Everything you need to know about the hidden gameplay systems of Directors in Risk of Rain 2. Directors (wiki): riskofrain2.ga... Follow me on Twitch: / wooliegaming Join our Discord: / discord
Would be cool if there was a way where someone could control the director as a way of pvp. The director tries to end the survivors run as soon as possible. Or at least be able to summon and control monsters to attack
Could be cool as a completely different, fleshed out game, but I personally think that would be an awful addition to Risk of Rain 2 and with 3 people on the development team, there's no way it would happen anyway. I would want their efforts put into more items, worlds, survivors, enemies, etc.
Hey ! I'm the one who originally wrote the page (although some contributors have been updating it more diligently than I do now, so props to them) Your video quite nicely summarizes the quite colossal complexity of the system - it took me several full days and some help to understand how deep things work, so it's nice to see that work built upon for theorycrafting (which I suck at). I would just like to correct 2 points you made however, one minor and one major. - The Directors do not actually handle everything, they only handle fully random spawns. However, other systems are responsible for spawning stuff that is fixed, like Scorched Acres guaranteed chest, Rallypoint Delta fans or "special" bosses. That's mostly a detail, though. - Later in the video, you state that farming during TP event is more lucrative than beforehand - however that is not technically true. While it is true that the TP director is individually more rewarding than either Fast or Slow, it is only a single director, whereas Fast and Slow are two, and both have independent credit generators - meaning that combined, they generate credits at 75% of the speed of TP for almost twice the rewards. However, this only matters if you actually finish off all enemies on a map, and since TP spawns are greatly accelerated, you tend to fight a lot of smaller monsters during the TP event which are easier to kill because of AoE damage than fewer, big monsters (Which Slow tends to create because when it does spawn stuff it has plenty of credits to spend) Another interesting thing that's not immediately obvious is that while most spawns start out tame and ramp up linearly with coeff, TP bosses start out very strong (600 credits) but only increases by the square root of the coeff. In other words, while early bosses are the result of entire *minutes* worth of credit generation (which is why Hordes are so deadly), as runs advance, they are less and less relevant. For reference, at the start of "HAHAHAHA" (Coeff 9), they have lost 2/3 of their power relative to "normal" spawns.
try getting this 7 minutes in on stage 2 drizzle while farming for the achievement 3 TP events without healing. and yes, im STILL looking for the explanation
Idk if you care anymore cause it has been a year but starting at stage five the amount of credits the director has to spend multiples by 2 or 3 times which means if you are unlucky you can get an overloading worm
I've only ever found 2. One on a loop back to stage one. And another on stage 5 but other then that never. And I have about 500 hours clocked into the game
I’ve only found other legendary chests on the same stage as the guaranteed one. Like 2 or 3 times, there was the guaranteed one, and another one on the map. Dunno if they have a higher chance to spawn there? Or I just got lucky with them happening to spawn on the same stage
Finally an explanation why all my mercenary monsoon runs either have overloading elders on stage 4 or malachite mushrums naturally spawning stage 5 alongside overloading parents and clabongs
The title is a bit misleading you almost didn't talk about stage 5 at all. It would have been more interesting if you gave us the numbers on how you faced a above 40k elite boss at 11 minutes and how the stages credits compare to others.
Just started playing this game, would love to see more content on it.... like no one makes any on it and your my favorite ROR2 content creator. Keep up all the good work though!
I was wondering what was up with level 5. Since on one of my runs I did today, I pop down on one of the ringed peak areas with the vent underneath it and make my way down. Only to turn around 20 seconds later to see a freakin' Magma Worm squirming around it as it was distracted by my drones. I managed to kill the worm and find the teleporter and activate it only to be faced with, you guessed it, ANOTHER MAGMA WORM lol! I freakin love this game!
So I got 2 Overloading Worms as a teleporter boss on stage 5, very hard, drizzle... Probably has something to do with the fact that I also activated 3 mountain shrines
Did you cut after every sentence so there is no pause? Personally i think you talk to fast in this video or you dont make enough pauses between your sentences. (could be just me because im non native) Anyways still a great video.
I'm a native speaker and have to listen to the sentences with the big points multiple times. There are enough complex thoughts being put together I can't quite keep up the first time haha
I have a doubt regarding farming before or after starting the teleporter. The fast and slow spawners each have 0.75 credit multiplier and 0.2 reward multiplier. If I understand this correctly, the gold/xp reward should be proportional to 0.75*0.2 = 0.15 On the other hand the teleporter continuous director has a 2.0 credits multipler and a 0.11 reward multiplier, so we get gold xp at the rate of 0.22. So the teleporter director gives more rewards than the slow and fast spawners. But I feel like those two spawners have independent credit source, so the actual rewards before the teleporter activation is 0.3. compared to 0.22 after it. (Of course we don't have to wait a long time for enemies to spawn)
scene director has more credits to work with on initial spawn & the only monsters that can spawn there are all pretty dangerous (mushrums, elder lemurians, parents, etc)
I would like to point out that I know for a fact I've interacted with a clensing pool on Rallypoint Delta. I'm unsure if this is due to being pre 1.0(on ps4) or not, but it was there.
What if you activate portal. Kill boss prior to 100% and run around the map looking for green triple vendor. Do you guys think sometimes they start spawning on too many different levels or not enough gold. I'm mainly taking about Stages 4.
I've noticed either my luck is crazy or something, but I'll get a hard Kin Dissonance like Scavengers only and then it will drop down to regular enemies for a bunch of stages before returning to bosses and other such things again. Either I have some weird luck... or the game gives breathers when you do a stage different then you have been? (Like slower, less kills, or just other weird things.)
Well that explains why we still see legendary chests on sacrifice runs, they're not considered chests And if everything in the rare category has the same weight and cost.... why tf Gold Altars so much more common than legendary chests? I've seen like 10 times the amount of Gold Altars over Legendary Chests
Some people have gods, but we are not so naive. We know the directors are not benevolent, and that's why we must kill their creations and steal their money.
Wiki editors, that is. Could be safe to assume some of them are experienced with coding. RoR2 runs on Unity after all, and it's one of the most used game engines
@@abysscashierlightning-fast670 so there is access to source code of game on Unity(some hacks) or grab data with some Data miners? Just curious how it done.
Hey, so this talk of Directors and Cost has me still slightly confused then... Like, I understand different enemies have different costs, but in an earlier video (I think?) you mentioned something about trying to keep the Beetles alive while charging the teleporter since that takes away the Director’s Cost and it won’t spawn as many enemies. At this point, I’ll say I’ve mainly been playing the game on PS4, and I guess I’m wondering if the Directors run on different rules between PC and PS4? Like, to bring up your Beetle thing, on PS4, leaving them alive seems not to work, as there seems to be an enemy limit per stage, and whenever more enemies need to spawn in, the ones that have either spawned in as you entered the stage, or the ones that you’ve left alive seem to get sacrificed in order to make room for the new enemies, and then you don’t get the gold or exp for that... I guess what I’m trying to ask is, do these Directors you talk about also do this in PC, or does this seem to be a PS4 thing only? Please note, this also seems to have an effect with getting Artificer’s “Massacre” achievement, as at first, it seems that the maximum enemy limit is less than 20, but then I have no idea, because I think I just decided to give up actively trying to complete it and go for a long run, and for some reason, just spawning into one of the 20-something stages was enough for me to complete that achievement.
he spends the whole video explaining directors with "charts charts & more charts" for 8 minutes strait all, explaining how they work, how they spawn monster, shrines all that kinda stuff, explains how they scale and also explaining the point system the RoR2 has... all while not even going near sky meadows i know, this video wasnt completelly ment to be on why sky meadows is harder but how directors work, which im pretty sure he already has another video on that from pretty long ago
Yeah but how come stage 5 is harder than the few stages after as well, up until after 8 i never get bosses with more health than stage 5, even when its not horde of many crap the stage 5 still has much harder bosses no matter how ya look at it. Edit: Forgot to mention that however the base enemies past stage 5 are a lot harder regardless because malachites and celestine enemies start spawing. But honestly those enemies are overrated even though i play on console and apparently in 1.0 they got nerfed
This stage is the absolute bane of my Huntress monsoon runs. Idk if it's just me but Huntress is just no fun and feels like garbage. Her attacks all feel hella weak (except ballista) and her movement just isn't what I need for monsoon. She just dies so damn fast and I can't stand having to play her over and over and over and over. Just a trash character
Nice vid, just came in lately to see some RoR2 content so that's neat. Kinda want to know what happens if you get N'kuhana's Opinion, Transcendence (or just tons of Shaped Glasses), Corpsebloom and some Bustling Fungi. Do these energy skulls fire out like a minigun with 1 damage each or what?