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
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.
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)
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
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
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)
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.)
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.
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
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
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.
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?
charts, charts & more charts of info. dis is my kinda video, mr streamer :)
It's 12:14 AM here and I can't be happier that I'm awake
I want to see an updated version on the lunar altar locations because I dont know about the stage 1 variations, sirens call, and sky meadows
But how does this make stage 5 harder?
*Screams "Directors mod"*
Would you consider doing updated character guides
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
Kinda like Dead by Daylight but instead of one player being a killer, he's the fucking planet.
Fuck I wanna play that.
@@teluoborg This sounds incredible
How would the Director gain any sort of advantage? Some precision minigames?
@@sunbleachedangel strategy in what enemies to place and when and where.
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.
I just got this 2 weeks ago cause I loved the 1st one and I can say you sir have given me all the information I know and skills😂
The thing you didn't cover goes back to the start of the video: why DO you get a 54k overloading elder lemurian fight at 15 minutes on stage 5?
Hey, sometimes it just decides to give you a horde of many. If you're on a level that has Clay Templars or Elder Lemurians it can suck.
10* smh
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 actually NEVER found a legendary chest other than the guaranteed one.....
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 found about 2 or three I lost count lol.
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
In the first few patches of the game i found at least one (additional) legendary chest on stage 4 at least every second run.
I found 1, but they were made rarer, so I think I found a bit more when they were more common.
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 skip stage 5 its not that hard
@@user-np1gs4le2i - That... That is not... The question-
He implies the answer on that question
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 have only seen 1 non abyssal legendary chest, yet it is common for me to find 2-3 gold shrines in stage.
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
Nice throw at the end Mr Streamer :D great vid as always!
The bit about cleansing pool's pretty neat
how can someone be so articulate AND chill at the same time!?
started paying more attention to the mercenary monsoon gameplay to figure out what to do on my own runs
This was more well put together than a lot of university presentations
I felt my head visibly becoming more 5Head as I listened to everything.
Did my first 70+ minutes in thanks to your videos! Thanks!
gunner drones can spawn on rallypoint delta as of the most recent update, not just TC-prototypes.
Director: What if I just saved up all of my credits and spawned an ultra powerful God tier 'horde of many' boss?
All this info in how it's all named and stuff make me think the devs would love to one day play around with a vs mode
Maybe they're called minibosses because we haven't seen the final boss yet. 1.0 HYPE
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.
9:26 am I the only one laughing at Woolies face when he dies? No? Ok then
I hope someone will make an anime waifu version of "The Director" so we can have something tangable to blame for all our bad runs
more like something bangable
Director chan, why did you spawn 5 overloading templars
@@gummy2955 Director chan, why did you spawn 5 overloading greater imps
I see here potential for level editor and a versus game mode
(Player vs player as Director)
6:54 I wish the scene director had two budgets for gold for the first monsters. 2 gold = gyp
Please do Gunfire Reborn guides! Differences on weapon rarities, opinions on guns and talents. Fun and interesting stuff like that!
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)
New to the game, we're getting a overloading- whatever at lvl 4 & 5, multiple times in a row! We cannot seem to survive it!
Good to know. Thank you for all of the information. 🙂
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
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
so why is stage 5 harder tho 🤔🤔🤔
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)
Personally I like to open every chest on every level. Sure it might take a lot of time, but It's very seldom that it becomes a hindrance
This is incredibly cool
I HAD NO IDEA THERE WERE CLOAKED CHESTS AND I'VE PLAYED FOR HUNDREDS OF MONSOON HOURS LMAO
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.
7:40 perhaps they called mini-bosses not bosses because there are no bosses in the game yet...
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.)
stage 5 is harder because there's always 5 elite brass contraptions chasing you down
Does Guillotine work on the survivors
if they had an elite aspect, probably, although I've never experienced that
Old Guillotine is Blacklisted and can't be normally obtained by Monsters.
Erick Falcon what about your umbra
Is it actually possible to change weight/cost of cards so directors would spawn more or more often?
The Director is The Planet
Just woke up to hours of data deleted. Still love the game, but I'm furious.
Don't know if you will see this, but with artefacts update, is 4th map still the map to farm item?
yes, you should still farm for the legendary chest / Alloy Worship Unit on stage 4
@@Woolie thank
So, eh, why the horde of many spawns on a certain stage?
Stage 5 takes so long to clear because The Rain Previously Known As Purple is such a banger that you stay for the song's whole 8 minutes duration
I think hordes of many can be cheeper than a regular boss because if you go fast anouth you will get a lot of hordes many of easier enemy's
Hey Woolie, did you open all artifacts yet?
So directors are like pro gambler ... they can sometimes be good and sometimes be drunk :)
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.
I still remember that time i opened a run on drizzle for fun and right there at the start there was a queen bettle like it was nothing
i want to farm the Radio Scanner for the lore, if i activate the Artifact of Sacrifice i will get better chances to get it?
It would be sick if a player could control the director to try and screw over the other players.
cloaked chests are a thing??? oh man. oh boy.
You'll be running around and randomly see the interact key pop up, or you'll see it from a teleporter event.
Well someone should make a mod for multiplayr as you could play as director.
Will the RoR2 soundtrack be uploaded to Spotify on the date of full release?
you can't update albums on spotify apparently so yeah probably on full release when all tracks will be done
what program do you use to edit your videos mr streamer?
vegas pro
Thank you :]
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
how did you make that 100 man difficulty?
hey so... i see you abusing the artifact trials...
have you considered sacrifice trial OP?
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
I always skip stage 5 and do command of artifact
Why are the auto-generated captions in Dutch for me lol
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
Imagine an ror2 card game
They aren't called bosses because "Champions" is an infinitely cooler way of conveying the same message.
I bet they aren't called bosses because there was an incident in the code searching for "boss" and accidentally including instances of "miniboss" lol
Dont legendary chests only spawn in the area of stage 4?
after the first loop they can spawn naturally on other stages, it's incredibly rare unless you have multiple players
Where did info come frome? Wiki has access to game code?
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.
The directors are RNGods
In the fun mods video can I install the mods on steam
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.
Yeah this stage five is way to difficult its impossible
I hate Stage 5 >:(
Director aka Arengesus
4th
hi woolie \o/
First
1st dislike
I agree
This man sucks ass
Aw yeah, first view
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?