Risk of Rain Spirit Miner

Spirit is a weird Artifact. What the game doesn't properly clarify is that it applies to both your enemies and yourself. Its scaling is also a bit weird, I'm pretty sure it's non-linear because the impact is nearly nothing initially but goes up hugely as you're dipping down into the lower portions of an HP meter. It also, oddly, doesn't seem to effect bosses much. I'm not sure it affects the Colossus at all, for example.

It's also worth noting that it doesn't affect flying enemies at all. I'm not 100% sure when it comes to Evolved Lemurians that are currently on the ground, since that's a behavior unique to them and they're sufficiently easy to kill it's difficult to tell if they're speeding up as they take damage, but certainly anything that's currently flying is unaffected by Spirit.

Early on, Spirit can lead to some fairly tense moments, as you try to flee an enemy in a panic that's now zipping along at absurd speed, too fast for you to shake. Later on it's... mostly a minor convenience? It makes it so you tend to cover ground a bit faster and escape more readily when things start going awry. Though admittedly it also depends on your class; non-Huntress ranged classes are not thrilled to have enemies speeding up as you wear them down, and even the Huntress finds it problematic, she just benefits more from the speed-up to herself than eg the Commando does.

One thing worth mentioning while I'm on Spirit: from what I can tell, ranged enemy fire rate is defined on something along the lines of a per-step basis. The more ground they cover, the more often they shoot. I originally began to suspect this in regards to Volatile enemies: faster enemies seem way more prone to firing 2-3 missiles back-to-back than slow enemies, and enemies that get stuck up against a wall or ledge and just stop moving entirely also seem to more or less stop firing missiles too... but I've also noticed that Frenzied innately-ranged enemies seem to stop and fire more often, and Spirit constantly messes with my rhythm with ranged enemies, which is really the thing that has me almost certain it's step-based or something of the sort. If it was time-based, I should be able to maintain a rhythm on an enemy no matter what, even in Spirit, but I can't.

So yeah, ranged enemies in Spirit are a bit more of a problem, surprisingly. I actually find Mechanical Spiders to be one of the most frustrating possible enemies in Spirit, rather than any of the melee enemies.

Oddly, it also seems to me that Spirit gives the director more points to work with. I've never seen a run have this rapid of scaling, period. Maybe I'm just imagining it, I dunno.

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