTucxTU1Y-BoGX
The long awaited Oktober patch brings a lot of fixes, some changes, loadouts and an event.
Patchnotes: https://gunfiregames.com/blog-five/2023/10/26/remnant-ii-patch-393347-notes
Remnant II Patch Notes: 393347 - 10/26/23
-- Aberration Domination Event --
Embrace the eerie atmosphere as the veil between realms grows thin, granting the Root an opportunity to unleash a horde of menacing Aberrations across all worlds! From October 27th to October 31st, gear up and face this haunting challenge head-on. Defeat these sinister foes and collect the elusive Corrupted Shards, a rare material with untold potential. Head over to the enigmatic Dwell in Ward 13, where you can trade these Corrupted Shards to craft corrupted versions of some special weapons. Show the Root that even in the darkest of times, our resolve shines brighter than ever!
-- Performance and Crashes --
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General optimizations to improve performance in many areas of the game.
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Addressed performance issues with Annihilation boss fight.
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Addressed performance issues with Bloat King boss fight.
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Addressed performance issues with Mothermind boss fight.
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Fixed an issue where some players would get stuck on initial splash screen.
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Fixed an issue where using the Soulbinder mod during the 2nd phase of Sha’Hala fight could cause a crash.
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Fixed an issue where the game could potentially crash when starting a new game with no internet connection.
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Fixed an issue where Cancer’s tentacle attack would cause too many vines to appear and affect performance.
-- Quality of Life --
[ General ]
- Improved Evade detection as client in multiplayer games.
DEV NOTE: We made some changes that should noticeably increase the responsiveness of Evading while in Co-Op as a client.
- Updated the Multiplayer Join process to make for a smoother overall experience.
DEV NOTE: Clients will now join at or near the host’s location instead of automatically starting in Spectator Mode, unless the host is in a boss fight or event region.
- Added Loadouts.
DEV NOTE: Players can now create a gear preset and then recall it with a single button press. This includes Weapons, Mods, Mutators, Archetypes, Skills, Relics, Fragments, etc. Loadouts will also save and recall Traits but will only recall them if you have the Orb of Undoing in your inventory. Loadouts cannot be used in combat.
-- Progression Balance --
[ General ]
In this patch, we wanted to clean up armor and damage reduction. There was a large discrepancy between different armors when considering armor granted versus weight. Some armors would grant incredible armor per weight point, others would fall behind greatly. Our goal was to smooth this out. We did this by creating a curve where light armor has the most efficient ratio of armor granted per weight cost, and the heaviest armor was the least efficient (but still grants a lot more than light armor). There are a few variances, but lighter armor sets and individual pieces will have a higher armor to weight ratio than heavier armor.
With this change, we also moved some armor weight values around to make sure we could maintain a proper ratio across the board. Because of this, some armors gained weight (like Challenger’s Armor, for example), but to compensate, we’ve made an adjustment to Strong Back which you can read about in the Trait section.
In addition, we’ve fixed the Stamina Cost penalty for each armor weight class so that they represent a better tradeoff between Damage Reduction, Weight, and Stamina Costs. What this means is that the heaviest armor will have a stronger Stamina Cost for stamina-based actions. Light Armor and Medium Armor will maintain their +2 and +1 iFrame buffs.
With these armor changes, we’ve also made a bunch of adjustments to utility and survivability items (buffs) so that players who want to wear armor that grants less survivability than Leto’s 1 and 2 have more survivability options via trinkets, and more reasons to use many of the other utility items as well.
Ultimately, the goal is to make sure there is a real investment required to go full damage reduction. We have absolutely no problem with players hitting the DR cap (and being extremely tanky), but because it was so easy before, many of the survivability items were often relegated to your bags. It also meant that many of the armors were tossed aside to go MKII above all else.
[ Armor ]
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Adjusted Armor to Weight Ratio for all armor sets.
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Adjusted Weight Class Stamina Penalty for Medium, Heavy, and Ultra Heavy.
[ Traits ]
- Changed the behavior of Strong Back from granting reduced encumbrance to increased weight class threshold.
DEV NOTE: Better fitting with the moniker “Strong Back”, players spec’ed into the Trait will be able to wear heavier armor, fit into a lighter weight class, while still maintaining their actual weight. The Trait value has changed from -10 encumbrance to +15 Weight Class Threshold. This means that a player wearing a 65 weight armor will still be in the “Medium” Weight Threshold, since it increased the baseline 50 by +15. This should open up the design space a bit for more things like Haymaker’s Ring and Weightless Weight (which are based on total weight amount).
[ Gear / Items ]
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Leto’s Amulet: Increased Stamina Cost Reduction from 15% to 30%.
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Twisted Idol: Increased Armor Boost from 30% to 35%.
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Alchemy Stone: Increased Lifesteal from 5% to 6%.
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Amber Moonstone: Health threshold increased from 30% to 35%.
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Bisected Ring: Reduced incoming damage penalty from 25% to 15%.
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Blessed Ring: Increased Duration from 15s to 30s.
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Blood Tinged Ring: Increased Range from 10m to 25m.
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Booster Ring: Increased All Status Resistances from 10 to 25.
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Burden of the Audacious: Reduced healing penalty from -75% to -50%.
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Burden of the Audacious: Increased healing from 15% to 20%.
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Cleansing Stone: Increased Range from 7m to 20m.
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Cleansing Stone: Increased Healing from 15% to 25%.
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Conservation Seal: Increased Relic save chance from 3% to 5% per stack.
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Dran Scavenger Sigil: Increased Healing from 10% to 15%.
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Dying Ember: Increased Lifesteal from 5% to 6%.
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Encrypted Loop: Increased Healing from 10% to 20%.
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Excess Coil: Increased Shield duration from 10s to 15s.
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Fae Bruiser Ring: Increased Duration from 7s to 15s.
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Fae Shaman Ring: Increased Regeneration from .25 per sec to .334.
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Guardian’s Ring: Increased duration from 10s to 15s.
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Low Yield Recovery Ring: Increased Healing from 5% to 6%.
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Low Yield Recovery Ring: Increased Duration from 5s to 6s.
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Navigator’s Pendant: Increased Health and Stamina from 20 to 25.
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Navigator’s Pendant (Rusted): Increased Health and Stamina from 15 to 20.
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Reaping Stone: Increased Lifesteal from 2% to 3%.
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Rerouting Cable: Reduced Stamina Threshold from 25 to 20.
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Ring of Deflection: Increased deflection chance from 20% to 35%.
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Ring of Grace: Increased Healing from 10% to 15%.
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Ring of the Robust: Increased Armor value from 15 to 20.
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Samoflange: Increased Damage Reduction from 50% to 60%.
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Seal of the Empress: Reduced Stamina penalty from 10 to 5.
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Tightly Wound Coil: Increased Shield granted from 10% to 15%.
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Tomb Dweller’s Ring: Increased Max Stack count from 1 to 3.
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Vacuum Seal: Increased Range from 100% to 150%.
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Vacuum Seal: Increased Shield granted from 10% to 15%.
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Shield Breaker Mutator: Changed to Shielding Strike. Max Upgrade now grants Charge Attack a damage bonus based on amount of shield present and does not consume the shield.
[ Weapons ]
- Rune Pistol Mod (Soul Brand): Converted to Aura instead of a single-burst AOE. The effect now travels with the player while active so that they may mark enemies they come in contact with.
[ Archetypes ]
= Challenger =
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Rampage: Reduced the Rampage Damage Requirement to trigger Berserk from 400 per stack to 135 per stack. Increased Movement and Reload Speed while active.
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Juggernaut: Added reduced Melee Stamina Cost while active.
-- Bug Fixes --
[ Archetypes ]
= Engineer =
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Fixed an issue where not all the Turret attacks were dealing Heavy Damage type damage.
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Fixed an issue where Overclock was not affected by Skill Duration mod.
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Fixed an issue where it was possible to perform a melee attack with an invisible weapon after discarding a Heavy Weapon.
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Fixed an issue where placing a turret near a backtrack door would cause the door to open
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Fixed an issue where deployed turrets would not de-summon upon traveling.
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Fixed an issue where Impact Cannon Heavy Weapon failed to receive benefits from items that affect explosive damage.
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Fixed an issue where players could trigger Co-Op partner’s skill by de-spawning their Turret while partner was holding it.
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Fixed an issue where transitioning to a new zone with turret in hand would cause player to equip handgun.
= Challenger =
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Fixed a bug causing Rampage to deal multiplicative damage.
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Fixed an issue where Rampage stopped increasing damage after imbuing a weapon with an element.
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Fixed an issue where War Stomp could allow a player to get back up while still being considered in downed state.
= Archon =
- Fixed an issue where a player was downed while in Havoc form, the Havoc form skill would still be active when revived.
= Hunter =
- Fixed an issue where Hunter’s mark visual would disappear at large distances.
= Summoner =
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Fixed an issue where expired Minions would not leave aura in correct location if Residue perk was unlocked.
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Fixed an issue where a client using Summoner Archetype would lose their summons when transitioning to a new zone, but their icon was still visible.
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Fixed an issue where Ruthless perk was not affecting Root Flyer’s attack speed.
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Fixed an issue where sometimes Root Flyer summons could not follow player in the Labyrinth.
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Fixed an issue where Root Hollow minions would sometimes not follow player.
= Handler =
- Fixed an issue where the effects of Support Dog skill did not affect Summoner’s minions.
= Alchemist =
- Fixed an issue where some vial effects failed to affect minions.
[ Gear / Items ]
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Fixed an issue where Ravager’s Mark bonuses were reversed.
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Fixed an issue where Gunfire Security Lanyard's effect remained active after removing it.
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Fixed an issue where Matriarch’s Insignia was not rewarding stamina correctly on kill.
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Fixed an issue where players could trigger their own One-Eyed Joker Idol.
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Fixed an issue where Blood Jewel dealt less damage than it described.
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Fixed an issue where Ring of Omens would negate the effects of the Bright Steel Ring and not work properly with Mist Dash stamina cost.
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Fixed an issue where Mist Dash disabled neutral backdash attacks.
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Fixed an issue where Mist Dash transitioned into the wrong melee attacks.
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Fixed an issue where Stone of Malevolence and Farin’s Sigil would still generate mod power while a mod was active.
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Fixed an issue where Black Cat Band’s effect triggered without reducing damage when hit with Root Walker’s scream attack.
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Fixed an issue where Black Cat Band would activate when taking damage while in downed state when its cooldown expired.
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Fixed an issue where flops performed while wearing the Ring of Omens would not count towards flop challenge.
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Fixed an issue where Crystal Heart failed to refresh healing effect when using a second charge during initial Relic use.
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Fixed an issue where Shielded Heart failed to reset 20 seconds shield uptime when using a second charge during initial Relic use.
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Fixed an issue where Healing Effectiveness was applied twice to Resonating Heart.
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Fixed an issue where Quick Draw would not target Primogenitor in the Hatchery.
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Fixed an issue where if players are downed while Void Cloak is active and they take damage, they could dodge and stand up out of downed state.
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Fixed an issue where Reality Rune visual effects were not being removed after debuff expired.
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Fixed an issue where Reality Rune and Chaos Gate were unusable while Star Shot’s Big Bang mod was active.
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Fixed an issue where some weapons could not hit the weakspot on Fae Painless.
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Fixed an issue where Alpha/Omega long gun did not benefit from Mod Damage mutators.
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Fixed an issue where Meridian couldn’t damage some enemies and some enemy projectiles.
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Fixed an issue where Familiar mod consumed an additional charge if mod power was regenerated while Familiar was active.
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Fixed an issue where Familiars summoned with Familiar Mod would not correctly retain summon effects from items.
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Fixed an issue where Familiar Mod was not scaling correctly.
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Fixed an issue where Blood Draw would not react correctly on nearby enemies.
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Fixed an issue where Gravity Core Mod would not affect some enemies.
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Fixed an issue where Firestorm mod could bounce off target dummy’s legs and hit the player.
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Fixed an issue where Helix Mod would fire an inconsistent number of missiles.
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Fixed an issue where All-Seeing Eye was removed from quickbar after using a consumable.
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Fixed an issue where Fruit of Death would show as greyed out for client after host fully consumed it.
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Fixed an issue where Mudtooth’s Elixir would sometimes have no timer and couldn’t be replaced.
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Fixed an issue where some Melee Mutators had no effect certain Special Melee Weapons.
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Fixed an issue where Lithely Mutator was not working with Engima.
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Fixed an issue where Misfortune applied Slow permanently instead of for 2 seconds.
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Fixed an issue where some weapons procced too frequently when using the Bandit Mutator.
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Fixed an issue where Kill Switch Mutator was not getting correct cooldown at level 10.
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Fixed an issue where Mutator Feedback's buff failed to activate when using weapon's mod on which the Mutator was equipped.
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Fixed an issue where Cooldown Reduction was not working with some items.
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Fixed an issue where Black Tar Burning damage was inconsistent with description.
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Fixed an issue where Ouroboros Blades would not trigger on neutral dodge attacks.
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Fixed an issue where Impact Cannon’s effective radius was reduced as a client.
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Fixed an issue where Items purchased in a Co-Op session would sometimes not save correctly.
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Fixed an issue where Burdan of the Stargazer would not work correctly with some Archetypes.
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Fixed an issue where in Co-Op the Prismatic Driver could trigger repeatedly in some situations
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Fixed an issue where Mist Step’s post-dash melee behaviors were not working correctly.
[ Enemies ]
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Fixed an issue where clients could experience invisible Root Horror tentacles that would trigger an interactive on them.
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Fixed an issue where a shockwave effect would play when players entered the Annihilation arena.
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Fixed an issue where player’s spirit from Wastes Phantom grab attack would persist in world after player death.
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Fixed an issue where if successfully escaping interactive attack with Chainsaw Dran the player could get stuck in collision in some locations.
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Fixed an issue where Annihilation could do damage to its own projectiles.
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Fixed an issue where Labyrinth sphere enemies could hide their weak spot too quickly for clients.
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Fixed an issue where Mothermind’s acid puddles were dealing more damage than they should have.
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Fixed an issue where if Root Flyers grabbed a player while they were using an elevator they would get suspended in midair indefinitely.
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Fixed an issue where some enemies would not respond to players that were too far below them.
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Fixed an issue where Ripsaw had issues traversing to the outside from inside in the Morrow Parish.
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Fixed an issue where the orange Phantom on N’Erud would sometimes be invisible to clients.
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Fixed an issue where explosions that hit the player after The Hatcher fight could remove active concoctions.
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Fixed an issue where Cancer boss would appear passive to clients who joined mid cutscene.
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Fixed an issue where Labyrinth enemies would sometime ignore players.
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Fixed an issue where Root Zombies could grab players through doors players were opening.
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Fixed an issue where if the orbs in the second phase of the Annihilation fight were destroyed too quickly, the boss would get stuck and not react.
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Fixed an issue where flying summons would die upon reaching Annihilation in the second phase of fight.
[ UI ]
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Fixed an issue where the UI was not updating ammo with Provisioner’s Ring.
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Fixed an issue where the lock icon was not displayed for melee weapon that come with integrated mods.
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Fixed an issue where a dead Hardcore character could still be selected and used from player selection screen.
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Fixed an issue where cursor would be unresponsive when attempting to scroll while examining items in inventory.
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Fixed an issue where Trait Bonus Displays were sorting incorrectly.
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Fixed an issue where when exiting mod or inspect menus, the mouse would lose focus. (PC)
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Fixed an issue where Bleed display information was the wrong color.
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Fixed an issue where Mods would not correctly display their current state if switching to alt fire then back.
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Fixed an issue where Vigor Leaf was missing its description when active.
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Fixed an issue where if a player died while allocating trait points, those choices were saved.
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Fixed an issue where the Sorrow mod UI would not display correctly when used.
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Fixed an issue where a user without any friends would display incorrect error message.
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Fixed an issue where All-Seeing Eye did not display information in relation to duration.
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Fixed an issue where consumables would sometimes be used when switching to system tab.
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Fixed an issue where Harmonizer while slotted on the Cube Gun incorrectly displayed the message “No effect for this weapon”.
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Fixed an issue where Binding Orb would appear to double in inventory for clients.
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Fixed an issue where Chaos Driver was correctly being affected by Mod Duration, however the description was not being updated to reflect new value.
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Fixed an issue where Summoner perk Incite says minions but was meant to say summons as the ability affects all summons.
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Fixed an issue where Turrets did not show up as summons in the UI for clients.
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Fixed an issue where there was a duplicate “Quest Complete” notification after defeating the final Bone Harvester in the Charnel House.
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Fixed an issue where Nexus health bar would not appear.
[ Audio ]
- Fixed an issue where lever sound effects would play during loading screen after quitting out in some locations in Losomn.
[ Misc Fixes ]
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Fixed an issue in the Labyrinth where players would sometimes get hung up on a ledge causing them to fall to their death when it looked like they should have cleared the jump.
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Fixed an issue where one of the numbers for the safe puzzle in Losomn was obscured from view.
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Fixed an issue where it was possible under certain conditions to achieve higher than 80% Damage Reduction.
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Fixed an issue where summons would sometimes refuse to travel through Boss Fog Doors.
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Fixed an issue where clients would not walk through Fog Doors when interacting with them.
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Fixed an issue where players could vault out of the world in the Hidden Grove.
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Fixed an issue where players could get stuck behind some staircases in the Beatific Palace.
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Fixed an issue where players could get stuck behind collision in Butcher’s Quarter.
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Fixed an issue where players could get stuck behind collision in Terminus Station.
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Fixed an issue where players could get stuck behind collision in Fractured Ingress.
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Fixed an issue where players could get stuck behind collision in the Corrupted Harbor.
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Fixed an issue where players could get stuck behind collision in the Ashen Wasteland.
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Fixed an issue where players could get stuck behind collision in Ironborough.
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Fixed an issue where enemies could get stuck inside collision The Dreamless Sleep and The Putrid Domain.
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Fixed an issue where columns in Corruptor boss fight would not display correctly when broken in subsequent attempts.
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Fixed an issue where players would lose aggro after speaking to the Custodian in certain situations.
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Fixed an issue where players could select two different archetypes in the tutorial.
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Fixed an issue where the size of the Hero’s Sword in hand and stowed were not consistent.
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Fixed an issue where black textures appear on the floor near the Eon Vault.
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Fixed an issue where players were unable to pick up a piece of Forged Iron on a storage box near the Spectrum Nexus.
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Fixed an issue where players could get out of the level in the Ashen Wasteland.
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Fixed an issue where players could get stuck in an area in Gilded Chambers.
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Fixed an issue where players could get stuck in an area in Cotton’s Kiln.
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Fixed an issue where players could get stuck in an area in the Corrupted Harbor.
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Fixed an issue where players could get stuck in an area in the Butcher’s Quarter.
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Fixed an issue where players could upgrade an item to +5 by purchasing its crafting material.
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Fixed an issue where a doe could get stuck when running into an invisible collision wall.
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Fixed an issue where visual effects were disabled after shooting fusion coil in the Putrid Domain.
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Fixed an issue where syringe type items would not display correctly during use animation.
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Fixed an issue where players could repeatedly receive the Quest Complete reward for the chimney event on Yaesha.
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Fixed an issue where players were still actively receiving Burning status effect when stepping out of fire puddle during Gwendil The Unburnt fight.
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Fixed an issue where players could get pushed by explosions during an evade.
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Fixed an issue where Overheat animation could be cancelled with certain item uses.
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Fixed an issue where shooting the Rotted Arrow mod on a wall and repeatedly pressing f11 could potentially allow you to launch into the air and out of the world.
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Fixed an issue where town children could be pushed up ramped surfaces causing them to T-Pose.
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Fixed an issue where Hunter’s glowing eye visual effects persisted through phase 2 of Annihilation boss fight.
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Fixed an issue where summons from Familiar mod would sometimes not dissolve out properly.
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Fixed an issue where Chimney crystals would break instantly after being shot by some weapons.
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Fixed an issue where spectator camera could lock if a player disconnected at certain times.
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Fixed an issue where players could get pushed while interacting with Master Portal Key pedestal.
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Fixed an issue where final cutscene music would continue to play for clients after host disconnected.
We're getting destroyed on Nightmare. We started to pick up the patterns a bit and got a feel of when to dodge. My build is just all over the place.
Hey all!
Thought I'd get an discussion going about one of the most integral parts of gameplay and builds: the weapons!
I know that it's currently really hard to swap weapons whole doing the campaign, as materials and scrap are super hard to come by. But some discussion with interesting ideas on what one could focus on next seems interesting to me :D
For the long gun:
- Blackmaw AR-47, with Hot Shot mod (auto reload, 15% dmg buff and nice fire dot) as well as the Momentum Mutator (gain crit chance upon crit ting, stacking 10 times). This makes for a good DPS and sustained fire, nice range and relatively precise weapon.
For the sidearm:
- MP60-R, with Healing Shot mod (extra safety net / healing in coop) and the Deadly calm (more ranged dmg when ADS) or Bandit (chance to regain ammo in magazine on hit). Not super happy with the sidearm, but I haven't found many mutators, so I kinda swap to what I feel like works best.
So what are your fav weapons and combos right now? :)
Hey guys! I just found out that a dev posted this very detailed write-up on reddit regarding player feedback on the Trait system (and some other, related things). I thought I'd "cross-post" it here so people can see :)
Traits | Economy | More
Hi all!
Since there have been quite a few questions and concerns surrounding Trait Points, I thought I'd would be helpful to post all the info in one place. First, a few bullet points, then I can talk about them in detail below:
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Trait Point Cap Amount isn't set in stone (could be 60, 75, etc)
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Trait Point Cap isn't going away (but can certainly be adjusted, see above)
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Some Traits are highly desired / considered "musts", while others are not
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There are more Trait related elements coming down the line
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Dupe Trait Books should be granting Scrap and EXP (until EXP capped)
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Scrap Drops and Respec Costs are being looked into
Trait Point Cap
First, I want to assure you that the Trait Point amount of 60 isn't set in stone. When we originally started playtesting, it was 50. As we got more players into the game, we moved it up to 60. Over the course of the project, as we added even more players into our tests and received even more feedback, the actual values on Traits were adjusted and 60 generally felt pretty good. Some people wanted more, some people didn't mind less, but we found that the more gear players had access to, the more they found ways to make interesting builds where Traits and Gear could complement each other. This is what we had in mind.
With the Trait cap in place, it allowed us to add Traits that we never had in R1. Things like, Ammo Reserves, Longshot, Strong Back, Untouchable, Regrowth, etc. Well, to be fair, we could have added those in R1, and for the original game, maybe we should have, but we also knew it was raising the baseline powerlevel, which made balancing every difficulty even harder. This is because we had to consider, for each difficulty, what the powerlevel of the player was at 0 Traits, at Max Traits (up to 1000 in the end), and everything in-between. We could have kept adding more difficulties, but we felt it got messy. So that's something we wanted to keep a closer eye on in R2, especially because we want to have a solid foundation that can expand in different ways without making balancing even more of a precarious undertaking.
In R2, we didn't want players to have a permanent baseline 6m increase on every gun, or constant Regeneration, permanent additional iFrames, or constant 50% Ammo forever. Not only does it take away from the concept of builds, it leads to things like 13m base Range Double Barrel Shotgun, ADS Cancelling perma iFrame, reduced Ammo Economy (because more ammo reserves means more pickups - it's percentage based), reduced overall importance of healing or grey health... all without any tradeoffs. In a way, this is what happened with R1. With perma Glutton, our baseline consumable use speed became whatever Glutton was. Your max health became whatever Vigor was. Along with "nothing" (new character Traits at 0), the All Traits / No Trade-Off variation became the baseline the new "potential" baseline which had to be considered.
With new Traits like the ones mentioned above, we wanted there to be tradeoffs / choices. Players would gain a few things of their choice and have to forgo other things. We added 2 additional Trinket Slots and Mutators (as well as Fragments) so you could supplement your Traits to help fine-tune your character. You can absolutely get strong in certain areas, but you can't be strong in all areas. The goal was to drive players more towards specific builds where your Archetypes, Trinkets, Mutators (and everything else) all come together to make a cohesive strength in those areas.
You may ask why any of it matters, and really, it comes down to overall build diversity. With all of those things as potential permanent buffs - in addition to the balancing issues mentioned above - it reduces the need for all of the other elements we created. We wanted to make a ton more useful Trinkets. However, an issue arises when the majority of what they provided could become permanent Traits, the vast majority of people end up slotting only damage. There was no real desire to use other things, and that creates a huge problem when we wanted to more than nearly quadruple the Trinket count from R1 retail.
With the cap, we noticed all throughout testing, and still to this day, people are using many other rings to supplement their build. The additional 2 Ring slots go hand in hand with the Trait cap. For example, you can use Heart of the Wolf for a big increase to Movement Speed and Stamina. You can use Ring of the Robust for Health and Armor. You could add Lithic Signet for Damage Reduction, or pick up Wind Hollow Circlet for raw Reload Speed, etc. This was the goal.
Moving forward, we aren't against adjusting the cap value, but the gear was designed around a cap being present. It doesn't have to be capped at 60, but if it's too high or if there is no cap, it diminishes or almost completely invalidates many of the Trinkets we designed to supplement Traits. This would be unfortunate since we added so many new ones to the game.
Desirable / Less Desirable Traits
We know there are Traits that many consider to be "Must Haves", and a few others that aren't nearly as desirable. We have a few things planned to address this. That being said, even without the less desirable traits, you have to pick between (a generally agreed upon) 20 viable options. An example always comes up "Who will ever spec into Ladder speed?", and I get that, but as mentioned, even without the less desirable Traits there are a lot of strong options that you'll have to weigh - which Traits can you forgo because you have Trinkets to supplement the build. As for the weaker options, tuning will help bring their value up (not by nerfing the current Traits), but we know that not all Traits are considered equal.
While I can't talk about the specific plans in detail at this moment, our goal with Traits is to make sure your selection matters and that there are pros and cons to what you choose to spend your points on. Traits are not meant to be the "end game" grind in Remnant 2. It's a different game. That being said, we definitely understand the desire to keep playing in a world you love, with mechanics you enjoy using. This is part of the reason there are so many bespoke rewards to obtain and unique Archetypes to play.
That's not all we want to do. We have plans to lean into things for the grinders and those that want more things to work towards. We play Remnant 2 a lot. We enjoy playing it and we want to keep playing it, too, so we definitely understand where some players are coming from. The good news is that we've had these plans for a while. We wanted to make sure to do it right, so we set the foundation first.
Trait Books, Resources, Economy, Engrams
Duplicate Trait Books should be granting EXP and Scrap. We are looking into it. The goal of the extra pickups was to help players level up the dozens and dozens of Weapons in R2 as well has help players afford more Concoctions / Consumables which also helps to supplement your Trait Build.
Part of the issue right is that some things are pricey, and the player doesn't have many resources early on. This was intended as we wanted to make sure the player is making choices (that scrap/resources mean something), but that doesn't mean the values are perfect. Part of the fun is experimenting, and we want to make sure you have more room to do that, especially early on.
We are currently looking into a few potential tweaks to resoures that come out of Chests and Rare Chests as well as the amount gained from duplicate Trinkets to make exploration even more rewarding. With a bit more resources from exploring and picking up duplicate elements, players should have more room to experiment.
Additionally, the cost to convert an Engram into an Archetype will most likely be reduced. We don't know the exact value, but we want to make sure you can access those additional Archetypes a bit sooner while keeping some money in your pockets. Oh, and while we are on the subject, we are looking into removing the Trait Point requirement to Dual Archetype. If removed, this would allow players to start Dual Archetyping the moment they had access to another Engram. TBD, but it's definitely being talked about.
Respeccing
We are aware that players are finding Respec a bit too costly and a bit clunky. In regard to the cost, this is an easy change. In regard to the fluidity of respeccing, that's another challenge. We have quite a few ideas on how to make this more seamless, but I don't want to promise anything too specific at this time. I do, however, want players to know that we understand, and we are on the case.
Closing
There are quite a few things we are looking into, but we want to do them right. Making too many big changes all at once can lead to some unintended consequences. That being said, it's important to us that you all know that we hear what you're saying. We want to keep supporting Remnant 2 by adding more biomes, puzzles, gear, and perhaps even new ways to play, but we need to make sure the foundation stays solid so it can support everything that comes after it.
Thanks for reading. We appreciate your feedback. More info soon!
If you have any additional feedback on Traits, Economy, or Respeccing, please post it in this thread. Thanks!!!
Obviously posting here won't do them any good, so I left the link at the top of the post :)
Edit: I'm on mobile, but I tried to format the post to closer resemble the original and make it easier to read
So, one of the most restricting things I find is the rate of how much scrap you get for playing vs. how much you need to upgrade weapons, mutators, etc. With all that money spent I don't even have enough left to experiment with different weapons or buy consumables.
How are you handling it, are you also struggling or have here been some strats for getting a couple bucks real quick? :)
My first run I'm doing a melee focused build, challenger/engineer. Overall melee feels a lot more viable this time around. Also, the melee for the handheld minigun actually does a ton of damage
I'm leaning towards Handler. I had a really good time using summons and specifically the dog from the first game.