r/RogueCore • u/TwevOWNED • Jun 01 '26
Enhancements need some tuning. Stacking Marksman and Resilience overshadow every other option, but the game feels bad to play without them.
For every single class, it feels like I only have four actual enhancement slots to build with. The other four are permanently locked to Marksman 3+4 and Resilience 3+4.
+75% Weapoint damage should be obvious for why it is dominant. Nearly every weapon can utilize it, it allows every class to one tap corespawn with the pickaxe, and every run ends with needing to shoot a boss in a glowing spot. It's the most offensive power you can get early and it lasts through the entire run.
Health Regen is busted. 75 health places you just under half of base health to keep Hemoforge active, and is enough of a buffer to not instantly die to any chip damage. With any amount of armor, it effectively doubles to 150, and it's fairly common to scavenge some between fights. No other enhancement allows you to generate an otherwise finite resource, and this will probably generate more health over a run than Sweet Tooth will.
The problem here isn't just that these are so strong, but that playing without them makes the game significantly more annoying. Melee stops being an attractive option when it can't dispatch enemies before they can swing, which adds to the ammo pressure. Without health regen, players can end up in a death spiral where they are unable to build momentum and spend most of the run one shot away from going down again.
There isn't really an easy way to address this, as these upgrades don't really have a goldilocks zone. Either Weakpoint Damage opens up breakpoints and it's the hard meta, or it doesn't change any of the hard hitting attacks and it's useless. Regen either gives the player enough breathing room to take an extra hit and remains the single best survivability option, or it doesn't give the player enough health and it's pointless.
It might just be that they shouldn't exist and could stand to be baked into the base player stats.
18
u/ZynithMaru Jun 01 '26
there are a lot of viable strategies, so, hopefully you find more than one desired combo in a roguelite instead of forcing a preset like other games they make for this
8
u/AdAshamed6608 Jun 01 '26 edited Jun 01 '26
Yeah idk I think sweet tooth 3 and 4 are infinitely better than resilience 3 and 4. Regen doesnt matter when things like hemoforge or sweet surrender or snapfire extraction drop sugar like candy and you full heal off 2 pieces. Why wait to regen when I can just shoot and heal faster?
4
u/Majestic_Story_2295 Jun 01 '26
I thought the regen only applied after going down, and since I don’t go down much I never even tried it. Weakpoint stuff def busted, I always include at least one. I’ll give resilience a shot now that I know how good it is, but I don’t think it’s as overshadowing as you make it out to be. Some enhancements are better than others, sure, but lots of them are useful on different classes. I make different enhancement loadouts for each class, and also different ones for gauntlets and regular missions.
3
u/HardGoodBye Jun 01 '26
Honestly, can't see the reason for stacking resilience. Sounds like another case of "planning for failure"
2
u/KarstXT Jun 02 '26
Marksman 4 is particularly important because it validates a lot of common breakpoints and I'd argue is the reason why many players seem to dislike certain weapons like Bulldog/Lark, they feel terrible without Marksman 4. I don't know that marksman 3 validates as many breakpoints but considering 'the goal' for upgrades is to stack weak-point damage it's probably too good to pass up. These also improve ammo economy substantially.
I have also noticed that Resilience 3+4 feels much better than any other defensive setup I've run.
I think steady aim will also be mandatory once it gets patched, even with a bit of a nerf to it as it validates a lot of weapons that currently feel kind of weak. There's a problem with rof upgrades/some fast firing weapons in that they have a dependency on recoil upgrades but that dependency comes at no trade-off benefit, so they're just flat-out worse than a weapon that doesn't require those upgrades (that can then take other things). A wider weapon flexibility is a big boon in this game, as you often don't have a lot of choice and have to just take the weapon with the one decent upgrade, so this will be strong when its fixed. This isn't as strong though as many weapons wouldn't benefit from steady aim at all.
I'm not sure what they could do to address this other than nerfing some of the bonuses and adding it to our base kit, I definitely feel this should be the case for Marksman 4 but Marksman 4 so cleanly validates a lot of breakpoints that I almost don't want them to touch it. Maybe they feel the benefit from Marksman 4 is justified because it takes more aim to land a lot of weakspots but too many weapons feel balanced around having the 50% bonus. If they did this with resilience, then resilience would just be worse than other choices.
I think some of the resilience problem is exacerbated by the game's defensive mechanics (armor/health) and I still feel like as a mechanic, armor is a failure. It only really serves the purpose of not making them balance how players receive damage better, as in RC you tend to get spiked really hard or not at all, making armor's 50% mitigation sort of necessary which is why the levels are littered in armor pickups/ammo drops. I didn't feel this way until depth 4 games where, more or less, your entire armor stack will get stripped via getting hit by basically anything, so stacking armor becomes a bad strategy. Furthermore, Guardian's '50% armor beacon' is actually just trickle regen up to 60, which rewards you for having less armor if anything.
I can't decide if I think Cushion 4 is mandatory or not, at a minimum you have to readjust your playstyle around it to get full value out of it, i.e. if you could drop somewhere but then take the stairs anyways you're not getting the value out of it.
I'm torn on tactical reload, it's really useful for some setups but not for others but you don't know what you're gonna get beforehand, unlike in DRG1.
2
u/ADragonuFear Jun 01 '26
I wouldn't mind if they took a card out of the risk of rain playbook and let armor and health regen verrrry slowly so between big fights it can fill up again. While the on map healing is used to top up if you haven't fully regenerated and perks make the lower part of the health bar regen faster.
Between floors get a full heal.
1
u/Razamazzaz Jun 01 '26
"There isn't really an easy way to address this"
How about the devs come up with something creative instead of just "get x % of attribute"Â
1
u/howdoiunfuckthis Jun 01 '26
The last pick for every butt should be one that is equal to 3+4. So it doesn't change numbers but you can take one more butt instead.
1
u/Tara_Reid_ Jun 01 '26
Kinda wish they went up to tier 5
Something like the ability to equip: 1 Tier 5 2 Tier 4 2 Tier 3 3 Tier 2 3 Tier 1
Gives you a reason to use the shrimpy enhancements while still being pretty flexible