Update log
Full Risk of Rain 2 update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello and welcome to the third and final phase of the Seekers of the Storm Roadmap! In Phase One we overhauled all of the DLC Items, in Phase Two we revamped the False Son Boss Fight and in this final phase we have updated and improved each of the DLC Survivors: Seeker, False Son and CHEF.
Extracted changes
- Store
- Gameplay
- Balance
If you’re looking for the notes for this update, you can find those here!
Although this is the last phase in the SotS improvement roadmap we have some big plans in store for the future of Risk of Rain 2, a sneak peek of which is later in this very Devlog! Before we get ahead of ourselves, let's talk about those big improvements to the Survivors…
Survivor Improvements
Not only have all three Survivors had their base kits improved and rebalanced, they have all been given TWO more unique alternate skills! These new and improved abilities give you a multitude of skill combinations to choose from to customize your runs.
For a full detailed list of the changes please check out the Update Notes HERE - But I wanted to give you a quick tour of the most exciting changes: new unlockable skills for each of the Survivors - First up: Seeker!
Seeker
The biggest change to Seeker’s kit is that she’ll now have the ability to Self-Revive. Previously, this ability only affected your teammates. Now, once you’ve made the significant investment during a stage to max out your stacks of Tranquility you’re given the ability to Self-Revive once per stage. Don’t worry, as long as you have the stacks, it will trigger automatically if you die.
Once you’ve reached max Tranquility you can now revive your teammates (once per stage) with any subsequent successful Meditation, it no longer has to be the 7th stack.
Speaking of Tranquility - Seeker has a brand new alternate Special ability that will help you stack it up if Meditate isn’t your speed… it’s okay to admit if you have trouble with the button combos, there’s no shame in it.
This new ability gives you a more aggressive way to gain stacks of Tranquility… Introducing: Palm Blast. Palm Blast is a huge chargeable piercing projectile that deals 400%-700% damage to enemies. In keeping with Seeker’s support function, it also heals allies it impacts.
With a well timed Palm Blast that hits three enemies and/or allies in a single hit you will gain a stack of Tranquility. This is a great option for those who want to keep the flow of combat rolling.
Now let’s take a look at Seeker’s new alternate utility Reprieve. This one will come in handy when you’re trying to bunch a group of enemies together to make the most of your toolkit both old and new.
With Reprieve, similar to Sojourn, you take flight to take the fight to your enemies. But that's where the similarities between these abilities ends - Reprieve grants you a small amount of barrier and your flight duration is limited by the duration of that barrier. You also accelerate rapidly over time which allows you to traverse the stage much faster, but at the trade-off of aerial control.
But that isn't always a bad thing. The impact of Reprieve where the ability really shines. When you hit an enemy or surface a huge swirling vortex is created which pulls in and damages enemies; while also healing
Source
