Remnant 2 - Looter Shooter with many influences like Dark Souls, Hells Gate London etc

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Scrap continues to be the main bottleneck for me
This is more a general tip to anyone needing scrap but the game doesn't minimize scrap and you get more than enough to keep you at level with content. It's just not enough to max everything you have or buy everything as you get it. It's a "pick and choose" design where the economy is really more about telling you to just play more to get more. The intended solution to being low on scrap is to do an adventure mode of a world you've cleared. Higher difficulties reward more scrap, too. For every duplicate event, item, boss, etc, you get from 250 to 1000 scrap. A single roll of a world with get you like 15,000 scrap give or take if you clear it all, assuming roughly a half duplicate event, etc, run.

Bloodborneland rewards the least it feels like, N'erud the middle, and Yaesha the most.

Edit: Do not rush leveling either. Level with the content because you'll end up with no scrap or mats because it requires increasingly more with level. Put just a little bit of levels into things you use, want to use, and just feel like trying. Once your average gear level is over 8 or so,, using unleveled new stuff you want to try becomes impossible.

Using guides is gay. The content unfolds organically and everything hidden for 80% of it has clear tells there's a secret there. Not "I'm autistically looking at the alignment of tiles" levels but just noticing a red part of the map that didn't fill in or a ledge you can clearly get to but no obvious way to it.
 
Do not rush leveling either. Level with the content because you'll end up with no scrap or mats because it requires increasingly more with level. Put just a little bit of levels into things you use, want to use, and just feel like trying. Once your average gear level is over 8 or so,, using unleveled new stuff you want to try becomes impossible.
I don't, but the lack of being able to experiment is a problem imo. I started my co-op character with medic. His starting weapons are bad which is 2k scrap to buy worthwhile replacements. (Related, I'm currently torn with my secondary. Either double barrel shotgun, the auto pistol, or wait for a boss weapon for that slot.)

We find cool weapons and items, but other than going "looks neat" in the hub, they don't do competitive damage without major investment. If iron was the bottleneck, I'd get it. But I'm full of the stuff in co-op. I have simulacrums, but no scrap to upgrade my relics. Consumables? Forget it, not worth the investment.

My co-op guy was hopelessly under leveled. Now he's caught up a bit (difference is 8-13).

Using guides is gay. The content unfolds organically and everything hidden for 80% of it has clear tells there's a secret there. Not "I'm autistically looking at the alignment of tiles" levels but just noticing a red part of the map that didn't fill in or a ledge you can clearly get to but no obvious way to it.
Agreed. I'd have done a casual run or two, then maybe go back with a guide to finish up. What's strange to me is they say it's not spoilers because they don't look up the zones and bosses ahead of time.

I kind of understand why. There was an item we missed because the host chose the wrong dialogue with a NPC. The only way to get it is to re-roll the world and come across that NPC again. This made him mad. On the one hand, part of it was deserved because he picked the dumb millennial "comedy" options instead of taking it seriously. On the other, yeah, it's pretty shitty to lose what might be a good item for 20+ hours because you didn't pick the exact flavour of "yes" the designer intended. Some clues to end game gear supposedly requires data mining, and others only trigger on certain rare world events. I still think that should be second of third playthrough material.
 
I started my co-op character with medic. His starting weapons are bad which is 2k scrap to buy worthwhile replacements.
The bonesaw is a baller gun, just not on the medic. It shines with gunslinger, anything that gives mod power/mod cost reduction, hot shot/corrosive shot, and burden of the gambler if you can get Cass to not be melanated and actually sell rings. If you're using anything with mod power, slapping healing shot or song of eafir on your secondary for mega uptime is definitely a boon for co op.
There was an item we missed because the host chose the wrong dialogue with a NPC. The only way to get it is to re-roll the world and come across that NPC again.
I wish they made alternate spawns/conditions for some of these turbo rng items but I think that's going against their vision for the game.
 
I wish they made alternate spawns/conditions for some of these turbo rng items but I think that's going against their vision for the game.
It's one of the things I don't like about modern games. I get why they did it. If they didn't, autists would've data mined all the secrets and played all the content in a weekend, then complained about the game being "dead" and having "no content". But by pandering to that you lock out any potential for more sane players to get in on the fun.

I feel the same about time limited events. Yeah, it's fun to play with Christmas hats or jack-o-lanterns everywhere, but if you have other obligations that specific weekend that specific item drops, you're sol.

I know I'm coming across like "Everyone below me in rank is a low skill scrub, everyone above me is a cheating hacker with no life" type, and I like when games lock secrets behind doing well like the unlockable weapons in Resident Evil, but as someone who likes a hardcore game without it taking over my life or becoming an autistic commitment, it can be annoying.
 
It's one of the things I don't like about modern games. I get why they did it. If they didn't, autists would've data mined all the secrets and played all the content in a weekend, then complained about the game being "dead" and having "no content". But by pandering to that you lock out any potential for more sane players to get in on the fun.

I feel the same about time limited events. Yeah, it's fun to play with Christmas hats or jack-o-lanterns everywhere, but if you have other obligations that specific weekend that specific item drops, you're sol.

I know I'm coming across like "Everyone below me in rank is a low skill scrub, everyone above me is a cheating hacker with no life" type, and I like when games lock secrets behind doing well like the unlockable weapons in Resident Evil, but as someone who likes a hardcore game without it taking over my life or becoming an autistic commitment, it can be annoying.
The secrets in Ramnant 2 are so retarded that even with data mine some secrets were discovered only a week after the game's release.

The design behind this game's unlocks is just retarded. Inexcusable bullshit.
 
The co-op group just finished the game ...by accident. They were playing, and I joined just as they were reaching a boss. We assumed this was the turning point of the story. Turned out to be the last boss. Given I wasn't there for their entire run, I can't comment of the depth of content, but it doesn't seem like much.

Prior to going in I heard the ending was good. Maybe something I missed justifies it, but my friends were as confused as I was. Marvel bullshit spectacle with no meaning, followed by a snap and a post credits "twist" where everything about the ending was undone.

My friends were particularly baffled because they never found Ford, but the ending clearly implies they did.

The archetype you get for completing the game makes a lot of sense for when you get it.

This is all to say, the writers should be shot with shit, or fired. Preferably both.

That's enough complaining. The side stories and sub bosses are better. A particularly memorable one was the ravenous banquet scene. Disgusting and messed up. The asylum stuff with the Nightweaver is also interesting, but I haven't finished that yet.

So, which Archetypes do you guys prefer? Which ones do you think are the strongest, or the ones you enjoy the most?
For co-op, pet classes are op. For trash and elite mobs, the game almost plays itself. For most bosses, they can deal passive damage while you focus on survival. And should you die, the dog can revive you.

I normally hate healers, but medic certainly is powerful in co-op. The instant AOE shield and revive abilities came in handy throughout, and grant an amazing amount of sustain when paired with the right rings. These also stack with the pets as well.

Personally, I'm partial to gunslinger, simply for the increased ammo drops since ammo can be a rarity in co-op.
 
The co-op group just finished the game ...by accident. They were playing, and I joined just as they were reaching a boss. We assumed this was the turning point of the story.
I don't know how they didn't know it was the end when the game tells you that Root Earth is the final area as you go there and the cutscene before the boss makes sure to do the "This is the final boss are you super dupily sure you are ready? Ok but let me double and triple check if you are actually ready for the end of the game." thing.

Also the game does not at all imply you ever ran into Ford. In fact his little scene has him on normal Earth where you never ended up and implies he was almost done with whatever he was doing before he got Noah's Ark'd into Clementine and reset. It was a clear hook for one of the DLC. Doesn't stop the end from being predictable bullshit with 0 stakes though.

I do hard agree though that each world's stories are wildly better than the main story but I think that's because of how the game was designed. Since you do the worlds in a random order they couldn't let the main story touch them too much and also they expected you to do each world at least twice, if not way more, so with each world being so well written it felt like you were still finding lore and tidbits on run 5 or 6 through them. But instead since the Labyrinth and Root Earth are main story focused and always the same you only are expected to do them once unless you are replaying the whole game on a higher difficulty or hardcore they have less content and a little story.
 
While we're talking about the story or lack thereof, an easy way of adding new content while cutting down on some of the work involved would be to add new storylines to each world, although that would worsen some of the more tedious rng elements such as bringing shit to the nightweaver's web, some of which can only be done in the campaign as it requires off world quest items.
 
I do hard agree though that each world's stories are wildly better than the main story but I think that's because of how the game was designed. Since you do the worlds in a random order they couldn't let the main story touch them too much and also they expected you to do each world at least twice, if not way more, so with each world being so well written it felt like you were still finding lore and tidbits on run 5 or 6 through them.
My take. They should've just ditched the Root plot entirely for this game. This game and sequels should've played out like RIFTs or Stargate where you jump to different worlds and get involved in world stories.

If they really want a meta plot, I'd have it be that with the root gone, there are other invasive species looking to do some conquest now there's a power vacuum. Given how they like neutral creatures and monster in-fighting, they could have said new-threat turn up in other worlds occasionally getting into big fights, perhaps with unique loot or a rare currency. You could even re-use old content by saying they're taking what remains of the root and trying to weaponize them. Which is why you keep finding root creatures, but with a palette swap or laser guns or something.
 
I kind of agree. You arguably are doing what you suggested for half the worlds in 2 anyway. There are no Root in the Labyrinth, Losomn or N'Erud. They are only in Yaesha, which with the Labyrinth has been in every single game and due to the end probably will continue to be in future games, and Root Earth. Though 1 didn't particularly have a strong plot either. It was literally just hop through worlds to find Ford and then once you found him go kill the MC from Chronos which was your character's plan to begin with.

I don't think the Root should ever be truly gone though. They are the ROOT of the franchise. It would be like Halo without the Covenant or Gears of War without the Locust. They are a core element of the Chronos/Remnant brand and there is no way they could be relegated to puppets of another faction when that's literally their thing. Its established that they took endless worlds before they came to Earth. Even if their core is destroyed they are still an infestation across most of the worlds.

I do think any future games shouldn't really bother having much of a metaplot outside of an excuse to hop around worlds though. The worlds are always the most interesting part anyway. I would like to see a Root fucked up Reisum since it was established that they got in once Clementine left. I would like to see Corsus/Rhom again though they'd have to canonize who 1's MC gave the heart to since 2 is really coy about it. Though if it was the Iskal Queen then I guess you could have your Root equivalent threat since if they ever absorbed a human they probably could probably start using the World Stones. I'd also like more adventures on normal Earth. 1's DLC and 2 establishes that most of the place is still teeming with Root, there just isn't more constantly flowing in any more and so there is still room to adventure there. Then again Earth was my favorite world in 1. I really like the aesthetics of it and it was also the most content dense area until Swamps of Corsus came out and even then it still might have been.
 
I don't think the Root should ever be truly gone though. They are the ROOT of the franchise. It would be like Halo without the Covenant or Gears of War without the Locust.
This was Halo's fuck up as well. Halo 3 "finished the fight". Halo Wars and Reach were set before Halo 3. They should have stuck to the original plan and have the covenant be gone and Halo 4 be a reboot of Marathon, failing that, they could have stuck to making Halo games set before 3, or better yet retire Halo as a franchise and make something else.

It's the comic book problem. Super heroes have backstories going back 50+ years of comics, and if you've not read them all you risk not knowing what's going on. At the same time, nothing in super hero comics matters because you know they will slam that reset button and return the status quo at the end. Even character deaths don't shock because they'll be alive again in a year.
 
Cleared apocalypse and I think I'm done until there's more content. The only thing I've got left to do is level explorer so I can get archon. Some closing thoughts:
  • Either I don't know what I'm doing or pet builds fall off hard, even in nightmare. The flyers die easily and their AI is shit. These niggers have a ranged attack that can hit from across the map but if a boss isn't right in their face, they just sit there. The behmoth/root golem/whatever it's called is seemingly immortal but also has AI issues. Plus, it seems like the game railroads you into going medic/summoner just for the constant relic spam to keep em topped off and buffed. If there's a ring or something that gives summons damage reduction, I'd love to know.
  • I was super wrong about armor earlier in the thread. You need heavy armor if you're going for the DR cap but it's not as necessary if you're doing a shield build. Full Leto MKII plus ten ranks in fortify places you at around 65% DR I think. Non tank builds basically get oneshot on apoc so in that sense, armor doesn't really matter but having some survival mechanism is always beneficial.
  • Mutators are not created equal and most might as well just not exist.
  • Some of the mods on boss weapons need massive tweaks. These mods should be worth making a build around. Instead, I'd say more than half of them are better off not being used at all.
  • I still cannot for the life of me figure out what makes the negress in the hub update her inventory. I think it happens after you beat a boss but that's not a 100% guarantee for her to even sell lumenite.
  • Not sure how large of a studio Gunfire is or how long they worked on the game but it could have used another world and the writing was awful. I don't know why the last boss had all the glitch shit and I'll admit to not paying the closest attention, but you'd think there's be something to all of that. Whatever.
  • I don't think there was a weapon that I disliked but there are a few that I feel didn't really have a purpose/were too gimmicky.
  • The scope of the buildcraft offered was surprising. It's what kept me going. I know youtube is full of clickbait build videos but i don't think figuring out something cracked on your own is a huge undertaking.
  • A glossary page somewhere would be mega welcome. Not a fan of needing to look up how much DR one stack of bulwark is worth.
  • Overall, I's say the game failed its initial promise of "never telling the same story twice" but I'm also willing to write that off as marketing nonsense. There are a fair number of combinations you can roll but they don't affect the greater story.
Pretty ok for a game I didn't really have any expectations for beyond being more of the first. It would have been nice if there was more hidden shit that wasn't rng gated, such more than three puzzles in the hub.
 
To explain the ending "twist" about the final boss, the last world, and all of the other weird shit that was happening during the finale... I'm just going to summarize as best as I can. Hell, this might not even be correct, it's just what I've deduced from both the game itself and the shit I've seen on the Discord.

Apparently, the entire universe/multiverse of the Remnant series all takes place inside of one massive, massive simulation... or something like that, it's not quite confirmed. The Root were created by the people of "Root Earth" - which is basically an alternate dimension/earlier version of Earth - apparently as an attempt to do... something, IDK, Gunfire didn't exactly explain that part. However, the Root quickly got out of control, and basically managed to take over/destroy Earth; the Keeper of the Labyrinth - who's basically an AI who's purpose is to regulate the different dimensions and makes sure nothing bad happens - saw this, but failed to quarantine "Root Earth" fast enough because he got curious and started to study the Root instead... and failed to notice what was going on until it was too late.

Basically, the ending had the Keeper wondering if he should ultimately start deleting/purging worlds in an effort to properly get rid of the Root once and for all; however, Clementine takes the position from him - somehow - becomes the new Keeper of the Labyrinth, and performs a purge on the Root, systematically deleting them from the multiverse without having to sacrifice any worlds.

Personally, I find the whole thing to be dumb and confusing as hell.

On top of this, we don't have any idea where the hell Ford is; the way the ending is set up, it's very obvious that there's going to be DLC. I've heard that there's likely going to be three DLCs for the game; anyone have any speculations?
 
To explain the ending "twist" about the final boss, the last world, and all of the other weird shit that was happening during the finale... I'm just going to summarize as best as I can. Hell, this might not even be correct, it's just what I've deduced from both the game itself and the shit I've seen on the Discord.

Apparently, the entire universe/multiverse of the Remnant series all takes place inside of one massive, massive simulation... or something like that, it's not quite confirmed. The Root were created by the people of "Root Earth" - which is basically an alternate dimension/earlier version of Earth - apparently as an attempt to do... something, IDK, Gunfire didn't exactly explain that part. However, the Root quickly got out of control, and basically managed to take over/destroy Earth; the Keeper of the Labyrinth - who's basically an AI who's purpose is to regulate the different dimensions and makes sure nothing bad happens - saw this, but failed to quarantine "Root Earth" fast enough because he got curious and started to study the Root instead... and failed to notice what was going on until it was too late.

Basically, the ending had the Keeper wondering if he should ultimately start deleting/purging worlds in an effort to properly get rid of the Root once and for all; however, Clementine takes the position from him - somehow - becomes the new Keeper of the Labyrinth, and performs a purge on the Root, systematically deleting them from the multiverse without having to sacrifice any worlds.

Personally, I find the whole thing to be dumb and confusing as hell.

On top of this, we don't have any idea where the hell Ford is; the way the ending is set up, it's very obvious that there's going to be DLC. I've heard that there's likely going to be three DLCs for the game; anyone have any speculations?
Its gonna be 3 DLC over the course of a year according to the Ultimate edition.

But yeah, that basically sounds about right. Through things get weird that magic bends the rules like crazy and yet science couldn't break over. (Through the Drzyr were looking were looking at other planets, not dimesons.)
 
Earth and Root Earth are nearly the same Earth. They're two alternates to the same thing. The Wanderer's/Destroyer's Earth/the Earth the Ward is on is implied to have been on the path to creating the Root themselves, or on the same path with the World Stone experiments. I don't know why but Ford has some sort of tie to Root Earth since the majority of the gear you find scattered around it refer to him and Clawbone (the dragon at the end of Chronos and literally every reference to Dragon in the game; Singe is a Dragon but never called as such in item references). My ultimate guess with the Invader class being there (Ford's subclass) is that alternate Ford and Haarsgard are the ones responsible for the Root or somehow flipped: the Ford we know and the Haarsgard we fought in 1's DLC are from Root Earth and ended up here.
 
So... I was planning on making a new character, going onto Apocalypse, running through the campaign to get the World's Edge sword, because it looks really cool and I'm something of a lunatic. Anyone got a suggestion for a build?

I took a look at @Asian tech support's mention of a Summoner/Medic hybrid build; I can agree, I've seen Summoner be hilariously strong with the right combinations. However, I've also seen suggestions to use it with Engineer and Invader; the former for tankiness and another summon, the latter for dodging stuff. Anyone got suggestions?

Also, what about the guns? I know a lot of people are still using Nightfall and Enigma, and I know they're both still really solid even after the patches, but... any other suggestions? Wouldn't mind switching it up for Apocalypse.

Also, rings, mutators, relics and amulets; fairly certain that Soul Link is going to be one of the required rings, but any other suggestions?

I admit, I'm still learning everything about the game, so I can't be much help at this point; any suggestions are appreciated.
 
Also, rings, mutators, relics and amulets; fairly certain that Soul Link is going to be one of the required rings, but any other suggestions?
There are two ways I tried to build medic/summoner and I'm not sure which works best as I didn't use either for bossing on apoc.
Mega regen. Medic as prime using Healing Shield and summoner can use whatever. Gear:
  • Red Doe's Sigil or Nimue's Ribbon
  • Blessed Ring
  • Ring of Omens if using Red Doe's Sigil, Bright Steel Ring if not. It's too hard to play for real with the fucking flop
  • Soul Guard if using flyers. Still good with the reaver but obviously scales with minions
  • Dense Silicon Ring if you're spamming mods
  • Ring of Crisis and Amber Moonstone or Hardened coil if not using Soul Guard or Dense Silicon Ring
  • Heavy armor. Either Leto mk is fine
  • Crystal Heart or Resonating Heart slotted with whatever combination of health, DR, armor, and healing you like
  • Weapons are whatever. The downside of this build is that your weapon damage is poo. I was using the Blackmaw with Song of Eafir and Nebula
  • Traits were Fortify, Vigor, Barkskin, Bloodbond, Rugged, Shadeskin (if necessary), Spirit but doesn't need ten ranks, and whatever else
The whole point of this for me was to chug relics and spam mods as much as possible. You're ideally never at full hp and eating a relic every 20 seconds or so.
Mega Shield. I'm less confident in this one. It probably works better with alchemist instead of summoner but whatever.
  • Ankh of Power
  • Generating Band or Reserve Boosting Gem
  • Ring of Crisis
  • Amber Moonstone
  • Rerouting Cable
  • Shielded Heart or Tranquil Heart if you've got it
Anyway, this one is just supposed to keep you alive when dropping to critical health.
 
Anyone have tips for beating the final boss? Because for some reason, I can't beat it for the life of me; can't get the dodge timing down, and the boss does too much damage for me to deal with, currently. Also, the few times I managed to get to Phase 2, the boss doing it's little "swap" thing and shifting forms kept tripping me up, and the second phase having so much red and so much going on is not helping.

Granted, I'll be the first to admit, I'm not the best at the game; still looking to improve as much as possible. That being said; anyone got any tips for improvement? Any build suggestions?
 
Anyone have tips for beating the final boss? Because for some reason, I can't beat it for the life of me; can't get the dodge timing down, and the boss does too much damage for me to deal with, currently. Also, the few times I managed to get to Phase 2, the boss doing it's little "swap" thing and shifting forms kept tripping me up, and the second phase having so much red and so much going on is not helping.

Granted, I'll be the first to admit, I'm not the best at the game; still looking to improve as much as possible. That being said; anyone got any tips for improvement? Any build suggestions?
Turn the music off and try backstepping his first phase attacks instead of dodging. For me, the sound cues were a better indicator than the visual ones. I needed enigma to kill the energy balls. The boss doesn't actually have that much health but it might seem like he is if you're using a low damage pet build. The first build in my post above carried me through my first clear using the golem instead of the flyers. It takes a while but you won't die. In the second phase, I don't think the tentacle things have a particularly accurate hitbox and they're actually kinda easy to dodge. The only shit I had to worry about was the lines of crap he throws at you and the balls. Getting closer also helped keep all of that in check.

Attached are the screenshots of the glass cannon I used for my apoc clear and the pet build I used for my first clear.

edit: don't sleep on fargazer. in a bossfight with only one enemy that's relatively stationary especially in phase 2, it can deal a lot of damage.
 

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Anyone have tips for beating the final boss? Because for some reason, I can't beat it for the life of me; can't get the dodge timing down, and the boss does too much damage for me to deal with, currently. Also, the few times I managed to get to Phase 2, the boss doing it's little "swap" thing and shifting forms kept tripping me up, and the second phase having so much red and so much going on is not helping.

Granted, I'll be the first to admit, I'm not the best at the game; still looking to improve as much as possible. That being said; anyone got any tips for improvement? Any build suggestions?
Unlock the Engineer class and have it as your primary. The Engineer Prime Perk allows you to overlock the turret to just rip things apart (with a extra 15% damage reduction while staying near it) while you just focus on dodging as much shit as you can.
 
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