that is arti's flamethrower lol, im going crazy. Edit some people are saying the exploding enemy is just a money effect, I usually have this setting off, so it still looks weird to me, but take most of that section with a grain of salt, I guess my vision aint what it used to be 👴
The two artifacts are described in pretty good detail in articles about the update. The artifact of delusion basically reactivates every chest after the teleporter event is completed but requires you to correctly remember which item came out of the chest to actually open it.
4:57 The first thing you describe is clearly Artificer using flamethrower, the second thing is Huntress, and the third thing is the pots of gold animation you get when you kill an enemy worth a lot of gold I know your eyesight is bad gramps but come on
Why hasn't anyone noticed this yet? The shot of the alloy vulture stabbing the "false son" at 3:22 shows spikes on the "false son". The map with the spikes shown in the dev diary HAS LARGE SPIKES! That map (shattered abodes) is (probably) where the false son was corrupted towards mythrix's will.
0:52 This the teleporter version of one of Chris's new songs. Teleporters play a synthesized version of the stage's track. It's an intended game mechanic that is meant for the teleporter to be found easier. This only plays when you have music on though.
The Crystal thing at the end may be a new shrine (the cuts to the night version is a completely different instance of the map so it wont be in the same place)
The sound in the egg tweet is just the sky meadow "beacon" (a sound that Chris generated from the song and it get louder the closer you are to the teleporter, each stage OST has it's own "beacon". For more info Chris talks about it in his the rain formerly known as purple video).
one of the things gearbox gets right in their main series is cosmetics. i’m not worried about them adding more skins here i’ve never had to pay for a borderlands skin
the crystal penis is likely the thing that creates the green portal seen in the video. the reason it's not present in the alt of the shattered abodes is because, per the new loop rule, that version of shattered abodes is actually not a stage 1. it's likely that they only appear on stage 1 of every run, and might be that "colossus trial"
I hope the new map has some secrets to it. The dlc maps had so much potential for secrets but... just nothing. Give me a reason to explore those cool looking maps.
It kinda does? They said looping will allow you to find special variants of these maps that will have new paths to explore. Not sure if this is coming this free update or in the DLC tho, don't remember exactly
The thing about adding special things for looping is its hard to come up with things to make looping more appealing. So far the only differences in a loop is different enemy variants and the scavenger spawns, but those are minor and alot of people don't really care for that. Adding unique yet interesting things people will like for ONLY looping means that sure, looping is cooler now, but also some people just wont change their mind on thinking looping is fun and will want to experience every difference without being locked. Which is perfectly fine, everyone has different preferences for how they play the game I feel like to make looping more enticing without making anyone feel like they are missing out if they dont like looping would be more cosmetic things but thats all i can think of. game design is hard when playstyles are diversified like this
Hopoo has already come up with an idea for this that Gearbox completely ignored. Admittedly the execution was not perfect but it's a good idea. A moment, whole is a great idea for loop exclusive feature because the ultimate goal of the looping playstyle is to enjoy a power fantasy. This bossfight is specifically designed to have such a bullshit powerful enemy that it feels all the more satisfying when even they are no match for your power. Voidling is also great for this although it isn't loop exclusive, but I wouldn't mind if it was, considering no one finds it very enjoyable to fight at reasonable power anyways and everyone only uses it for this purpose of enjoying the looping power fantasy, and it works very well for that purpose due to how immensely powerful and dangerous it is. My most memorable Voidling memory is deleting it with a broken build while lagging the game after a 4+ hour run.
@@Topunito Agreed, A Moment Whole is amazing, I only wish it was slightly more advantageous; maybe you get 20 lunar coins instead of 10 or smth. But I agree on the difficulty. There is nothing more soul crushing than not doing damage for 2seconds and then Kipkip the Gentle becomes Kipkip the Immortal. On the flipside, having a fight to the death with Guragura or Wipwip and winning is super cool. I have long stood by the idea that the Twisted Scavs are the hardest bosses in the game because unlike regular Scavs, they have amazing item synergy. I already mentioned how Kipkip is almost impossible to kill if he gets at least one medkit proc, Wipwip has a DML, Behemoth, and Shaped Glass, stickys and ATGs, Twiptwip has Soul-Bound, Crowbar, Crit, and Meteorite (and Trans, so if you dont do constant damage while dodging the Meteors hes going to regen to full), and Guragura has a Clover, Spinal, and Bleed with Visions of Hearsay. Twisted are terrifying and I would love if Gearbox went in the direction of "well, if the player is going to get OP, so will the enemies" maybe in a Red Plane expansion the Imp God is such bs that you need nothing short of 5+ loops to have a chance. I think they should honestly bring Ifrit back in that expansion bc in lore, at the height of his power, Ifrit scoured an entire solar system, survived the void of space (something not even the Brothers could do), and the shear force of his flames could be seen for days after he was banished...he is a perfect final boss.
I don't think Gearbox will ever be able to make looping appealing. It makes a run of ROR, which is already a decently sizable time investment (assuming you don't die stage 1), an even bigger time investment, and for what? To be bored for the next 30 minutes? I feel like the only reason to do it is if you don't think you have good enough items to beat Mythrix, so you go for obliteration, except you can't even do that on Eclipse.
That synth sound is random notes that fade in the mix when you approach the teleporter. There are these tracks for every stage and that one is from sky meadows. You can check it out yourself in the track breakdown from Chris
So over on Reddit, they found out what the artifact of devotion does Basically, you can open every chest again after teleporter, but you have to remember what item you received from that chest originally
Is this confirmed? If so I'm disappointed tbh, since I've seen people ask for an artifact that turns items into potentials, like a lesser command artifact. This new idea you're mentioning sounds way too gimmicky, and I could not see myself enjoying it.
@@Topunitoits not like this idea of turning items into only potentials are great either, thats just lame and bland. probably a waste of a slot for artifacts
I think the blue and oranges flashes along with the flame thrower is arti. The crystal “pillars” are probably related to that green portal. I had physical muscle spasms when I saw the beheaded from dead cells so that’s cool.
My guess for the new chests that say "remember..." is that after a certain period of time, chests that you have already opened will close again and you can try to open them again but in order to get a reward youll need to remember what you found in there the first time from the selection menu. Kind of neat if this is the case!
@@silksongoutyet its not a certain period of time. basically you can open all chests again after the teleporter, but you have to remember what you got from the chest.
My view on the update is quite different, to me the map was supposed to be dlc, but maybe the dlc is taking longer than they expected to finish (maybe due to the scope being a bit bigger?) And they decided to release one of the dlc maps for free alongside the collab skin with dead cells and to sweeten the deal they added 2 artifacts, maybe planned to release with the dlc as well, as at least the artifact of devotion is lemurian themed and that's a big focus of seekers of the storm This way people have a small teaser for the quality of the dlc and have something new to play while we wait While I fond it commendable and a good iniciative to show that gearbox is keeping the ror community in mind as they continue to develop the game, I'm a bit sad that the update will most likely break all the mods that are currently in the game and maybe dishearten modders to continue working on their mods until the dlc comes out, since constantly updating code ao that your mod doesn't break every update that releases can be quite annoying
The wonky synthesizer is just the track that plays on the teleporter ingame. Each song has a synth solo version that is played on the teleporter's location as another way for you to find the teleporter, and this specific one is likely for one of the new tunes.
I feel like almost everyone missed one pretty cool thing - if you look in the description of the devotion update video, you can see that there will also be new enemies
the green pillars are likely what spawns the green portals since the new stage and titanic plains are both stage 1 stages, and the challenge is likely accessible from the start similar to void fields
Something tells me that the lore is going to be mishandled; maybe it's the current state of the gaming and entertainment industry but I hope I'm wrong…
It's fucking Risk of Rain lore. It's fairly simple and EXTREMELY vague, as well as not that important to the gameplay and even ignored by most players. It's very very hard to mess up, as much as Gearbox may not be as good as Hopoo I do not expect them to not be able to handle this aspect in particular.
@@Topunito if it's just “fucking risk of rain lore,” then why are you upset? I'm just saying that, given the current state of the industry, I'm not optimistic. I like the lore a lot and so I want it to remain intact rather than be retconned; I'm allowed to have that opinion.
@@Skele10bro I wasn't upset, the "fucking" was to emphasize that it's not rocket science. My reply was moreso meant to be optimistic and comforting in a blunt way but I guess the tone was off.
I think the green penis is what summons the green portal that leads to the colossus trials, like the gold altar or newt altar. The player might have to give something, and a green orb would appear at the teleporter. Another theory i have is that the green penis might only appear on stage one and Shattered Abodes might be a new stage one variant, with the day time version having the green penis, and the night time version not having it because its the looped version.
The music in the Egg is most likely the "Teleporter Music", in the game you can kind of hear a chime just like the music from the video at the teleporter. I think it's different with every map, so that music might be the teleporter music for a new map.
Not sure if anyone has said this yet but I think the crystal which disappeared in the stage variant is something similar to the teleporter that will spawn randomly when you accept the new questline(I forget its name the portal thing at the dropship) and you’d probably have to complete it to proceed similar to the lunar pillars
Green pillars at the end look like the crystal pillars on the moon that you have to charge to get to the boss, but seeing that there green, they will most likely be an objective to open the green portals hence why you could see it beside a drop pod..
The Audio is actually just the Teleporter sound! A lot of people don't know this I guess but EVERY stage OST, has a separate track that plays near the teleporter in the direction of the Teleporter.
march 28, 2019 - the release date of risk of rain 2 april 10, 2024 - current date, before free update and dlc of risk of rain 2 in that time frame of damn near 5 years a good chunk of games wouldn't have any updates ever again i'm just really happy that my and many other's probably top 5 game is still getting updated
I will say that for Borderlands 3, Gearbox released a free update to Borderlands 2 with some new content to lead into Borderlands 3. I don't remember if they stated specifically why they did that, but this free update could be to generate buzz and get people to buy the new dlc, esp since ROR2 has been mostly radio silent since the last DLC.
I think I have a theory on what the Artifact of Delusion does; I think that instead of turning chests into void potentials, it shows you 3 possible items when you pick up an item from it, but you only actually get one of them. You don't get to see what item you actually got, so have to figure it out.
the synthesizer is not an ARG, i've heard it many times before in the music, I think its used as a layer to indicate the location of the teleporter in relation to the player, its just playing random notes based on scale for each song if I remember correctly.
The green crystal whatever thingies looks exactly like the commencement pillars, many people have guessed it's probably how you access the new gauntlet thing but now I'm wondering if they'll give it the same mechanics of the pillars where you'll need to activate four of them to access this new area, maybe they're scattered through different stages who knows
The "Orange" effect on the Golem at 5:10 is just the laser charging up, On 5:19, that's just some enemy dying and the "cloud" is just the effect of the gold it drops, the run in the footage must be multiple loops in. Just a bunch of money bags. But enemies always show what amount of gold they drop, and there is a few different objects, depending on how much it is. Makes sense you haven't seen that if you never loop, haha
I think Delusion could be something like "After defeating the Teleporter Event, Remember what items you got from each Chest to receive an extra copy" 🤔
Mid opinion about the stage variants being locked behind loop, them trying to spice up the endgame is such a good idea, and there definitely needs to be more incentive like that to loop
Hopefully the new area variants will give you a reason to loop :) I see no need to lock the new variants behind it either, but I’d like to look at it from a more positive than negative view. Hopefully they give us some more variation to looping though to make it more interesting for sure
the "flamethrower" you saw just looks like arti. the merc attacking that enemy is shown as that triangle enemy in the very next clip. the crystal penises are more likely to be interactables than anything just like void potentials or crates
The crystal is likely just an access to the new green portal, much like the newt altar. Although, im not sure why its location would change between map variants, since the newt altar has a constant location (i think).
I'd love for looping to be balanced in some way to make doing it a more viable part of your average run. Not something required every run, but an impactful decision to make if certain parts of a run are going badly (or going well, and you want things to get extra spicy). Looping represents a pretty hefty jump in scaling, both for the difficulty and the player, with the former being immediate and the latter being by the latter half of the first loop. I personally find myself scrapping my stage-clearing items on the, now rare, occasions that I loop because it's not fun to proc bands off shuriken into ignition boosted gas, will-o'-the-wisps, and caggers (or resonance disc) to wipe out the entire stage with every single survivor, and that's inevitably what every loop turns into: the game playing itself every stage after you click once shortly after loading into the stage. Maybe looping could "cost" a tribute of items to initiate, some number each of white, green, and red (10, 5, 1 maybe?) taken randomly but which prioritises scrap. Maybe there could be a smaller item cost per additional stage instead and, like RoRR, the primordial teleporter appears on every stage after the first time you encounter one (stage 5, 6 if you do vields), requiring an item tribute to continue the loop but being free to hit the moon. I dunno, I think looping is a really cool mechanic, the potential of which is disappointingly unrealised in it's current form.
I'm honestly surprised that after all the time you have in the game you didn't notice the synthesizer is the sound that plays when you get close to the tp.
I think locking diff paths to looping isnt bad in the context of things like speedruns. I imagine having different pathing pre-looping will only make speedrunning more rng-based.. although is that what we want? 🤔
not rlly anything to do with gameplay, but the crater in the middle of shattered abodes is where the sad boi was corrupted. The background in the animated trailer is pretty much just shattered abodes.
Oh my, finally, an update from Gearbox, love the idea of StageAesthetics being added on the base game, but i dont quite like how's restricted to looping as someone who only does it outta of desperation more than for fun, so i dont think it'll be noticeable at all for me
I *wish* the Prisoner was a new character. There are always so many things you can do to try and translate another game into the playstyle of a crossover character, would have loved to see them attempt it.
@@xrezerotiktok the prisoner (skin) is in the game, the prisoner (character) is not. I am talking about the Beheaded as a unique character, not a skin,
i don’t think they ever said the stage changes were only for looping if they are then that’s kinda stupid they could just recycle the system that determined the changes to abyssal depts i don’t see why nit
Hey man, I have a weird request but I think it would be a massive help. I’ve gotten into RoR2 only recently due to the hype around this upcoming DLC. I imagine there will be more people like me finally joining the RoR bandwagon soon. Your beginner’s guide video was super helpful so thank you for that. However, I’ve noticed both in RoR 1 and RoR 2 that there’s this content wall that I hit after basically completing all the challenges which can accidentally be completed by just playing drizzle over and over. That said, there are all these challenges, secrets, artifacts, modifiers, realms, and random stuff that seem so intimidating and out of reach. Would you mind making a video about the second layer of this game’s onion? Unlockable events, game modes, secrets, puzzles, challenges, just the ones that you think are most important for beginners to know of so they can break into the meat of this game. Huge request, but figured I’d throw it in here. Thanks for everything.