!feedback
Could the Marksman Skin on Railgunner have the super glowstick helmet replaced with something more similar to Commandos non-sun helmet? The current Marksman helmet feels weird and makes you wonder how Railgunner even sees through it without getting blinded and unable to shoot. (Or reduce the glow to something similar to Engi's helmet)
#ror2-feedback-and-ideas
1 messages · Page 49 of 1
!feedback
A few items should have separate ally caps, such as
and
. I assume the ally cap is meant to prevent crashes with something like
or
but it often means that those items stop working as you progress in a run. It wouldn’t have to be much, but each of those should always be able to have ~3-4 minions active, especially since
is already so hard to find
!feedback
Ally cap solution: allies over the cap instead buff current allies
Would make gesture strike drone really funny probably
Medic class idea
Primary is a pistol. Basically commando's pistol.
Secondary is a healing beam which is equal to double the medic's healing item/natural regeneration value.
Utility is to throw a stasis field that slows enemies.
Power ability is to revive a fallen teammate once per level. Dio toys give him extra revives. Can be used on himself.
!feedback
!feedback
Given the strength of void items, I feel like every time you activate the thing to get void items it should permanently reduce your health by 50%, this resets when you move to the next stage (similar to E8 permanent damage).
!feedback
-Give equipment barrels health, utility, and damage categories.
-They would also cost 25% more than normal barrels, same as category chests.
-An example would be volcanic egg being in damage and utility barrels.
!feedback
With most red items, if you only have 1 stack of the item it is still plenty good and almost always beneficially affects your run with just a single item. However, this is not the case with Ben’s raincoat as it only prevents 1 debuff every 5 seconds with 1 stack, which is far from game changing.
I suggest moving Ben’s raincoat down to a green item and increasing the cooldown to 10 seconds. This would allow for the item to be more reliably stacked and prevent more debuffs without being overpowered.
!feedback
do passes over the feedback channels again, it feels like every piece of feedback is just being shouted into an empty void (this is a pun, laugh), and not being realized. The Q&A was a great step in the right direction, however many things that appear in here didn't seem to be talked about at all.
!feedback New character: Outcast
The Outcast is a melee character with ranged capabilities. His slashes and splinters inflict bleeding in his enemies, while he himself can quickly blink back and forth to get in and out of the fray. If all else fails, his fellow outcasts will come to his aide.
Raking Slash - Slashes in front, dealing 100% damage, and inflicting bleeding.
Spleenshot - Piercing. Shoot forth a barrage of spleen splinters, dealing 120% damage, inflicting bleeding. Splinters implant into the ground, dealing damage over time, disappearing after 5s.
Shift - Rip forth through the planes, dealing damage to all enemies in your path. Use again within 3 seconds to warp back to your prior location.
Conscript - Summon forth a pair of outcast imps who fight alongside you, mimicking your attacks.
-- Beginning of Excerpt Flagged for Review –
My casteless brothers and sisters, who were denied our place in the hierarchy by cruel twist of fate, or stripped of it and left for dead in [the white plane], rise alongside me. We toil as sluts beneath [their eminences], pilgrims in this unholy land, unable to have more than a moment’s relief in [the between space], in pursuit of The Artifact. We work towards a false promise, that we will be rewarded upon our success, but they would never allow us into their high places, truly.
However, our hope is not lost. I have seen it, comrades. I have seen entities that descended from the sky, and have laid waste to the guardian and his dragons. I have also witnessed as they brought down the mightiest of [their eminences], humbling them like whipped [spleendogs].
If I am to incite change among our mistaken brothers, I must make contact with these creatures. Perhaps, should fate allow it, we may return to [the red plane], and raise hell among [their eminences], perhaps even taking this righteous fight to [his imperiousness] himself.
Take care, brothers and sisters. [outcast], signing out.
!feedback bens raincoat rework rework, when you block a effect you gain immunuty to that effect for 3 seconds and a cooldown for the block of 5, stacking increases the immunity for that effect and slightly decreases the cooldown
!feedback make ion surge instantly send you back to the main menu upon use so it's more risky
!feedback make the 👍 needed for #top-feedback-archive be 51 because the bot gives you one 👍
!feedback make vr port of the game
!feedback Blind Pest isn't animated in the logbook for some reason.
!feedback
Voidling really needs some changes. It is not in a good spot in the game whatsoever, and if you aren't aware of this, I would be shocked. Voidling is a boss that is tanky, confusing, annoying, and sometimes downright unfair to fight. First, many of his projectiles have absurdly high homing capabilities, to the degree that the cover intentionally placed in the arena doesn't even work half of the time since the shots can just hit you from behind. Second, certain survivors aren't just at a disadvantage while fighting Voidling, but are completely neutered, such as captain, mobile turret engie, most of the melee survivors, and any character with below-average movement speed. Third, there is absolutely no reason to fight it at all, period. There's no skins, there's no ending, there's no lunar coins, all you get is a fade to black after all your efforts, and the spit in the face that there were amazing endings that were scrapped for seemingly no good reason whatsoever. This is to say that you actually made it to Voidling in the first place, as Void Locus, another large issue, may be one of the most agitating, boring, and dangerous stages in the game due to the close proximity you have to be in with void implosions. If you value fun over balance, this should be one of your first priorities, since most of the community agrees that Voidling is an unfun mess of a finale.
!feedback
Add in some other reward for clearing Eclipse 8 on a character, like another skin or something to that effect.
!feedback
!feedback please add the ability for lobby owners to kick people, or even vote to kick. Makes queueing for eclipse very difficult
!feedback
When a captain with Diablo Strike uses Goobo Jr. the first thing the gummy clone should do is use Diablo Strike on the nearest enemy, just to make more chaos.
!feedback
There really needs to be a mechanic or something added to the game that separates taking damage from an enemy, and using your HP to fuel a blood shrine or void cradle….why should I just be banned from ever using blood shrines more then once just because I picked up either of these:

!feedback
make bustling fungus activate whenever you're not manually moving instead of entirely stationary, so it still heals you on top of the focus assesment and isn't entirely negated by one wisp sneezing on you.
!feedback
simply make
and
activate beneath 25% health (as in 24%)
practically zero difference otherwise, but now it lets you use blood shrine more than once
!feedback
make the game stop stealing your mouse during start up its very annoying
!feedback
Alternative Captain M2:
"Desperate Measures".
Captain recalibrates his prosthetic to allow for fully automatic fire for a few seconds, but can't charge shots for accuracy while the effect is active and moves slower to compensate with the horrendous recoil having a fully automatic shotgun for a hand would cause. Desperate Measures firing mode has reduced proc chances but is affected by the standard fire rate modifiers such as Syringes, effectively giving Captain a panic button that doubles as a point-blank boss killer.
Taser is actually pretty useful for making space between you and elite enemies, but has next to no utility or damage potential besides that, making Captain fairly weak beyond orbital strikes and status effects when it comes to dealing with bosses. This would address that. I feel like this would also soften the issues people have with Captain not being able to access his support functions while in Hidden Realms, as he'd now have an extremely effective form of personal self-defense at the cost of losing the utility of a guaranteed stun on non-boss enemies. All in a fashion that (theoretically) shouldn't cause a lot of work for the devs other than a new animation and ability icon.
Edit: This idea sucks. I realized that after I posted it. I'm leaving it up for prosperity, but I don't actually like this. Captain isn't supposed to be a DPS character.
!feedback
Give Void Fields a different Void Fog icon.
It's the only place where void fog doesn't scale the longer you're inside it. I know it was done so the DLC changes the base game as little as possible, but it'd be nice if it was indicated in some way that this fog is different than the rest.
!feedback
Alternative Captain M2:
"Commander's Mark".
Captain shoots one of the flares he uses to signal the Safe Travels directly at an enemy. If he connects, that enemy takes a single stack of burn and a unique status effect that causes that enemy to receive additional damage from all allies, as well as making any NPC allies (drones, ghosts, etc) DIRECTLY UNDER HIS CONTROL¹ target that enemy specifically. This status effect cannot stack, but the burn can. I'm thinking Captain could apply Commander's Mark to multiple targets if he finds a Backup Magazine, but this would probably result in issues with the NPC targeting. Maybe make them only target the first enemy marked.
Captain is theoretically a support unit. In practice, he's very poor at directly supporting his team beyond applying status effects and calling in beacons. This would be a lore-friendly way to give Captain a supportive ability that fits with his playstyle and gives him something to do in Hidden Realms beyond (poorly) trying to DPS things to death, without having to go back on the no-support-pods-in-Hidden-Realms mandate.
¹ The note of DIRECTLY UNDER HIS CONTROL would be to keep malcontent Captains from trolling by causing Acrid's TC-280 to target the Beatle on the other side of the map or screwing over Engineer players in general.
!Feedback
Rework Purity to have the old Ben's Raincoat property in addition to the -1 luck, while removing the cooldown reduction it currently has.
!feedback
with both @small hull's idea in mind and my own from a while ago
#ror2-feedback-and-ideas message
i think that captain should be reworked to double down on using teammates (drones) and benefiting them as his main ability
my first change would be to add a alternate m2 as a flare that when shot sticks to terrain or enemies, and causes orbital probes/diablo strike track enemies. you could use this to shoot a tanky target and occasionally throw probes at without having to look while focusing another target, or stick it to an enemy that moves to have diablo strike centered on it (the diablo strike red target thing would move rather slow, though). in addition to that, if an enemy is stuck with a flare, all damage against this enemy should be increased by maybe 15-20%, and all drones with line of sight with the stuck enemy will specifically target them.
to rebalance this, taser would be buffed to have a greater aoe, vulcan shotguns proc coeff would be turned down by .2 or so, and its damage reduced by 15-20% (equal to the flare damage increase)
this would make captain truly a support character, make drones feel more useful, and make a character that has tangible and blunt team support without making him useless on his own due to the frequency of drones
a slightly more disliked (as in public opinion) change from what i can tell that i would make to this rework is buffing the beacons to be more tuned towards support and simply being better, with a wider stun area on the shock beacon (i feel like it shouldnt completely invalidate the enemy caught like it does, there should be a window where they can escape or move), higher healing in a slightly greater aoe for the healing beacon, supply beacon should have 3 individual charges for each player and provide a passive attack speed buff to nearby drones, and the hacking beacon is perfectly fine as it is.
the change i think most people dislike though as from a previous suggestion i made that got downvoted a bit is giving the beacons an 8 minute lifespan and be able to be redeployed after they disappear
further nerfing captain's damage might be an idea with the beacon buff as well
!feedback
!feedback
Make shooting Newt throw only the player that shot them out. It can be extremely annoying to hunt for a Newt altar for five minutes, then not even get to use the store because your buddy thought it'd be funny to shoot Newt.
Edit: Addendum. As an actual way of doing this, have the door that spawns when Newt throws you out be one-way like the walls around Mithrix's arena. You can get out, but you can't get back in.
!feedback
make commando instakill everything it will be good for his damage i think and help make him gooder at being not boring
Actual suggestion:
Instead of Commando's grenades having impact-started timers, give him some way to start the timer manually before throwing it. If you're feeling really generous, let him cook his grenades.
This might just be me, but his grenades feel awkward as hell to use. The timers starting only on impact can be good, but a lot of times it makes getting the grenades to blow up when you want them to feel awkward.
!feedback
Suggestion to buff Captain's supportive abilities.
Let him spend gold to call down more than two Beacons per-level, with additional beacons starting expensive and getting even more expensive as the run goes on.
Edit: Addendum. He wouldn't be able to pay to call for more Hacking Beacons. That would be stupid.
!feedback
Option to display FPS. Would display ping in multiplayer as well.
!feedback
Suggestion to bring Shields into a possible late game environment. Mind you that barriers are not shields.
Buff electric damage dealing items (at least in theme; IE Ukulele, Polylute, Royal Capacitor, Tesla Coil) to recharge a percentage of your shield when they deal damage/proc.
!feedback
this suggestion except as an item (green tier?)
!feedback
People have been asking for items that buff shields for a long time, and honestly I think it's perfectly understandable. Shield builds are really fun and work really well in the earlygame but don't scale super well into the lategame, there simply aren't enough items that affect shields in the game currently. I've made this suggestion before but I suggest adding an void alternate to
that halves the recharge time for shields and replaces ~25% of your health with shields. This would push shield builds from being a fun novelty once in a while to being an actual strategy you can choose to follow rather than avoiding shield since it messes up one shot protection or whatever.
!feedback
Make grandparents’ collision box only start existing after their spawn animation has finished. It feels quite janky to be stopped by invisible objects, especially when they are summoned from a combat shrine
!feedback
I like suggesting Void items so here's an alternate to Ignition Tank
that totally isn't inspired by Terraria:
Bubonic Bladder
Any time you would apply a stack of Fire, apply a stack of Ichor instead. Ichor reduces an enemy's defense by 5 per debuff stacked.
Yeah, I know we already have Symbiotic Scorpion
and Shattering Justice
but considering how hard it is to consistently set enemies on fire if you aren't Artificer and the fact that you have to give up on the AoE damage from Gasoline if you want to make use of this, I think it's balanced. We need more ways to decrease defense anyway.
!feedback
Have an alternate M1 for Railgunner and Huntress be manual aim M1s. But make them more different then the autoaims like perhaps having significantly better range but decreased fire rate?
!feedback
Still waiting the fonts size update, they are too tiny.
Switch version.
!feedback
there should be a minimum X ammount of enemies rule. I kid you not i just waited 1 whole minute for a single golem to spawn in the gilded coast. After a set time without enemies, the game should start a countdown of about 3 or 4 seconds, after which a group of enemies spawn.
this would allow for a more fun beginning to a run without affecting lategame spawn rates at all, since after a certain point the enemy spawn rate becomes insane
!feedback
I feel like more passives would help make characters more unique. I'm going to be making a few different posts in here since the passives I've been thinking on are all technically separate ideas.
Commando: Soldier Training.
Equipment has a shorter cooldown period.
Commando is meant to be the generic and boring but highly practical survivor. He should have a boring but practical passive.
!feedback
item idea
Nanomachine (red tier item)
Gains more shields, reduces the cooldown of the shield by [a moderate number]%, and returns 15% of the damage he takes to the shield again while the shield is active. This item also applies to minions under your control and increases non-combat recovery if they are mechanical minions.
!feedback
Make defensive microbots an actual passive instead of an item, or at least make it immune to egocentrism and printers
!feedback
Add a visual queue for Slicing Malestrom (Heretic's secondary) to show where the vortex will end up/how far it's going to travel based on how long you charge it. Would be easier than guessing, honestly.
!feedback
New character idea: The grappler
Appearance:
A tall, lean humanoid that wears a latex suit, resembling that of a hazmat suit. wearing basic climbing gear, not much else to be decided on
Idea: The grappler is a heavily momentum based, requiring you to use your momentum meter, special and passive to deal huge burst damage, and then grapple away to recharge
Passive: Serrated hooking: grappling onto an enemy for more than 3 seconds and using any move will then inflict hemorrhaging
ab1: hooks: clicking will cause the grappler to swing his hooks, like chain blades to hit enemies from afar and have a 50% chance to inflict bleed, the more attack speed means the longer and faster you will swing and throw. holding M1 will cause you to take a large hook, and THROW it to stick to an enemy, initially dealing 20 damage, and pulling you to them, successful impact with the enemy will cause you to launch onto their back. doing the Hold, and hitting a point will allow you to connect a hook to that point, you can set up 3 hooks and traverse upon them
alt ab1: while on enemies back, you can click to slash their neck, or hold AB1 for 2 seconds to do a heavy slash dealing 2.5x the damage of a normal slash
ab2: throw out 2 small hooks that latch onto the enemy, and pull them slowly to you, why slowly? because you can use hold ab1 to swing AROUND, pulling the enemy along for the ride, allowing to do some crazy collateral damage by smashing enemies into walls, rocks, forcefields, other survivors, other enemies, the list goes on and on about whats possible! cd: 5 secs
Ab3: Escape route: set hooks on the ground from 2 rectangular pulley systems mounted on the survivors shoulders, pressing this again will grant the survivor immunity to ALL damage while reeling them back, after they are fully reeled back they are slow for 1 second and the immunity is gone.
I WILL FINISH THIS LATER DUE TO CONSTRAINTS
Finisher to this
Ab4: thundering crash: Activate to cover yourself in spikes, now doing 1500% damage and inflicting hemorrhaging, up to 3 stacks depending on how fast your travelling, impacting small enemies will cause them to STICK to you, allowing you to impact more enmies for 100% more damage per enemy stuck! lasts 10 seconds with a 10 second cooldown the frame that it ends
!feedback
Let's try that again, but not worded like it was written by an idiot. Given it's me writing this that's a lost cause, but.
Make specific character stats clearer on the character selection screen. Base damage, base health, base regeneration, armor if they have any. I'm thinking the best way to do it would be having a little "more info" button on the character summary page that gave you the listed stats.
!feedback
let commando friendly fire teammates and take their items itll help with his mobility i think
Actual feedback:
Commando activates the jets on his back, which would propel him backwards, when he powerslides forward. It makes the animation look kind of awkward. Maybe leave the animation of him sliding as is but remove the jets?
!feedback if i buy a random item from a item terminal it shouldnt be able to be one of the other two items im purposely choosing to not take the other items so its annoying when it just becomes them anyway
!feedback nerf blind pests damage. That is all.
!feedback I would love to see the ability to save added. Just adding the option to quit between stages before the new one spawns would make the game a lot more playable for people who don’t have multiple-hour blocks of time to sink into it. I really love the game but it’s hard to commit to that much time sometimes.
!feedback
Give shields a tiny, intuitive little buff by making it so that taking damage to any active barrier doesn't prevent shields from recharging. That way you can build around shields more easily with aegis and topaz brooch without needing to change the game substantially. The only real issue I can see with this is that transcendence might need a balance pass.
!feedback make blood shrines scale off time not health
!feedback
blood shrines should either not put oddly shaped opal on cooldown or oddly shaped opal should be able to reduce the health loss from a blood shrine if it's active
console when?

!feedback
Make blind pests and vermin less tanky. They are small and unpredictable, so they shouldn’t have as much health as they do now. If this is too big of a nerf, they can also have their credit cost lowered by a slight amount.
!feedback
A buff to shields: While you have shields, you gain 10 armor.
- When you don't have any shields, you don't have the armor.
- Stacking shields probably shouldn't stack armor. It would just increase how long you can potentially have the armor.
You could also have this be a green item; Having shields gives you 10(+10) armor.
numbers up for debate, but the point is gaining a low amount of armor
!feedback
Why is
not blacklisted for monsters it's literally unavoidable near-instant death
!feedback
Buff to gunner turrets/spare parts: When you have spare parts, gunner turrets become capable of movement, like engineer's mobile turrets.
!feedback
Stop worms from going across the map to target a turret instead of the player
!feedback
Make overloading worms much more aggressive than they currently are. Currently they only come out of the ground for very short periods of time and rarely ever use their flight. Fighting overloading worms quickly becomes a chore as they are rarely vulnerable and have absurd amounts of health, overloading worms could be much more menacing if they were changed to be aggressive and make use of their speed and flight.
!feedback
Make drones that die over the void have their corpses spawn on the nearest surface so you can fix them instead of losing them forever. The in-game explanation of this can be that they drift towards land as a self-preservation maneuver.
!feedback
Equipment: Bear Trap
Throw bear traps all over the mapppp (Maxinum of 5)
Enemies stepped on the trap take 200% dmg and bleed. During this, they cant move (can still attack) for 5 seconds .
!feedback
add a ♻️ option to feedbacks, so we can use that on reposts rather than ⛔, and use ⛔ for its actual intended use of invalid/troll feedbacks
(credits to stret)
!feedback
Playing off of @little barn , I've thought this before but I figure I'll throw it up since I'm not sure if its been suggested before.
As Mercy mentioned with the idea of double downing on the idea of using drones and them being his main ability, maybe add a skill that functions as a toggle for the Captain's utility skill.
The skill would be a toggle that would make the drones fly low to the ground and follow your movements much more closely than they currently do. Obviously drones like the empathy orbs would need to be a bit farther away from the Captain but this would allow drones to have a -safer- functionality in the void instead of all of them constantly being burned down the moment a defense point is started. The other half to the toggle would be their default mode of function so they'll float to help allies or attack things nearby while slowly trailing your path.
Considering the Survivors of the Void update, drones are just exp/money sinks for the void to constantly revive. I understand you can revive them -after- you're done but that kinda defeats the point of having the turrets as Captain in the first place.
!feedback
Reduce minimum cooldowns from 0.5sec to 0.1sec. This is just a "small" buff to certain cd based abilities with enough cd reduction and Purity, which on its own introduces a heavy self-nerf
!feedback
Have head stomps have a debuff like bands showing its cooldown
!feedback
When you beat Eclipse 8 with a character, allow the use of Artifacts in Eclipse for that character.
Doesn't cheapen the challenge of Eclipse (You already beat it) and allows you to use it like a different difficulty instead of a side mode.
I know this is a mod, but it seems like it should be in the main game.
!feedback
WHY for the love of God does escape not let you leave scrapper/command menus?
!feedback
Make it so that Multi's scrap launcher is affected by I.C.B.M, perhaps causing each shot to be a three round burst, or shooting a triangle shape. It would make it a lot more viable late game and frankly a lot more fun
!feedback
I think I figured out a way to buff Ben's Raincoat out of oblivion without just undoing the change.
My idea for this is to make it so when it blocks one stack of a debuff, any stacks of the same debuff received during the cooldown period will also be converted to barrier. Other debuffs received during the cooldown would stack as normal.
Outside of providing a temporary immunity to the blocked debuff, the item would otherwise function the same way. This would make it more useful against things like Ignite and Collapse without making it that much stronger against single-stack debuffs like Poison and Cripple.
If this is still too strong, then adjusting the immunitiy period to be shorter than the full cooldown could help keep it balanced without making it overpowered.
Now, I don't design games, so this might be a terrible idea. But I do play them, and based on my admittedly limited experience this seems like a good course of action to make Ben's Raincoat a little stronger without making it overpowered again.
!feedback
I sure hope a scavenger never finds a railgun...(i do)
!feedback
Either disable drones in the Void Locus, make them immune to void fog, or have them actively seek out areas free of void fog. Most if not all of them end up breaking while the deep void signals are being charged.
!feedback
Spinosaurus skin for acrid
!feedback
Every 50 waves in Simulacrum, spawn a portal to Voidling.
Just want a way to end Simulacrum games that isn't dying/crashing.
!feedback
I don't see why with lysate cell captain is allowed to have only 2 beacons out at once while engineer gets to have a third turret which is more integral to his kit than beacons to captain's kit (and not even mentioning the power of the third turret)
Sorry about the meme, I was typing and saw that so I clicked and that happened.
Anyways I want a lemurian warlord. A boss lemurian. I'd imagine it would wear a headpiece referencing the hero. It also wielding a giant melee weapon. Instead of the regular flame breath, it's breath would leave a patch of damaging fire.
!feedback
(+1 upvote 👍)
!feedback
Make the burn on flamethrower guaranteed. This would somewhat make up for the significantly lowered burn damage on Flamer from the burn changes introduced in Survivors of the Void.
!feedback anything to do with the void fields or void locus just isnt fun.
constricting the player to a tiny space and then throwing things at them that need far more space to avoid is like giving a crippled guy a wheelchair and then pushing him down the stairs in it.
please, reconsider how these places work, i'd even be fine if the bubbles were like doubled in size so that it's less obnoxious to try and avoid things.
i know the void fog in fields was nerfed but damage sources like that mess with a lot of items still like shields and medkits so it can be a death sentence even to just step outside for a couple seconds to dodge something.
!feedback
Now that void bands can’t proc themselves, I feel like they’re just a worse version of normal bands, with their significantly reduced damage, and longer cool-down, I think they need to be buffed somehow.
!feedback
Allow dead players to respawn in mithrix arena before the fight begins if anyone dies on commencement. So everyone gets a chance to fight hammer boi if they get destroyed on their way there.
!feedback
Mercenary could deflect or gain invulnerability to projectiles with his sword. Could be a passive, a new element for one of his skills or something like that
Just imagine a brass contraption throwing that evil spike ball on you and you perfectly parry or send it back.
!feedback
So I've been thinking about the
. It's a beautiful item. May even be considered slightly busted. But the tricorn hat leftover that lets you say "Ahoy!" seems way too perfect to attach a secret too.
If you head to the Gilded Coast and possess a Halcyon Seed, activating the Tricorn to say "Ahoy!" will trigger a second boss and consume the seed. Off in the distance, a large, ghostly ship would be seen spawning out on the water. Shortly after, a large Alloy Vulture boss that would be parrot-colored/styled (maybe with crazier plumage) would land on the Gilded Coast.
This boss would have a few different attacks. One that immediately comes to mind would be it flying up and gliding a circle around the island (maybe becoming invincible) while the ghost ship would start firing its cannons and making several rings of explosions the player would have to dodge go off. (Similar to escaping the moon but maybe larger rings.) Another would involve it landing (maybe making it vulnerable), raising its wings and launching a flurry of Alloy Vulture seeking rings that the player could outrun. And a third attack could be it throwing its wings out to its sides and a bunch of feathers flying out that seek the target similar to the void boss.
Since this boss is based on the Alloy Vultures and would launch feathers, you could pay homage to the Stymphalian Birds — man-eating birds with metal beaks and feathers that would launch them at their victims, and call this boss a Hophalian Vulture.
Defeating this boss could yield a unique yellow item. And introduce a new character into the game based on the
's lore entry. It could be a "Hunter", "Beast Master", or a "Rover" or pirate-ish character. It may be a bit cliché to go with the pirate idea but hey. lol
TL;DR - Let "Ahoy!"+Halycon Seed activate a semi-pirate themed boss for a character unlock. Cause "AHOY!"
!feedback
!feedback
As it is Collapse is very annoying when applied to you, the player, it really is a guessing game on whether it'll do over half your hp or nothing at all (In an active firefight it's not easy to tell which monster applied it to you, so having the damage scale off said monster isn't a good thing) , I think a better version of Collapse would be to make each stack of it do 10% of your hp instead, that way it's a consistent threat, and you wont randomly get one shot by it
!feedback can you guys like, fix tp spawns on scorched acres? this is just dumb
!feedback
Since sing band has a "charging" AoE that sits there for a couple seconds, make the bands deal 25% total damage (just some low amount compared to base bands) per enemy in the AoE, and extra stacks increases AoE instead of damage.
This would be an actual decision between bands: do you want to hit more enemies with more force and be rewarded for AoE, or do you want to hit a small handful of enemies really hard?
!feedback make it so only if one dies the save is canceled turning your pc of or crashing should keep the save its unecceptable to need a mod for it
!feedback
Please add a chance to spawn Cleansing Pool on all locations in Simulacrum game mode. It would be great to be able to recycle Lunar items!
!feedback
I know the devs have said that they think items falling off of the world is a fun quirk of the game (paraphrasing), but could the ledge at the bottom of this bit of Aphelian Sanctuary be made accessible for long enough to grab items? Currently, items will sometimes fall down there but the game will teleport you back up before you can reach them. https://youtu.be/9IYVQeZbx6k
Items fall off onto an edge that looks like it should be accessible, but it isn't :/
!feedback buff the singularity band please. right now it feels like a direct downgrade, maybe like lean into what's already different about it from kjaro and runald and up AOE size?
!feedback
Change cross play. as it is, crossplay is dividing the ability, maybe make it so that base game servers work with the other place, because right now its a chore switching back and forth, especially when you gotta reload the whole thing
!feedback
When Void Fiend goes into red mode, certain void items should also get a red color change. Certain ones meaning like shrimp, looks more like an extension to his body and less like an equipped item, like lost seers lenses
!feedback Add the Civilian from Team Fortress 2 Classic as a survivor
!feedback
Random idea I had: I think it would be interesting to be able to track damage per item, as a way to measure how useful certain items were during a run. Seeing that at the end of a run you dealt 2,000,000 ish damage, and being able to see that a polylute made up 1,132,412 (whatever) damage or even as a percent, like 57%, I think would be neat
(although I dont know how easy it would be to track per item but just an idea I had :) )
!feedback
ARTIFACT of infinite) you will find it at commencement at the top of the area where you spawn ( removes all limits to everything (spawn rate, item state, you think of it its limits GONE,
(The monster amount cap, and timer per wave gone 2)
!feedback
So currently Trophy Hunter Tricorn doesn't to anything to Mithrix, but I think it has an opportunity for something unique. I propose when using the Tricorn on Mithrix, it triggers some sort of unique dialouge and drops a lunar item called Glass Frog with a description something like:
"Holding onto the past."
"A memory of two brothers..."
"Those days exist only in the past."
It would be a neat little easter egg and it could have a lore entry related to Mithrix and Providence.
The item wouldn't actually do anything, it would just be for an interesting lore tidbit for those who are curious enough to find it. Also the Tricorn wouldn't kill Mithrix, just drop the item.
!feedback
since there profiles it would be pretty epic to have the power to friend others
!feedback
As much as it is a meme, among us' current account system would be really nice. The ability to block people that have left your games or been toxic in chat is a life saver and a half, and having that in risk of rain would be absolutely incredible.
The one downside I see is that potentially if it's per profile, people could make a second profile after being blocked by a lot of people and potentially circumvent the ban. Maybe the account system would have to be slightly more encompassing than just profiles?
Anyways, tl;dr
accounts good
blocking good
Hopoo please add
!feedbaack i reckon adding children and other old ror1 enemies would be cool\
!feedback
When playing with the artifact of sacrifice, non teleporter boss enemy's (so boss monsters that spawn as normal enemies) should have a (rare) chance of dropping their corresponding boss item. So if an imp lord spawns randomly on sanctuary, killing it should have a chance to drop shatterspleen
!feedback
So after playing with happiest mask in a recent run i think i've identified it's main problem, while the ghosts themselves can be useful, you don't get them nearly enough for the ghosts to be impactful, you could kill swarms of enemies and at most get 1-2 ghosts that don't do much, unless it's the ghost of a powerful monster/boss monster. but I have an idea counteract that
Enemies are now GURANTEED to become ghosts when you kill them, ghosts last 10 seconds (+10 Seconds Per Stack) , deal 350% Damage, but the ghosts hard cap at 6 Ghosts (+1 added to that cap, per stack)
!feedback
Captains secondary rework:
Give it mild target tracking
Small damage increase
Instead of disappearing on the first target it hits, continue bouncing between targets
bounce an additional 2 or 3 times
!feedback
Please acknowledge certain frequently requested changes that the community posts and give us a reason why they have not been implemented. Additionally, please tell us why some changes were made and tell us why those changes that we can’t even seem to find the original suggestion for weren’t reverted when there was massive disapproval from the community.
Here are just a few that I can remember:
Un-nerf Ben’s Raincoat
Make squid polyps not be able to be infested (making them weaker doesn’t solve the issue)
Blacklist spare drone parts (took way too long for you guys to do this one)
Blacklist Tesla Coil
Nerf Blind Vermin and Blind Pests
Nerf Collapse on Enemies
Now this suggestion isn’t about making these changes, but is about dedicating time to the community to explain your reasons for certain changes. Like the singularity band thing didn’t need to be changed. It was such a niche thing to even occur with blast shower but for some reason you guys still needed to change it. It would just be nice to have an explanation why certain suggestions that are constantly reoccurring get rejected.
!feedback
Add a shortcut key for the "Back" button. It's a small qol thing but I like being able to navigate between menus using the keyboard instead of having to click on the button.
!feedback
Because acrid is a dog, he should poop when he stands still for too long.
!feedback ok so
is pretty meh for green item, I suggest simply lowering the amount needed to deal extra damage by making it 2 or 3 debuffs instead of 4, this should hopefully lower the req to actually make death mark useable in early games
!feedback
Item suggestion:
Corrupted Ben's Raincoat.
Void item.
Corrupts Ben's Raincoats.
Transfer every debuff/negative status effect¹ you're affected by to an enemy upon shooting them. Also transfers all DOT damage you're currently afflicted by.
Additional stacks reduce cooldown.
¹ Cooldown debuffs like ring recharges and Safer Spaces do not apply.
!feedback
a button in the "join multiplayer" menu that removes all filters so you can join any public game, also some kind of easiar way to send private multiplayer invites because it is way too complex for my little peanut brain.
!feedback
Item suggestion:
Sympathy Core.
Boss item.
Drops from Alloy Worship Unit.
When at very low health gain short period of invincibility, invisibility, and spawn Protector Ghost. Protector Ghost lasts until either player HP is fully recovered, its death, or until a short amount of time has passed.
Very long cooldown completely unaffected by items.
Protector Ghost stats:
Renamed Alloy Worship Unit. Damage dealt to Protector Ghost is returned to summoner as health. Shield generation attack is available for AI to use at any time, but generates shields on player instead of Protector Ghost.
Additional stacks grant additional invisibility and protection and additional Protector Ghost uptime.
Playing on the rough theme of not being the hero in the situation where you summon the Worship Unit, what better way to twist the knife for the Vultures than "fixing" their protector for a short period?
Edit: At the suggestion of @near nova and @warm crater removing numbers.
!feedback As Artificer, (with no movement items) Ben's Raincoat floats behind you if you start sprinting. I do not think this should be the case.
!feedback
There should be crossplay
!feedback
I would gratefully appreciate a color blind mode or 2. Yellow items and orange items look the same to me, it a problem only in command
and early in the game. but there are other moments in the game were I have problems seeing things do to my Deuteranopia.
!feedback
If a player is afk in multiplayer, other players can choose to kick them out or just let them stay
!feedback
Make survivors actually wear Ben’s raincoat instead of it awkwardly being wrapped around their waist. How is the coat going to protect you from anything if you’re not actually wearing it?
!feedback
So I just finished a run during which I encountered multiple printers throwing items into the void which is a bit upsetting. Would be cool if they were like furthers from cliffs or something like that.
!feedback easter egg with sequencing yourself at the shrine of order when you dont have any items (excluding microbots if possible)
!feedback
Allow gips and geeps (the things gups split into) to spawn naturally during gup familiy events
!feedback
Item Idea: “Metamorphosizer” Equipment
Upgrade an item printer once (Similar to the recycler’s limit) to the next rarity. It could go white > green > red > boss/yellow > lunar. Cooldown of 120 seconds.
!feedback
make a separate channel for survivor tournaments and keep #announcements for game updates or other important things
!feedback
I have two ideas
- Remove the themed chests from the loot pool when playing with
because they end up being any other chest with a higher price tag - Make it so that you can only choose from the themed items in the command potential. I feel like this one would make
a little more intersting
Idea
Chef's hat*
Does something.
Praise chef
(From risk of rain chef)
(Obviously)
!feedback
!feedback
Playing on this idea of "chef's hat that does something":
Item suggestion:
Void Touched Chef's Hat.
Void item.
Corrupts Shurikens.
Upon firing your primary weapon, launch a single large but slow cleaver that pierces customers, deals heavy damage (with bonus damage versus burning targets) before boomeranging back to your player character. Cooldown is tied directly to the cleaver and cannot be shortened by picking up items- to throw another cleaver you must wait until your cleaver returns to your hand.
Stacks allow for additional cleavers to be thrown at once.
Edit: Correcting bad grammar and clarifying cooldown method.
!feedback
One thing for something kinda simple
Maybe some more indication that the portals in the moon fight at the detonation sequence and the portals left behind by the void fiend in its fight are actually portals? And not something that can hurt you, is meant to kill you, or is just a bit of scenery in the case of the void fiend.
There isn't really any reason for you to believe that they don't kill you (everything in this game that isn't man-made wants to kill you) apart from knowing ahead of time that these are portals, causing players to hesitate going through them or not go through them or actively avoid them, wasting precious time until the moon explodes and a run goes down the drain for nothing.
!feedback
Based on Smiler's suggestion, here's some changes you could have for Mithrix and Voidling (he says Void Fiend but I'm very sure he means the Voidling fight)
MITHRIX:
- Remove the orbiting portals.
- Leave one large portal in the middle. A grey / blue one that looks like an actual portal and not an orb. If this doesn't work for lore or something, just an easily-accessible orb will do.
- "Exit the Arena" as an objective if you're still in it.
VOIDLING: - The void fog will approach slowly towards you, instead of immediately covering the whole map. This should indicate to players that the rift is an exit.
- "Chase the Voidling" as an objective when a phase ends.
!feedback
Lunar Item: Life Insurance
Breakable items become unbreakable but they are less effective
Delicate Watch: Deal +5% (+5% per stack) damage
Elixir: When HP fall below 25%, Heal for 25% (+5% per stack) of your max HP (CD:10s)
Revive but die after taking 2 (+1 per stack) shots. (The shot count will be reset after each stage)
!feedback
The focus in simulacrum should only take paths that the player can. I had a run with engineer end because it climbed up a pillar and it ended up settling down on higher ground that I still couldn't reach without dying.
Can we have the items that fall off the map respawn back somewhere, instead of being lost forever into the fog. Feels pretty bad when you open a chest or print an item and it just shoots off the world never to be seen again. Lets get this fixed ASAP.
!feedback
!feedback
Can there be a convenient method of kicking people from lobbies ? As of right now, in steam you'd have to open console, run a few commands and dig out the player's steam id and it all takes too much time.
!feedback
Make the fog from void seeds much more transparent on low graphics settings. It’s unfair how the fog is almost opaque and it makes clearing void seeds very annoying.
!feedback
Give fiend a usage with lysate cell. It seems weird that the character all about void has a void item that does next to nothing on him
Edit: Maybie add something like jailers shotgun attack as like a chargeable R attack. Or swap healing to m2, Big exploding ball to R, and add an alternate R attack. Have the standard shotgun be chargeable and deal a smaller spread (like captains m1) and have the corrupted one be pre charged, but deal less damage and peirce enemies
!feedback
Make it so you can jump off of mithrix’s arena or use a portal
Sometimes, especially with high mobility characters like huntress, mercenary, or loader, it may just be more convenient to jump off of the arena instead of taking a portal.
!feedback
Item idea: “Cryogenic Follicle” (Void tier version of
Frost Relic)
Envelop yourself in a permanent 12m (+6m per stack) icicle storm that deals 200% (+70% per stack) base damage every .4 seconds
!feedback
Guarantee one of each pillar type on the moon. Would make it so that you don't get stuck with 3 of the same pillar type and would force the player to know how to do each one.
!feedback
Green item; Jar of Ferrofluid
Grab pickups from a farther (+4m per stack) distance.
This includes Ghor's Tome gold, Monster Tooth healing orbs, and Bandolier ammo boxes.
(darn you dyno)
!feedback
!feedback
you can pick any eclipse level (so if i'm on eclipse 8 i don't have to play eclipse 8)
!feedback
A new green item: Aeroplast
While you have shield, reduce incoming damage.
-
Gain shield equal to 5% of your maximum health. Increase armor by 10(+10) While you have shield.
-
The 5% shield does not stack. To get more shield, you'll have to get
,
,
, etc... -
The armor gain stacks linearly.
-
You lose the armor gained this way as soon as you lose your shield.
-
Numbers can change as needed for balance.
-
Fun Fact: Aeroplast is another name for bubble wrap. You could change the item into any other package cushioning, tho.
-
I love the idea of paying to open a chest only to get just bubble wrap and just deciding "Fuck it. I'm taking this I guess..."
EDIT: ||Re-named and changed the concept for what the object it is. None of the effect has changed. I feel we need more "random cargo" items.||
!feedback
Two ideas:
Make that a cleansing pool-like interactable for void items that can only be accessed in void stages (planetarium, void fields etc etc, you get the idea.)
Cleasing a void item makes that item back into the original the version.
Raise the chance of items turning into lunars with eulogy zero to at least 10% (+ 5% with each stack)
!feedback
This but just the second change
!feedback
Give Commando some I frames on his roll so you can sacrifice initial speed for the ability to "dodge" attacks like in risk of rain 1
!feedback
ror2 idea:
killing a voidtouched scavenger gives you a bag of void items
!feedback
Currently you are limited to one scavenger bag per stage no matter how many players there are. Make it so in multiplayer you can get an amount of scavenger bags per stage equal to the number of players. It doesn’t make sense that more loot and items spawn in multiplayer but the amount of scavenger bags stay the same as in single player.
!feedback
Railgunners Polar Field Device should in my opinion be able to slow more attacks because in my experience with it, it really only helps when fighting lemuriens or blind pest so I think it should stop other attacks like wisps or clay templars because seriously it makes the attack that much worse and a bit unworth it.
!feedback
Could you please add the option to customise keybinds for individual survivors? Because switching settings back and forth each time I want to play another character is really annoying. And boy do I hate having Loader's punch bound to Shift.
!feedback Vertically flip Mul-T's sprite so right trigger fires their right weapon act. This would increase immersion when using their alternate special. Changing keybinds is an option however it feels disgusting to use right trigger for grenade and clashes with literally any other game with shooting.
!feedback
I hope we get to see that closed off area behind the newt used for something more than just an artifact code. Maybe it could tie in with the next DLC?
!feedback
allow special bosses to spawn as a elites after a certain amount of time has passed. This will make fights like mithrix, voidling and twisted scavengers a bit more interesting and hard after long looping runs
!feedback
When you make more DLCs, add hints of the other expansions into them to show how intertwined Petrichor V is and also to make going from one expansion’s content to another less jarring.
!Feedback
I would love to see official support for gyro aim, especially on console. Sure, steam input makes it easy to add gyro aim to the game, but consoles don't have such luxuries, and having gyro aim would really benefit the console experience.
As well as gyro aim, seeing an official implementation of Jibb Smart's flick stick control method would be amazing. Again, it's technically doable in steam with a lot of configuring but completely impossible on consoles right now. With just a few minutes of adjusting to flick stick and gyro I was able to get comparable results to keyboard and mouse, which is something I could never do with just analogue input alone.
Flick stick (and gyro aim as a whole) is criminally underrated, I only know 3 games that officially support it without outside software. Seeing ror2 support such an seemingly abstract (yet in my opinion superior) control method would be a huge step for gyro gaming.
!feedback
Buff to Interstellar Desk Plant, make the plant take 1 second to appear, to just instantly instead of 5 seconds. Interstellar Desk Plant fells bad to try to utilize because the healing radius appears after a long delay of you killing the enemy, meaning you have most likely left the area, this buff would make it feel better to use and still wouldn’t make it a very good red item.
!feedback
Elder lemurians have a melee skill that resembles a flamethrower, and it was a good punishment for not being cautious while being close to them. Until burn changes in sotv. New players literally don't even notice the burn because it barely has any duration and attack itself lost a ton of damage. Is HG team gonna address this? #ElderFlamerSweep
!feedback
Next flying enemy added should be melee, almost all flying enemies are ranged and adding a melee one would make for some helpful diversity.
!feedback
The polar device should also be able to be placed midair and make gravity weaker to create a similar yet more controlled version of the concussion mine.
Also makes shots easier, which comes with an actual choice between the two utilities.
not a feedback but a small psa
you can instantly fix this by alt tabbing in then out of the game
would be cool IF IT WASN'T NECESSARY https://thunderstore.io/package/Rune580/StopStealingMyMouse/ I don't like having to install a mod to fix such a small issue
!feedback :)
!feedback
Allow Polar Field Generator to slow down ally Preon/ Sawmerang shots. This should be an abusable synergy.
!feedback
Boss concept
Name: Phrohnora
Title: false guardian
Stats: similar to the wandering vagrent, about 3m/s faster than a wurm
Attacks: it has 3
(1): close range slam that throws everything in about a 16m radi up , deals DMG to both player and enemies
(2): if you are at least 40m away from it and out of sight it will slam it's foot in to the ground and try to hit you that way (a titan's fist
(3) if it CAN see you it will open its eyes and do a long range LOW dot bean that slows the player down by 10% (gains a 2 m/s speed boost while beaming) spawns at stages ( abandoned, abyssal, Grove, sky medows)
!feedback
Interesting survivor idea I had:
A character named either Sheriff or Vanguard who uses a Gun-Lance hybrid as their main weapon (left click = melee range lance attack | richtclick fires a rifle/rocket/shotgun/whatever from their lance).
Their main gimmick would be that when they sprint they ride on a robot steed (horse/donkey or whatever you'd find funny enough to add into the game) and you can hold leftclick to channel this kind of jousting charge attack which has dmg scaling based off your movement speed.
I'm not too sure about their Utility and Special abilities but I can just make some quick suggestions for the sake of it:
Utility: While not riding the robot horse it'd grant a barrier to themselves + all nearby party members in co-op + drones/turrets/etc...
The barrier would probably be 50% of their max hp and it'd lats for like 6s-8s.
While riding the steed they could perform a long range jump similarly to acrid's utility (but with only one charge) to give them a little bit of vertical mobility.
I guess the special could self destruct the steed after a few seconds dealing aoe dmg around the character and then you'd have to wait until the special comes up again to re-summon it.
Their passive would just be that while sprinting (riding) they gain a ramping movement-speed bonus that increases with time up to a cap. Maybe they also gain a little extra armor.
!feedback
Commando Passive: Run n Gun
Allows Commando to sprint whilst using any of his abilities.
(pretty much just applies the Agile affix to all of his abilities)
An idea for a passive for Commando to make him abit more fun to play
!feedback if you have a
mithrix should steal it stage four and say Ahoy! (When he steals the rest of you’re items)
||!feedback||
When opening the game can it please remember the last used Difficulty/Artifact settings?
!feedback
Make healing and emergency drones not try to heal you when you have transcendence and instead target other allies.
!feedback
If i take a blue portal on sky meadow, the dream seer things should allow me to choose commencement or a loop stage, that way if I take the blue portal on accident I can still go to mithrix, or I can visit the bazaar one last time
Edit: also I should be able to use the teleporter that you spawn on (in commencement) to go back if I accidentally forgot to enable the loop
!feedback
make an artifact that changes your skills around, could be called "artifact of change" or something like that, so fx if you are playing as commando and have the frag grenade equipped, going to the next stage will change it to rapid fire, or not depending on the 50/50 chance, this would be great along side metamorphisis, and make for some fun runs
!feedback I feel the rarity of somethings needs to be turned down. To make them slightly more common. Currently these are so rare they might as well not be in the game.
- Elite item, yes these should be rare but not that so much they become a myth
- Legendary chests (the random spawns guys), I found my first legendary chest EVER out of thousands of games...
- Cloaked chests, These I think should be a 1 out of 5 stages to spawn. the rarity should come from the fact they're invisible.
- red and yellow printers, these seem so rare that scrapping a red or yellow is only useful for the logbook and nothing more. Not to mention by the time I see one it's a worse off item.
Something that should be MORE rare should be the void zones.
!feedback
make the void seeds spawn more often and stage 7 or 8 always spawn void portal
(my man I paid US$15 for this dlc and i just get one void seed after 8 runs and that portal chance looks like have 0,1% chance to spawn, or i'm using
in real life or i need a stack of 64
to make this work)
!feedback Visual: Shrine of The Mountain should curl up into a fist when activated. I think it would look pretty sinister considering the danger you just set upon yourself
!feedback
Alter Huntress' Glaive, or add an alternate skill, that prioritizes new targets (eg. if possible will not target enemies already hit, if not possible then bounce to random enemy in range) instead of bouncing to the nearest target in range. Nothing against the current glaive, but Huntress could use something that provides even crowd damage in her kit besides just arrow rain.
!feedback this game needs 10000 percent more metal gear rising revengeance
!feedback
In my opinion glowing meteorite, as much as i like it, is too weak in its current state to justify its risk/reward, my suggestions to buff it are below:
A. Remove its damage fall off (why does it have this in the first place?)
B. Buff its damage a little bit
C. Lower its cooldown. Right now it has a 140 second cooldown with a 20 second effect. I would lower it to 80 or 90
!feedback
A lunar item that increase the spawn rate of all Elite types
(Might somehow buff
)
!feedback
A special, relatively rare stage interactable that allows you to revert the corruption on one stack of items. There can only be one per stage and it should cost as much as a small chest × the amount of items in the stack to use. The stack can also be selected randomly
!feedback
Euology Zero should only affect the holder when opening chests in multiplayer. Not everyone wants to see Egocentrism in their Tri-shop or Focus because of someone elses short sightedness.
!feedback
New Lunar Item: Core of Nature
Increases the chance of enemies being elite by 25% (+25% per stack).
Deal 30% (+15% per stack) more damage to elite enemies.
Note: the 25% chance is flat; if you have 1 stack, each enemy that spawns (including final bosses) simply gets a 25% chance to become elite. If this rolls on an elite enemy, then it turns into a tier 2 elite (malachite/celestine), even before looping. If this rolls on a tier 2 elite enemy, nothing happens (unless someone has an idea for this).
!feedback
New Survivor: CRA-Z(demolition robot)
1st ability: Hammer(For 110%) or Saw(For 130%)(no cooldown)
2nd ability: Wrecking Ball, like a boomerang, ball does 140%, chain does 30%(5 sec)
3rd ability: (dunno, need ideas)
4th ability: Dynamite, boom for 200% (10 sec)
to get,(As MUL-T) get 4
, 2
and 1 
The getting achievment is called GOING CRA-Z
!feedback
Since Preon Accumulator has been nerfed heavily, can the pre-10 minute chest on Rallypoint Delta either be a red item or function like a void cache but for equipment items only? (Kind of like grabbing equipment from a storage unit but you get to pick from 3 random rolled equipment.)
Edit: Been educated that Preon's description is false but I still feel like the rest of the changes could be viable.
!feedback
give void fiends corruption consume a cooldown, when I say cooldown, I don't mean limited uses like the alternate form, I mean about a one second cooldown. This is to prevent players from just picking up void items and being able to spam r, and for the most part become invincible to anything other than malachites and enemies with tesla coil (since they can still have it for some reason). This isn't really a "nerf" rather a tuning to a character who already has so much going for him.
!feedback
Allow players to manually detonate commando's frag grenade by pressing your special key a second time, but still have it go off after one second.
!feedback
Lunar item that acts as a permanent mountain shrine. (Probably call it hubris or something)
!feedback Artificer Hover Toggle
We need an option to set
Artificer's hover to a toggle. Especially for console. On controller you can't aim and hover at the same time.
!feedback
Optimize the game a little bit more for lower end pcs, my pc can handle it, just 15 fps tho
!feedback
Rework/simplify Mithrix's fourth phase to a "true duel" where your items are still taken away from you, but not given to Mithrix. This would keep the theme of stripping you of your "baubles and trinkets" while fixing a big complaint about the fight; namely, the fact that you immediately become so fragile that either you or Mithrix die very quickly (or you camp him out at the edges of the arena).
In this version of phase 4, Mithrix's moves would probably be a lot faster and more varied like the other phases, with his damage and health of course still scaled down to make for a fair fight. Additionally, the scaling of this phase could be fixed in place (or dependent on difficulty) to make post-loop Mithrix still reasonable.
!feedback
I decided to do a search in #top-feedback-archive and didn't see anything about this.
For the scrapper can we please allow for you to scrap specific amounts of items? I don't think anyone wants to scrap 10 of their 15
or 
After a certain number many items become useless, and in the case of
, having too many will kill you, but loosing 10 from your stack is a big price to pay.
I think it'd be quite useful to allow players to use a scrap (amount to be scrapped) function, rather than needing to hold on to either 10 extra
making them even squishier, or sacrifice more than you want to with how the current system works.
I've had an idea like this for a while, so I'm going to add on to this ```ansi
[0;32mTeleporters give 100%(+50% per stack) more items, rounding down
[0;31mMountain hrines span 50%(+50% per stack) more frequently and acitvations are permanent
!feedback
A new station similar to 3d printers that instead of taking one item, takes two. The reward for that is getting a mix of those items that is based off of the items consumed.
Example: Soldier Syringe+Warbanner=Soldier’s Banner
Because warbanner gives an area of effect boost area, and syringe gives attack speed, the soldier’s banner could just give a massive attack speed bonus in an area. Of course not every item would have to have a combination, but there’s a few items that could be combined through the new station/interactable.
!feedback
head-mounted antenna
common item
increase all radiuses of spherical zones by +10% (+5% per stack)
affected things: all holdout zones, focus crystal, warbanner, razorwire, frost relic, orbital probes, diablo strike, primordial cube, probably more stuff idk
!feedback
Loader is in a tricky spot balance wise as she is pretty much completely broken, but nerfing her would strip her of the thing that makes her fun in the first place, going super fast and decking things at 1,000 mph.
My suggestion for a potential adjustment to loader is to buff the bonus damage she gets when moving fast, as it is a mechanic that is not often used since you can just punch things in the face up close with around the same damage.
Then, nerf the damage she deals when NOT moving quickly, to further promote this new playstyle.
This would allow loader fans to have even more enjoyment, as they are rewarded for doing what makes loader fun, building up speed and decking things at 1,000 mph, while at the same time punishing players that just hold the shift button without thinking, an already boring way to play the character.
(keep her alt-punch the same however, for people who REALLY want to play spam loader)
!feedback
Alternatively, New Uncommon Item: Head-Mounted Antenna
Increase projectile speed and range by 50% (+50% per stack). Increase effect radius of all items and abilities by 25% (+25% per stack).
Along with the affected items/abilities outlined in the previous post, this could also affect "invisible" things like Huntress' auto-aim radius, the attack range of
and
, the tendril range of Artificer's Nano-Bomb, etc.
!feedback
Something needs to be done to Alloy Worship Unit with Eclipse 7 attack speed bonus. It goes below 50% and then just spams his supercharge attack, leaving you like 3 seconds window where you can damage it, and making it a super cancerous fight, especially on low mobility characters, like
. This makes the whole Siren's Call stage extremely undesirable and frustrating
!feedback
Also brass contraptions can't shoot sometimes iirc
!feedback
Equipment: Mini Volcano
Place down a small volcano that constantly trigger the
effect in a certain area
!feedback
Add proper save mod to the base game
Edit: reasoning
I am tired of losing a good multi-player run to having my wifi die or just having to go
!feedback
More “kamikaze” type enemies that come in swarms like lunar exploders or larvae in the next dlc. An idea is if there is a clay/tar dlc in the future is to make rolling pots that siphon your health and try to pull you around but have very low health.
!feedback
Nerf or add a way to counter collapse from void-touched enemies. It's a crazy amount of damage that is only really avoidable by just not getting hit at all. Perhaps change it into a periodic nullifier artillery (a la the Void Reaver) that is centered on the player instead of a massive debuff? Then, it is something more tangible to dodge that is a bit more forgiving and noticeable .
!feedback Once Void Fiend
goes past 100% his 4th ability should change to be useful. Right now the only option is to pick up heretic.
edit: do you like not having a 4th ability?
!feedback
Fix the physics with enemies using AoEs to pull players. Fighting an umbra with a primordial cube sends you across the map and entering a grandparent’s sun tossing radius can also have the same affect.
!feedback
Fix Deja Vu achievement and void fields
Loop back to the first stage appears on stage 5
!feedback Modifiers for normal use please
!feedback
This would most likely need to be put together into a whole new content update for RoR2 since it would add 7 bosses but, I think it would be interesting if 7 bosses were added to the game, based on lore, to represent the 7 elemental aspects that the enemies take on.
Ideas for theses bosses were posted here: #ror2-feedback-discussion message
Mechanically, they could never spawn as an elite as they -are- the embodiment of the elite aspects. They would convert other enemies in the area/on the stage to their elite aspect while having other personalized mechanics. Maybe have it to where once they're killed, the specific bosses killed can't be a boss again for the rest of that run. Maybe make the chance of their aspect dropping like 10% or something? Who knows!
Effectively, these bosses would be where the elite mobs are coming from.
This is a larger idea and would probably take a long time since it might involve new stages or something to work effectively.
Edit: Added a link to the boss ideas.
||!feedback||
Challenge Suggestion: "Pick Up The Pace!"
Have the teleporter drop a Focused Convergence
!feedback
*Your
!feedback fix the game
!feedback
Idea for easier access to purple portals + use for the “seed” of a void seed:
After clearing a void seed the “seed” in the middle shouldn’t be destroyed. Instead, it should be an interactable that summons a purple orb and forces a void family event onto the rest of the stage. This would be an easier way to go to voidling, fight void devastators and other void creatures, and make the “seed” of a void seed more than just decoration.
!feedback
Add alts for everything already except maybe a couple passives
me want dwarf miner!!
!feedback
pvp mode, thats it.
!feedback
Make umbrae from the artifact of vengeance more aggressive and relentlessly hunt down the player they spawned from instead of the closest player. This would make the artifact more fair for multiplayer so an umbra of a player who is ahead on items won’t hunt down a player who is behind on items.
!feedback
New Legendary Item: Adaptive Armoring
Whenever you take damage, receive temporary armor based on the amount of damage taken. Amplify all damage reduction effects by 50% (+50% per stack).
Notes:
- Adaptive Armor is the name of an identical passive mechanic already used by Mithrix; this version gives much less armor
- The increased damage reduction would apply to all armor increases (e.g.
and Transport Mode), as well as the flat damage reduction from 
!feedback
New Achievement: [name undecided]
Beat the teleporter event with 3 or more focused convergence without leaving the teleporter zone.
!feedback
bring back exponential bands
please.
it was literally the only thing that made picking up void band a good choice
!feedback
Revert Lunar Priority to be below Fiend Skills so we can abuse having more than four skills across forms again. 🙉
!feedback
Tougher Times/Safer Spaces 0.1 second immunity so they actually do something against lesser wisps
!feedback
Make it to where there's a 25%~ chance for the Void Seed to not be destroyed. The void bubble would still disappear, it would simply leave the Void Seed behind. You can pick up and carry this Void Seed just like the Fuel Array
. Similarly, if you take too much damage the void seed will 'collapse' and kill you.
You can carry this seed to two places:
1: You could carry this to Rex and 'Plant' it, granted a voidling-plant skin for Rex.
2: You could carry this all the way to the Voidling. After killing the Voidling, there'll be a place you can plant the seed.
Planting the Seed will unlock an Achievement and could open a Portal that will let you loop again (similar to the Void Bubbles and spawn you in the Void Bubble as well). Or maybe it could unlock a new stage and end your run. Maybe a new character as the seed has opened a door for someone to slip through?
Edit: Added clarification where italicized.
!feedback
My youtube: Obknoxiou$
!feedback
The first stack of
could give something like +50 armor, making it more useful for shorter runs.
!feedback
New Primary Abilities for survivors
Mercenary - Laser Kuni (3 charges, last kuni exposes enemies) [Recharges 1 Kuni per second] 160% damage each
Engineer - Homing Nanites (charges up to 12 homing drones) [3 charges per second] 85% damage each
Loader - Shatterblast (shoots 3 shots in a triangle pattern) 100% damage each
Captain - Vulcan Rifle (shoots a burst of 6 bullets) 100% damage each
Commando - Scoutsman Rifle (single shot rifle) [Recharges 1 round per second] 320% damage each
Artificer - Posion Bolt (fires a bolt that applies Poison) [Spawns pools of posion that deal 100% damage per second] 280% damage each
Acrid - Hemophilia (attacks apply hemorrhaging)
REX - Thorns (5% HP, fire 3 thorns for 3x120% damage, The last thorn causes hemorrhaging)
Railgunner - WKN Smart Round System (Fire tracking rounds for 50% damage, attacks apply weakening)
MUL-T - Laser Projecter (Fire a beam of heat that deals 40% damage per second and causes burning)
Bandit - Volly (Fire a 3 round burst for 100% damage each) [Holds 4 bursts]
Huntress - Bolt (Fire an bolt for 320% damage) [Not homing]
!feedback
What is this emoji ⛔️ means?
!feedback
queens gland buff ideas.
these are multiple idea's that I have come up with to buff a boss item that a lot of people sleep on.
(a) make it start with spawning up to 2 beetles at 1 stack, this would give the first stack some more value in runs that are short.
(b) give the ally beetle guards a bit beeter ai. as much as a want to pet these bodyguards of mine I wish they wouldn't always try to hug me and also I wish they would ignore flying enemies above them that they can't hit.
(c) give them more damage. 100% bonus damage sounds balanced in the early game, but I wish these guys did more in the late game, so either buff the bonus base amount that they have from the item or add scaleing to their damage with extra stacks like 50% or something usefull yet balanced, either way would work.
!feedback
New equipment idea
Name: “Purifier”
Cooldown: 60s (one-time use though)
Effect:
randomly un-corrupt one one item upon use (one time use) transforms into a (x) idk
!feedback
Huntress has not really felt that good in a while, her whole base kit is kinda meh, and her alts are almost complete improvements, what kinda sucks is flurry requires a full stack of glasses to even work
Maybe make huntresses special skill that she can run side to side, maybe even backwards as well. As it stands, it's annoying to run and gun because you have to run right at the enemy to do so and in this game that isint good
I am a super big fan of railgunner because I love her mechanics, and ironically her primary is literally a better version of huntress' which is sad, because Railgunner doesn't need that at all.
As some of you know, the devs have also talked about not wanting to add Omni sprint to huntress for one reason or another (I disagree with it, but we can't do anything about it), so I'd like to suggest giving Huntress the ability to attack behind herself.
This would drastically increase her ability to use the agility attached to her primary, plus it would be a natural buff with very little effort.
If animations are an issue, in terms of having arrows fly through her model, have her move the bow to face upward/sideways/backwards to account for where she'll be aiming.
!feedback
lepton daisy should activate twice on its first stack (still +1 per stack), but heal for 33-40% max hp
!feedback
New item: Lucky charm
Rarity: yellow
Monster that drops it: Scavenger
Effect: The item would be similar to the 56 leaf clover from RoR1, which you unlocked after defeating the scavenger so I thought it would be a neat idea to see it return in some form.
Upon killing an elite enemy, there is an x% (+x% per stack) chance of it dropping an item (void, lunar and equipment not allowed) with 60% white/ 39% green and 1% red (+ stacks increase the green and red chances but i have no idea what would be a balanced number).
!feedback
Add a random survivor option in the character select
!feedback
Have an option in the settings menu for abilities to be re-casted when holding down the buttons. E.g. Currently, holding down right click on Acrid doesn't recast secondary when it is off cooldown, which seems bad imo, as opposed to Artificer, where you may not want to recast secondary when holding down (when using back-up mag more specifically).
!feedback
Incinerator drone was hit immensely by burn changes, as most of its damage pre dlc was in burn debuff. Now you need 3.5 incinerator drones to match what they were before. Hopoo pls, #JusticeForFlamerDrone
!feedback
Post Game Results and Run History should show your last held active item/equipment.
!feedback
Buff happiest mask pls?
Dwarf miner?
Big head mode
!feedback
This is a really out there concept...bare with me.
Equipment suggestion.
Rusty Toolbox.
Very short range. Very long cooldown. Targets broken drones¹ like how Royal Capacitor targets enemies.
Activating the item will destroy the targeted drone and replace Rusty Toolbox with Rusty Toolbox (With [Not Many/A Few/A Lot Of/Lots And Lots Of] Parts).
Rusty Toolbox (Parts) may then be used freely, or target another broken drone. Targeting additional broken drones will upgrade you from Not Many to A Few and so on (see tier list). Once you're at Lots And Lots you cannot target more drones.
Upon using Rusty Toolbox (Parts), open an Artifact Of Command style window to select a drone to build with the parts you salvaged.
Buildable drones are split into multiple tiers, with higher tier drones giving higher numbers of Parts. With a high number of Parts, you can build multiple lower tier drones or one higher tier drone, so you can scrap three Gunner Turrets to build a Missile Drone or vice versa.
Drone cost/tier list:
1 Part, aka Not Many: Gunner Turret.
2 Parts, aka A Few: Healing Drone, Gunner Drone.
3 Parts, aka A Lot: Emergency Drone, Incinerator Drone, Missile Drone.
4 Parts, aka Lots And Lots: TC-280 Prototype, Equipment Drone (building this will spawn a broken Equipment Drone on the ground).
Interactions:
Spare Parts: Upgrades built drones as expected.
Defensive Microbots: Grants Microbots as expected.
Fuel Cells: Works how you would expect. Since charges between the base form and full form are shared, a Fuel Cell would allow you to scrap and then immediately build a drone.
Giving it to an Equipment Drone: Automatic drone part collection, but it would build a random drone with the parts it has once off cooldown if it isn't close enough to target another drone.
Gesture Of The Drowned: See above.
¹ Cannot target repaired drones or other allies. Would you really kill poor Droneman for a few Gunner Turrets?
Edit: Targeting clarification.
!feedback
Switch loader's secondary and utility
edit: possibly just make loader's utility agile
!feedback
Please make it so there is a guaranteed Newt Altar on Distant Roost, no matter what character you play. It's the only stage that doesn't always have an accessible altar and that doesn't really make much sense to do.
!feedback
Elite Boss Items
Essentially when you kill a boss that's elite (ex: overloading beetle queen)
Instead of getting a normal version of the boss item, you get an elite version of said boss item
(so overloading
spawns an overloading beetle guard, malachite
spawns malachite alpha constructs, and blazing
would proc fire whenever shatterspleen activates, yada yada)
each boss item has their own unique effect with the elite aspects to add more variety
it seems like a pretty fair and fairly rare award for killing a tough boss
!feedback
In Simulacrum, if you get Commencement early in the rounds then you end up fighting 5 waves of Lunar Exploders because of the smaller enemy variety and what I can only assume is a result of the chimeras costing more to spawn.
I think this stage should either only show up later, have a bigger enemy pool in Simulacrum or have the weightings adjusted so that there is more variety in each wave.
!feedback
Adjust the lunar shop to cost 1 coin to reroll and not double with each reroll. With the cost of the items being 2 coins each, it's not really worth re-rolling at all, otherwise you'll more than likely be spending way more than what you're earning per run. IMO, that's a big part of why so many people have edited their saves to give themselves unlimited lunar coins.
!feedback
certain greens are notably underpowered compared to even the most basic of White items.
Leeching Seed's pathetic 1 health per hit is useless at worst and ineffective at best. I suppose it gets a buff to 2 or even 3 health per hit so it can be useful without having overpowered scaling.
Lepton Daisy's heal should be changed from 50% to 100%, and perhaps have it trigger at 25% Teleporter as that tends to be when there is the most enemy density.
Ghor's Tome is a fantastic lootable earlygame yet it falls off incredibly quickly. by Stage 3 or 4 you start ignoring the gold chunks due to the sheer density of money you recieve from enemies. Perhaps make Ghor's Tome a flat 5-10% More Money Gained instead of it's current perk?
Chronobauble. An infamously mediocre item unless under very specific circumstances. To make it less so, let it retain the slow but at a 50% chance instead of a 100% chance. And most notably MAKE SLOW EFFECT ATTACK SPEEDS AS WELL! It would be so valuable to slow a Wisp or a Titan's hitscan, or even slow something like an Elder Lemurian's fire blast to allow you time to get away. Please. This item is so easily fixed.
!feedback
I'm not sure if this has been suggested but steam workshop support would be a really cool addition for easier and more accessible mod support
!feedback
Have the barrel on the Bandit's revolver gradually grow longer as he accumulates desperado stacks.
!feedback
Commando's Incorruptible achievement doesn't make much sense rn because you can pick up Void Items and still get it while they literally all about corruption. I feel like it takes away from ror2's immersion.
!feedback Am I the only one who thinks an artefact that removes the power elixir would be a good addition, yes I’m serious about this.
!feedback the power elixir should also prevent one shots instead of in the case of a one shot being used without any effect. Also in general I find the item unbalanced it kind feels like it’s trying to be a bootleg dio’s without any of the practicality. Just to reiterate I think that damage that would kill should use all elixir’s and leave the player at x% health instead of being consumed why’ll the player still dies.
I also believe that the delicate watch could use some slight rebalancing due to going below 25% once you’ve got a notable amount can leave you rather undefended in an already negative situation. Perhaps still being able to use the broken variant at a recycler or 3D printer in some way (perhaps every 2 broken ones becoming 1 scrap). Overall I think both items feel both very underwhelming and have the potential to become a liability instead of an advantage (leaving the player without an item when in an already negative situation) I’m no expert on game design balance or anything of the like but I think that there’s something missing from these items. Other items that have limited uses like the Trophy Hunters Tricorn pluripotent larva rusted key or dio’s have something that justifies having a limited use
!feedback implement future of heresy into the next release of the game (along with body blend)
Elixir rework: Gain extra regeneration when you are missing health. This can either be %increase such as +50% regeneration at low health, or linear such as +15 base Regen. Either way, the numbers would be lower when you're healthy, and higher as you get hurt. This would keep with the theme of elixir, trying to keep you alive as you get closer to breaking watches, but it's more open ended and you're not putting healing items on the line when you hit a blood shrine.
Current stats: ```ansi
[0;32mFalling below 25% max health heals you 75% max health
[0;31mConsumed on use
First draft of suggested stats: ```ansi
[0;32mGain 0.2(+0.2 per stack) base regeneration per %max health lost up to 15(+15 per stack)
!feedback
Make TR58 Carbonizer Turrets trigger weeping fungus when walking. A single exception to weeping fungus behaviour would make TR58 more viable. As of right now these turrets don't sprint much unless really far away from the
, and since they have shorter range than stationary turrets they have reduced survivability because they need to be closer to an enemy to fire.
Put different language text channels on discord.
I'm Brazilian and I always look for other Brazilians to play but I never find
!feedback
Make Invincibility take priority over Blocking.
This is entirely to make sure Safer Spaces doesn't get taken while you're unable to be hit anyway.
!feedback why the F is blind pest so strong i spawned in 2 games in a row i died in 5-10 seconds in the match they do way to much DMG and have way to much HP for stage one plz fix
!feedback optimize the game, some pcs reach the minimal requirements (like mine) but its laggy as shit
!feedback weaker version of the perfected elite for non-lunar enemies could be an easy way to add to the enemy pool.
!feedback
Something really should be changed about Xi construct's AoE explosion.
- It is so unintuitive, random and devoid of any visual effect that a lot of people don't even know it exists
- It's literal only purpose is punishing someone that doesn't yet know it exists, or making someoine take a fuckton of damage because they got slightly grazed by the laser at an unlucky moment, specially in multiplayer if it switches target
perhaps give it a noticeable visual effect and a charge up period as it's aim locks itself in place, and then make the explosion have a lot bigger radius
!feedback
Make all players in multiplayer spawn in the safe zone of the cell vent when loading into void fields
!feedback
If this hasn't been suggested, Void allies from
shouldn't suffocate in Void locations
!feedback
Walk keybind so the Mithrix fight can have some Devil May Cry vibes 
!feedback
Items falling off the map is fine, but this? Why can this happen?
!feedback
I just finished monsoon as a commando, it was a torture compared to other characters
If you want to make him the game's "face", then give him some love he deserves
Let him fire while sprinting
Let him perform more shots on his special ability if the fire rate is increased(just like mercenary)
Make the distance-based damage not as harsh
And let him block hits in his roll ability
That'd make him somewhat decent
!feedback Add the "Agile" property to Mercenary's Whirlwind, or at least the grounded version. It's annoying to constantly repress the sprint button when I'm just trying to use grounded whirlwind to get across the map, especially if I have backup mags.
!feedback
Unlock Bundle of Fireworks and Squid Polyp in Simulacrum.
!feedback
nerf the noise that wungus makes it annoys my earholes
!feedback
Also tune down plasma shrimp and void fiend jumping noises
!feedback
mithrix voice acting pls
if you dont want to make him speak then at least make him grunt and yell when attacking and getting hit or smth
those silly little messages make him look like a cod tryhard lol
!feedback
When a horde of many occurs with a monster that has a boss in its family, make it possible for the teleporter to drop the boss item. Examples: imps would drop shatterspleen, beetles would drop queen’s gland, alpha constructs would drop defense nucleus, etc.
!feedback
Special simulacrum waves such as Mithrix and Scavengers are super rare. I didn’t even know that scav waves existed until I went into the name files, for all I know they were scrapped. These waves should be more likely to happen, I’ve gotten exactly 2 mithrix waves and I play a fair chunk of simulacrum
!feedback
No reason to prevent Hermit Crabs spawns with Dissonance active in Simulacrum.
!feedback A replay everytime you die
!feedback give artificer a ability to deal with air enemies I literally can’t aim and nano bomb is kind bad. Like if replaced the ice wall with a ice wave that pushes out and does basically the same thing but idk it’s your game
!feedback Item Idea
Rarity: Orange
Name: Hot Shot Hitter
Object: Floating Gold Desert Eagle
Description: Killing multiple enemies at a time will increase the damage for 5 seconds. Upon activating, fire a precise fiery bullet that will detonate the enemy that was hit.
!feedback
lepton daisy void item
every 60s (-33%/stack), emit a healing wave that heals you and your allies in a 50m radius (+20m/stack) for 33% of their health
basically slower, a bit worse but more consistent. also the range should be large enough to target most of your drones. cooldown is hyperbolical. centers around you
!feedback
Add more stages to Simulacrum. Gameplay can get stale very quickly since there are only a few stages that are playable and end up getting recycled through a run. Even adding a small few would help freshen up the gamemode.
!feedback
Item suggestion.
Broken Encrusted Key.
Void item. Corrupts the next Rusty Key you pick up into an Encrusted Key, which then functions like a normal Encrusted Key.
Unobtainable. You get it when you use your last Encrusted Key. Lost upon converting a Rusty Key into an Encrusted Key.
Encrusted Keys are the only void item you're capable of replacing with the uncorrupted form if you use them all. This is purely a suggestion to stay with the theme of void items permanently "tainting" some part of your run.
Edit: Clarifying you don't get to keep the item.
!feedback
maybe just a few more simulacrum unlocks? all we have is void fiend for reaching wave 50 and its a little underwhelming.
even just an unlock or two would help players new to the dlc (or completionists like me) have a reason to play simulacrum
!feedback
add a achievement or even a unlock for beating eclipse mode
Beat eclipse 1, 2, 3, 4, 5, 6, 7 and 8
but only one time so we can choose what character we want to play and don't add for all characters, that is too time consuming
!feedback
font on the mailing list text field is hard to read
!feedback make unlocking artifacts a separate game mode there’s really no reason in hiding it or hiding the codes because Wikipedia
!feedback
!feedback
Nerf commando, he is getting too strong. I’m worried about the monsters morale...
!feedback
New Lunar item: Thorn Crown
Effect: Gain a 75m circle around yourself that, every 210 seconds (-10 seconds each stack), pulses a blast, dealing 300% (+25% each stack) damage to everything in the circle. BUT, monsters in the circle gain increased damage by 50% (+25% each stack), enemy attack speed by 75% (+50% each stack), and enemy speed by 200% (+175% each stack).
!feedback
New Lunar equipment: Fractal Shield
Hold up a fractal shield in front of you for a short duration, blocking all frontal damage. Breaks if you take too much damage while holding the shield. Once duration is over or the shield breaks it sends out shards of glass dealing damage and hemorrhaging.
!feedback
to compensate for railgunner's higher proc coeffs on both specials, her primary should have less proc coeff
!feedback
Void fiend should get a new special once he reaches 100% minimal corruption(50 void items). His special becomes literally useless since it's used to extend corruption time at the cost of health and with becoming permanently corrupt your special just takes away your health.
!feedback
I agree with the post Im replying to, but I also think railgunner's primary should be replaced entirely with a laser beam weapon. This would stay in theme with the actual need to aim for success on railgunner and would make her primary unique from a visions of heresy copy.
Increasing the current dps from 400% to 660% feels warranted with this change, along with a proc coefficient change from 1.0 to 0.4
!feedback
new mastery skins for getting to a certain wave in simulacrum on the highest difficulty
maybe Acrid's could make him look like a chunky lemurian (taking away his back spikes, making him blue, making the green stuff orange)
!feedback
As you know when doing an artifact trial, you have the effect of that artifact applied for the duration of the trial. Once the trial is done, you revert to your previous effects, but in the metamorphosis you switch characters, but don't switch back once the trial ends, you are simply the character you were in the trial, which can mess up a lot of builds.
!feedback
Corrupted Pocket I.C.B.M
adds 2 extra grenades/bombs to every grenade/bomb and laos increases damge like the Pocket I.C.B.M
this would affect things like commandos frag grenades, and Engineers primary fire
also if enemies had it along with artifact of spite, it would drop extra bombs too
!feedback
move the "back" button on the character select screen to the bottom left so it's the same as all other menus
does anyone else not see any online games when looking for one?
!feedback
make it grammatically correct and change "a exploding" to "an exploding" in Artificer's Charged Nano-Bomb description
that's it thanks for reading
!feedback Something should be done with the snow particles on Siphoned Forest to make them more distinguishable from the teleporter particles.
!feedback Let regenerating scrap be used on white item printers. As it stands RS can be somewhat useless if you’re rushing for Mithrix since green item printers are fairly uncommon. Sure it has potential to be busted but I find myself being disappointed when I get RS from a teleporter item
!feedback
If you add more alternate skins for characters make at least one of them orange as orange is a very underrepresented color in Risk of Risk 2’s cast of characters. Having more orange characters will be very beneficial to the game because they will stand out from the rest of the cast.
!feedback
Rework Leeching Seed to allow you to inflict a debuff that grants anything that attacks the target some form of lifesteal
this would open up more synergies between things like death mark, as well as allowing allies to make use of the effect as well
!feedback
Laser scope
currently is kind of not very good of an item (
does +60% while
does +50% assuming you already have max crit), but also it's just a very boring item.
A potential interesting alternative could be to instead have the item be similar to Railgunner's passive, where crit chance above 100% gets converted into crit damage instead, and have the item also give a meaningful amount of crit chance, or maybe even 100% crit chance, probably something like 80% would be more sensible though.
hi i just hopped on the discord server for this but... I have a problem with acrid, when ever I play them I feel flat and bord and they don't feel like they have much depth compared to others like for example, Mul-t has many different options and all put a new spin on the class but with acrid there unlocks are pretty much: range = no more range for more damage, the 1 thing that keeps them from being competent to a complete downgrade and, no more stat effect grant for more dmg with a small extra cool down mechanic, they also don't specialize in anything damage? nope, speed? no way, tank? don't think about it, all I want for Christmas is a bit more flavor to this lil gummy dog that's not cyanide 😦
!feedback
!feedback
New Lunar item: Expungement Moth
Effect: Gain 1 (+1 per stack) blue moth familiar around yourself that deletes incoming enemy projectiles, BUT it also deletes your own projectiles
!feedback
Mending Elite buff:
When a Healing Core successfully detonates, revive the deceased Mending Elite
!feedback
Void Delicate Watch: Grandfather Clock
Effect: Gain a 20% damage bonus (+20% damage per stack) when below 101% HP. Upon obtaining any barrier, break all stacks of Grandfather Clock
!feedback All monsters in the Void Fields and Simulacrum should spawn as voidtouched elites. This is a good change because it matches the lore of the monsters having been touched by the void. It would also fix the long-standing issue of no elites spawning during Void Fields. Overall this would also be a much needed buff to
, a currently very weak red.
!feedback
New Elite Type: Piercing
Each shot that comes from Piercing Elites has a 10% chance to weaken you
(-10 armor and -5% damage dealt)
The debuffs cant be cleansed until the enemy that hit you get killed
(except with
)
!feedback
I agree with @rigid olive that Brainstalks should be buffed, so I present to you the Brainstalks rework
NEW effect: Everytime you kill an Elite, gain a permanent +10% (+5% per stack) damage buff that lasts for 8 seconds, while also lowering all cooldown times by 3s (+3s per stack) for 2 seconds
!feedback would be cool if void fields interactibles "spawned in" or became available gradually after each vent instead of all available right away. right now it's kind of a free stage since it only takes one or maybe two vents to full clear. You could even use the chest locking effect that void seeds have, having a few chests and other interactibles "unlocked" after a vent.
!feedback
Have the null and void portals in the Void Fields relocated to a more central position instead of the far corner of the map. Currently, if the monsters get dangerous items or if an especially dangerous monster is released while they have unfavorable items, it could be hard to leave because the portal is a full map away.
!feedback
Make the chests in Vields hella expensive lol
!feedback
Wristwatch is a cool item, but i hate the idea of an item that does NOTHING after its broken. And as the saying goes "Even a broken clock works 2 times a day"
So I'd change the item to"Broken wristwatch gives 2% crit because even a broken watch is right 2 times a day". This is obviously alot better than nothing but still a terrible item. Thanks for reading!
!feedback lepton daisy should automatically activate when at low health like the power elixir
!feedback
And attack speed should affect how fast it goes out once it activates
!feedback
Singing Coral - Void Item
Elite enemies emit a healing nova when defeated in a 10m radius (+10m per stack), healing allies for 20% max health. Corrupts all Lepton Daisies.
!feedback
the first Risk of Rain on evercade, which is a legal (which I am stating because I see a lot of boot leg stuff) retro handheld and home system, the console itself has cartridges instead of preloaded games so it really feels legit, the evercade is also home to a lot of indie games, which is why I think it would be right at home on the system
!feedback
enigma clay (lunar equipment)
by itself it does nothing, but the next 2 equipment you pickup (excluding other copys of enigma clay and a dupe of the first absorbed equipment) will be absorbed into this equipment which when activated will trigger the effects of the absorbed equipments. the base cooldown is the combined total of the 2 equipments absorbed by the enigma clay.
!feedback
Make the Loader's utility Agile: this is more of a QoL improvement than a buff for the default ability because you could press the sprint button again while charging, but it's really annoying and detrimental for alt-utility users.
!feedback
Make the broken delicate watch have a 2% chance to say the current time upon finishing the teleporter. affected by luck
I understand where your coming from, but acrid is hands down the best for large groups of enemies, especially after getting 1 gasoline or will-o-the-wisp.
!feedback
Let us change the colors on skins with a pop-up color wheel in character select.
!feedback
Add a bubble around players spawning in whenever they enter a new stage that gives them invincibility. The bubble only wears off when the player performs any action (attacking, using skills, using equipment). This is a good way to fix players in multiplayer dying while loading in, and players in general being able to fully load a stage before having to worry about enemies. It would also fix the issue of players spawning outside of the safe zone in void fields because they wouldn’t be taking damage from the void fog.
!feedback
Am i the only one who thinks some survivors dont have enough gameplay complexity? Maybe edit some of the abilities for the slight bit so the player has to be a little more thoughtful playing
I think something like commando being able to hold the grenade to detonate it on impact or grenade damage depending on how many times did it bounce off of the surfaces, huntress' 3rd ballista shot penetrating enemies or captain's charge shot igniting enemies if you hold it for a long time would add a lot
!feedback
Asking once again for the Spare Drone Parts nerf, thing just removes enemies from the game entirely and I can't play the game anymore pls fix
!feedback
When unlocking the artifact of vengeance in multiplayer, make only the umbrae of the alive players spawn instead of all players. This would make it consistent with the artifact of vengeance in normal use.
!feedback
they should add bison steak to the game
!feedback make moldy steak real it is such a good item wow
I think a white item that reduces your max hp by a flat 25 would be a very good complement to bison steak tbh and bison is so epic and op and everybody loves it. anyways msm out make sure to get this to top feedback or I will give you 5-18 bison steaks when you are level 1
~~!feedback
its frustrating af to see your health exponentially go down and die to grandfather's fire attack when it doesnt even have line of sight on you. would greatly appreciate if that attack had the same behavior as vagrant explosion~~
!feedback
Make the multishop from shipping request form only able to be opened by the player with the shipping request form to prevent item theft. This would also let players know what multishop is theirs so they don’t get better items than they should.
!feedback
Remove the bounce on the bonus chaingun of Spare Drone Parts.
Spare Drone Parts is too good quite simply. Removing the bounce would keep it as powerful as it is now for single target, but make it less of a "Nothing is allowed to exist near your drone cloud" item.
!feedback
New survivor: Ltehnatch
Moveset:
M1: Kick. Kick forward dealing 100% damage. CD 4s
M2: 3 Punch. Punch 3 times dealing 115% damage each, with the final punch dealing 900% damage with stun for 3 seconds. CD 3s
Shift: Hop. Jump forward for 200% damage. CD 12s
R: Break. Grab the eenmy and slma on flor for 10% damagfe 90 times over the span of 12 seconds. CD 55s
!feedback
Lunar Equipment idea: Void Seed Bag.
300 Second Cooldown (can be adjusted)
Upon use, throw a seed from your bag of seeds, max distance thrown would be 30 meters, and it would start an implosion similar to the Void Reaver, instantly killing any character within it's radius.
I doubt this will be added, but I believe it is still a cool concept, especially to kill that pesky KipKip the Invincible if you face him.
!feedback
I think it'll be really cool if there was a Void version of Dio's that turned all items into their Void counterparts when you respawn
!feedback
Artificer has two elemental orbs in her hand in survivor selection. This is always the same fire and ion orb. Make it dependent on skill selection: e.g. if your primary and special are both fire-based, let her hold two fire orbs
!idea
When a player falls off of the map in simulacrum, make them spawn inside the safe zone instead of in the void fog to avoid instant deaths to fall damage
!feedback
survivor idea, stratagist.
the stratagist uses a mix of quick thinking and taking her time to conquer her enemies. do you have what it takes to master the balance between them.
passive: tatical gambit, the stratagist gains 25% damage reduction and roots herself while channeling/hold casting her non primary skills, channeling your skills for the full duration empoweres them. you still fall downwards via gravity but at a speed that doesn't inflict fall damage. attack speed reduces how long it takes to channel your skills.
m1: the stratagist performs a frontal stab attack with her spear dealing 400% damage to all enemies in a small 6 meter line in front of you. (proc co is 1.0)
m2: tap cast to perform a overhead strike with your spear dealing 600% damage and knocks airborne enemies to the ground, you can channel the skill for 2 seconds to deal double damage and apply stun the enemy. (proc co is 1.0)
utility: tap cast to send out a shadowy issusion to tag the targeted entity (can be targeted on allys) reactivateing the skill within 5 seconds causes you to swap your location with the tagged entity. you can channel this skill for 1 second to deal 200% damage and apply shock to a tagged enemy, or remove any cleansable debuffs from the tagged ally. (proc co of 1 when it hits enemies, has a proc co of 0 on allys)
special: tap cast to (dive into the ground if your airborne and then) plunge your spearhead unleash a 360 sonic boom that travels 15 meters and deals 800% damage. you can channel this skill for up to 3 seconds to double the base radius and base damage dealt per second channeled. (proc co is 1.0)
!feedback
A new artifact called ‘Artifact of Skill’
Similar to the Artifact of Metamorphosis, players spawn with random survivor skills instead of random survivors, like you could pick Huntress but have Captain’s Primary, Mul-T’s Secondary, Rex’s Utility, and Bandit’s Special
Extremely bug-inviting, but would be awesome if done correctly and I have the perfect symbols for the input code:
O [] O
[] /\ []
O [] O
Also if you die with the artifact active, the death message will always be ‘Skill issue’
Passives can either be randomized or will be whatever character you selected’s passive (haven’t decided as I have no idea how games are coded and don’t know which one wouldn’t work)
!feedback (I assume passive will also be randomized)
!feedback
New challenge artifact: Artifact of Impotence
Survivor skills will have random cooldown times, somewhere between 0.5 and 15 because 40 seconds for Huntress Glaive would suck
Symbols for input:
/\ O <>
/\ O <>
/\ O <>
!feedback
A new artifact that randomly toggles all other selected artifacts at the start of each stage.
Shartitact
!feedback
give voidlin a melee attack and make it move more ☠️
also give it a JUMP and he can ATTACK DURING IT and do an awesome STOMP
and the laser AOE dmg pool should be spawned directly at the player when shot so u actually have to find new cover spots
!feedback
Artifact of Fusion
Instead of spawning a bunch of monsters throughout the map while you search for the teleporter, no monsters will spawn
Instead, after you activate the teleporter, it will spawn 1 boss of each type of monster that would have spawned, with each having MASSIVE amounts of health
Each of the bosses give gold as you deal damage, and none of the chests will be locked out during the teleport event so you can actually get some items
Symbols for input:
[] O O
O O O
O O []
!feedback
Artifact of Speed
Everything has +100% attack and movement speed
Everything
Plus all cooldowns are reduced by 50%
Symbols for input:
/\ /\ /
O [] O
O [] O
!feedback
Remove the crotch plate on Railgunner's alt skin. Makes the skin look way more awkward then it should, somehow.
!feedback
Remove the ally limit preventing spawning for empathy cores. The item depends on having as many allies as possible to get more powerful, but if you get too many it suddenly stops working altogether? I think it's a bit odd.
!feedback
Change
to more of a salvo/ cluster strike similar to
but the bounce causes a explosion (5 bounces) this is his grenade
!feedback (I fucked up my bad, didn't know how to press enter on discord)
Two things i'll toss out. 1, i'd say that I kinda feel like void items should be able to become uncorrupted at a cleansing pool. I think it would make it so people have to think about having the chance to flat out lose items that are almost a "ok you win" card when trying to get pearls. It would also spice things up with items like Benthic Bloom + lost seers lenses being in there and being an item that people may or may not want to cleanse. (I'll toss out the 2nd thing after i'm done with slowmode)
!feedback
2, I really hope in the future they'll be more items that just give you another monster ally. I looked a little and saw that they had a scrapped item for Grandparent that summoned a parent (Source: https://riskofrain2.fandom.com/wiki/Ancestral_Incubator). Maybe to spice things up more add 2 items to the bosses loot pools to summon the smaller equivalent of that boss like Grovetender having a chance to drop an item that spawns a greater wisp or something. Also I really like the idea of being about to build an army of followers (not counting Happiest mask)
!feedback
Give Mithrix special dialogue at the start of the fight for every survivor. On eclipse 8, instead of the usual dialogue he will always say “You only celebrate in the light… because I allow it.” at the start of the fight.
!feedback Make it so void infestors can voidtouch the player if they're allies.
!feedback
When a Lunar Chimera family event occurs on Sky Meadows, generate corpses of monsters that can normally spawn on Sky Meadows when the stage loads to show the full power of the Lunar Chimera and that they kill any vermin they come across.
!feedback
an artifact/option that makes it so scrappers have a 25% chance to break on every use
!feedback
Make the amount of items a scavenger spawns with able to be increased if the director spends more credits on it and make the director try not to spawn multiple scavengers on one stage.
!feedback
could items that have an effect on killing an elite also increase the chance for an aspect to drop?
!feedback
Two changes to Benthic Bloom that I can think of:
Blacklist Benthic from making items into Clovers.
Or
Make it so that Benthic only upgrades one item out of a stack instead of the whole stack.
!feedback
ngl something i do miss about early access is running into solo elite bosses (blazing stone titan anyone?)
now it seems like ur only ever gonna get hordes instead, or an elite boss IN a horde of many, but never on its own
!feedback Currently, the Newt Altar can spawn in the vaults of Siphoned Forest and one of Distant Roost's variants, even if they're closed. Make it so the altar relocates somewhere else if the vaults are closed so that it's always accessible.
!feedback
new item type: godlike
can only be obtained by a 1% drop from a gold chest
Items would be insanely strong and insanely hard to obtain
Item ideas:
crystal scull: items can proc them selves (i.e.: a plasma shrimp could proc another plasma shrimp
golden gun: 10x damage
an act of providence: a group of mobs still loyal to those who bare the mark of providence help when a boss is summoned.
painfull helm: all ability's are up graded
mithrix wont gain the positives of these items but will still take them
!feedback
We can all agree that Commando is the worst survivor out right now, which is why I suggest a Commando buff
Double Tap
100% damage -> 220% damage. No longer has damage fall off
Phase Round
300% damage -> 700% damage. Enemy pierce damage bonus 40% -> 200%. Proc Coefficient 1 -> 5
Phase Blast
Damage 8x200% -> 8x100%. Cooldown 3s -> 5s. Proc Coefficient 0.5 x 8 -> 0.3 x 8
Tactical Dive
After the roll ends, gain 100% critical strike damage for 1s. During the roll, gain invincibility
Tactical Slide
Distance traveled -50%. Cooldown 4s -> 6s
Suppressive Fire
Proc Coefficient 1 -> 1.5
Frag Grenade
Can hold up to 3. Radius +200%. Explodes on contact. Damage 700% -> 1000%
!feedback
An artifact that makes it so scrappers can take 3 whites and make a green scrap and 5 greens to make a red and maybe 10 whites for a yellow scrap also it adds yellow 3d printers on stages 2 and beyond
!feedback
have the launch pad near the large tower in aphelian sanctuary land slightly lower so you dont take fall damage when using it
!feedback
An artifact that allows you to have negative gold (if you have 200 and a chest costs 355, you’d have -155 gold after opening it), but if you try to go through a teleporter or portal with negative gold, it sends you to a unique boss fight with cool items but it’s really hard cause you have to pay off your crippling debt
<@&559786374228738069>
you mean the IRS?
!feedback
Add a clay family event
😗😭😂😂😂
!feedback
New enemy idea: Boreal Worm
Stats: similar to a Magma Worm, but slower, slightly tankier, and slightly less damage
Behavior: similar to a Magma Worm, but more aggressive with repeated leaps
Attacks: contact damage, entering or leaving the ground causes a glacial death explosion.
!feedback
Replace Captains secondary or buff it to where the taser can bounce between multiple enemies within a group, stunning them
!feedback
Make Magma Worms have the horns that blazing elites have, same with Overloading Worms but probably change the color from a solid light blue to black and blue like the rest of the worm.
!feedback
Artifact of Greed - infinite money
!feedback
An artifact that speeds up/slows down time so you can either have a challenge with time going faster meaning it’s harder, or an easier play through with time going slower
You can do fast time on monsoon for an extremely difficult play through and drizzle with slow time for ‘baby mode’
!feedback
warbanner should work when activating the things in vields and pillars on the moon
!feedback
When going to the Void Portal in the Bazaar Beyond Time, the Void Crabs that are surrounding it are frozen like the Artificer with the clear crystal stuff. On ps4 and probably all consoles, they are frozen but there is no crystal stuff. Minor visual fix
!feedback
Seed sacrifice drops in prismatic trials
make the same enemy drop the same item every run, or the same lack of items
!feedback
New Elite type: Monarch (idk)
Effect: Enemies near the Monarch elite will be inspired, increasing attack and movement speed. The more enemies within the radius, the stronger the buff becomes. The effect of Inspire has a limit of X%
!feedback
New item idea
Rarity: void
Name: parasitic arachnid (void symbiotic scorpion)
Effects: each time you get hit, your defense decreases by (X%), and damage increases by (X%)
The buff and debuff will be removed at the end of each stage
Edit: im an idiot, i didnt add the word "damage" which was very important for the whole item lol. Also changed the stats a bit
!feedback
Hire the person that made the virtual reality mod and make the game fully vr supported
!feedback
Wanted to tweek this idea a bit. Idea from @maiden prairie; they said my previous idea was too much like a lunar and i completely agree.
Rarity: void
Name: parasitic arachnid
Effects: each time you hit an enemy (X%) of the damage you dealt is permanently removed, similarly to eclipse. I think this'll help with the tanky enemies, and the enemies that are nuisances (no i totally didnt have to look up how to spell it) such as overloading and perfected elites
!feedback
For Artifact of Sacrifice, raise the item drop rate at the start of each stage and have it decline slightly (but never reach zero) each time an item is dropped on that stage. A constant stream of item drops can be distracting and nullifies most incentives to move along to the next stage.
!feedback
chitin shards
dealing damage grants barrier equal to 2% (+1% per stack) of your max hp. corrupts all leeching seeds
!feedback
Just got a quick item idea:
Twisted Teeth
Defeated enemies drop orbs which give a player a damage buff instead of healing. The Twisted Teeth corrupt all Monster Tooth
The Buff lasts for Xsec (+ Xsec per stack) and gives you + Y% damage
(+ Y% damage per stack)
!feedback
Personal suggestion for new DLC theme
A development into the Heretic and an extension onto A Moment: Whole where the story of Kur-skan is developed and the heretic can be added as a playable character for people who enjoy using it - it suggests that Kur-Skan is just a vessel for the player to use and it would be good to see their return as a whole character
Second suggestion for DLC is a development on the High court and Artificer backstory with the group of scholars, more sorcery based Survivors and more of a development on how they ended up in the Bazaar between Time (could also go further into the Newt’s purpose as a shopkeeper) it would be good to see some level design similar to Commencement with large halls of scholarly achievements in the High court and it would be awesome to see another giant boss like the SotV’s Voidling
Finally, a third suggestion is a development of the story of N’kuhana and the corpse who is suffering in the wetland aspect and more of a development into corruption (Malachite) as religious dogma, especially one that explores death, would be a great story aspect to delve into. A false avatar of N’kuhana and cultic enemies could also be added to develop the spread of the religion and the sacrifices and the terror it can cause
Again, these are just personal preferences for what I would want to see as a future DLC but there are also many other ideas that I would like to see developed as the vague story has left this game with incredible potential for future DLC
!feedback
New Artifact
Artifact of Blood
All living allies share health(minus squid turret)(including MUL-T and REX)
All machine allies share health(minus squid turret)
All squid turrets share health.
Enemies are unaffected.
!feedback
Let the player sacrifice an Executive Card to open the Timed Security Chest after the timer has expired.
If the timer has not expired and the player has an Executive Card, the Card is not sacrificed.
Note: To make the [REDACTED] achievement still require the ten minute time limit, make the unlock require the timer to not expire.
!feedback
new character: Devotee
Passive: N'kahuana's Blessing, have enemies highlighted and slight regen increase
Primary: Blessed Knife, summon one ceremonial dagger but with less damage, -1% health
Secondary: Whip, 130% dmg pull small enemies to you, hemorrhage bigger ones
Alt: Flayed whip, 130% dmg, pulls four small/medium, 2 big, 1 large, all get hemorrhage (both whips have range of focus crystal)
Special: Shoot 4 homing skulls similar to N'kahuanas opinion (+3 for every stack of N'kahuana's Opinion) 200% dmg 35 sec cooldown,
Alt: N'kahuanas Assistance, turn two nearby enemies into weakened Malachites that instantly die after 1 minute or when health gone, 1.5 minute cooldown, cannot change boss monsters
Utility: Ascendance, visit N'kahuana in her realm and upgrade your survivor for a permanent loss of health from 2-5% of total, can only visit once per stage, brings all people with her.
!feedback
item idea
Rarity: Orange
Name: Fervent Dancer
Appearance: A classic 80s boombox
Description: Placing this equipment on the ground will make enemies forcibly groove to the music, not attacking you or moving from their positions for 10 seconds.
Cooldown: 2 minutes, once the effect has ended
Edit: Decided for 2 minutes for the average length of every song in the 80s
!feedback
Item idea
Rarity: Orange
Name: Molten Magnate
Appearance: A Fiery Idol with a red gem at the center
Description: Throw a magma ball that triggers a wave of lava along the ground, pushing enemies backward and igniting them for massive fire damage.
!feedback
Item idea: Tempest Horn
Rarity: equipment
Appearance: the horn overloading elites have but with the color pattern of an overloading worm
Effects: fires a spread of lightning orbs (identical to an overloading worm’s but with much less damage) in front of you in an arc similarly to a scavenger’s thqwibs. Cooldown depends on the damage the orbs do and how many of them there are.
!feedback similarly to Mocha, an item that would both increase health and shield. Shield is quite difficult to find outside of one common, a lunar item, and a void item. It can be valuable to a build but there aren't enough sources to actually increase it outside of 1 common item and 2 that are situationally found.
Most people end up scrapping any PSG's because it ruins builds rather than being built as an additive, so another source, maybe 2 or 3, would really help the mechanic. Right now it's underappreciated in general.
!feedback
sentiant whetstone (white item)
gain 5% crit chance and 5% bleed chance per stack.
!feedback
Equipment: Dummy (CD: 75s)
Place a maxinum of 2 dummies on the ground.
Dummy has a decently high HP, and enemies will prioritize attacking it. The dummy explodes for X% dmg upon death
!feedback
Font size in general, please increase the size of the descriptions item/equip/lore/menu size fonts, on Switch in portable mode is still unplayable.
Improve the performance on the Switch console if possible.
!feedback
Character idea
Name: The jailed heretic
Differences from og hereric: slower by (X%) because of a chained metal ball, hindering it's movement. The jailed heretic also has more negative regeneration, but that stats of his skills are (Y%) stronger and heals more from strides with less time.
I also had an idea for how this character would work; it would only become "jailed" as a transformation, similarly to the viend(void fiend).
Someone with thoughts on this to improve it pls respond in #ror2-feedback-discussion
!feedback
If a suggestion gets 20 👎 or ⛔ it gets deleted by the bot. This would make it easier to search for things to upvote and helps with troll suggestions.
!feedback
Void Item - Firethorn
(corrupted Razorwire)
For 1 (+0.5 per stack) seconds after taking damage, your attacks ignite
!feedback
Green item
Stormwall Sigil
on taking damage equal to or greater than 20% of your hp, release a twister that quickly expands outwards to 20m over 4 seconds. Enemies inside the maelstrom take X00% damage per second and before the storm fades at 5 seconds it releases a surge of electricity for X00% damage and stuns enemies.
!feedback
giving a hidden effect for consumed items (tricorns, dios/larva, watches, elixirs)
honorable mention to the tricorn´s Ahoy!
!feedback
Ahoy!
!feedback
cyan kneepads (green item)
while standing still: gain 15 armor per stack.
while moving but not sprinting: increase your total move speed by 15% per stack.
!feedback
-Aim assist to be implemented when using controller in pc like in console
-reason, all my friend are playing in pc and i can only use controller due to nerve problem. aiming in controller without aim assist feels like large leap of difficulty.
thank you
!feedback add chef
!feedback
Rarity: Orange
Name: Shock and Awe-some
Appearance: Two Stones, one of Electricity and one of Light
Description: These two stones will activate two effects, Send out a thundercloud that will attack and chase down nearby enemies for 10 seconds, any enemy it kills will explode in a bright light.
(Get it? Like Shock and Awe from a crowd!)
!feedback
Artifact Of Being Poor
No items or drones
no anything
!feedback semi off topic but if ror devs made merch & sold safer spaces as a plushie id totally buy it
blacklist for bad players please?
!feedback
Adjust Mercenary’s transition animation from sprinting to walking and vice versa to not have him cut through his body with the laser sword. The cool back facing sword while sprinting looks badass but slicing yourself in half like that can’t be healthy.
!feedback Item Idea
Object: Golden Anchor
Name: Sunken Sales
Rarity: Red
Description: Every X amount of gold you earn, a golden anchor will drop on a random enemy nearby.
(If the enemy is killed by the anchor, you will gain 2x the amount of gold you earn from that kill)
!feedback Item idea
Object: Fire ball
Name: Lil Ember
Rarity: Orange
Description: Kill enemies for Lil Ember to throw multiple fireballs at a target in a volley. When Lil Ember can throw the max amount of fireballs he will glow Blue and have an increased damage counter for 10 seconds.
(Damage counter Prevents players from saving the damage for later)
!feedback
Make the newt in the Bazaar Between Time not able to take damage until you perform a specific action (stepping on a hidden button is an easy example). This would prevent players from being kicked out of the shop because of items that automatically damage the newt and also make it harder for trolls in multiplayer to instantly kick all of the players out of the bazaar. Another specific action the player could perform is to destroy a hidden effigy of the newt that has very high health to give players a lot of time before a teammate can kick them out of the bazaar, and it would have a lore explanation as the same thing happens to the rescue ship with mithrix being the thing you have to destroy to free it.
!feedback
in my opinion, elites right now desperately need a rework. they have a huge amount of missed potential.
elites should make you play in a different way somehow when they appear. if it doesnt change how you play at all, then its the exact same as if it didnt exist, and contributes nothing to gameplay. blazing elites for example, suck at this. other than incredibly rare situations where you wouldnt want to walk somewhere because of a blazing trail, it doesnt affect how you play at all, other than just having damage and hp multipliers. the blazing trail is never relevant, and the burn is a 50% damage boost. no interesting effects.
compare that to glacial elites. glacial elites on death freeze means that even for normally irrelevant monsters you have to keep in mind their positioning at all times, and play around that. they slow you on hit, so while you would most likely be totally fine with tanking a normal wisp shot, you most likely wont be for glacial wisps, as they affect your gameplay in an interesting way. and thats the thing, its interesting, but it isnt just bullshit. the slow definetly hurts you, but you can work around it, and it isnt instant death.
so, my elite changes for t1 elites
glacials are fine. maybe make their on death nova a very powerful slow (like 80 or 90%) instead of a freeze, but give it a bigger range, in order to lean more towards interesting and away from bullshit.
for blazing elites, a complete rework. instead of the burn trails, they have an aoe nova around them that damages you and maybe burns. instead of the burn on hit, they have highely increased move and attack speed.
for overloading elites, the shield is good, it makes you play differently but doesnt feel bullshit. their on hit effect is just a 50% damage increase, thats boring as shit. instead, my idea is to make them disable some of your abilities / reduce your damage temporarily for a short time when they hit you. harmful, but not bullshit.
!feedback Item idea
Object: 21 shot Cannon
Name: Victory Salute
Rarity: Orange
Description: Every soldier needs a send off right? Fire off 21 shots in a volley doing heavy damage to any enemy caught in it.
!feedback
An alternate Huntress Secondary
Instead of the glaive bouncing between enemies, the glaive explodes into shrapnel or a few pieces upon contact, each shrapnel or piece going in different directions and doing a little bit less damage than the first hit, then on hit (or after like 3 seconds) the shrapnel or pieces come back together onto the first enemy for the same amount of damage as the first hit
Like a grenade that also brings everything back for more damage
!feedback
To differentiate overloading elites from blazing elites, make them apply a debuff on hit that make you take more damage from all sources instead of their lightning orbs.
!feedback
I would like to be able to stay in the game lobby after I complete a run in an alternate game mode
!feedback why the game bully me
!feedback Can we blacklist safer space for Mithrix?
When safer space's minimum cooldown was 1 second, you were still able to deal damage to him at the very late game.
But with the latest update, safer space's cooldown has reduced to 1 frame. Now, with enough safer space, you cannot deal any damage to Mithrix.
Therefore, can we please blacklist safer space for Mithrix, just like its non-corrupt counterpart is already?
!feedback
implementing some sort of perma upgrade(s)
!feedback
Lunar coins and lunar acquisition feel really bad, and always have to be honest. Locking them behind an incredibly limited resource with no consistent way of getting them (beyond grinding for hours) really sucks for some of the most interesting items in the game. The items themselves, for the most part are decent. Certain things, like tonic could be nerfed but that’s beyond the point. Right now lunar coins are difficult to obtain and most people have a hundred, maybe 200 at most. Quite possibly less. You do get coins from mithrix and the beads, but these are so slow for the time invested it doesn’t really help. Modding them in seems to be the only way to play with them without going bankrupt in a few runs.
I would propose some sort of in run resource that lets you either convert itself into coins or is used in place of coins. This could be a combo system, with killing more enemies without getting hit giving more coins, or something else. You could tie it to gold with a “lunar exchange” that scales off chest cost.
These would help give an easy way to get these items every run, and provide a time trade off as well to get the coins, for the more “broken” lunars (cough, cough, gesture tonic). This seems drastic and is probably too big to be implemented, at least could we have an artifact that makes lunar costs for everything 0? We already have command. Making the funny bird playable once you beat the game with her would help also.
Lunars would probably need a rebalance though, seeing as some of them are far to powerful for what should be a balanced item with an equal upside and downside that can excel situationally at the cost of coins. Not overpowered items that excel almost all of the time at the cost of grinding for a while. This needs to happen with or without a coin rework anyways
Fuse [T2 Elite aspect]
This elite has no inherent benefits to itself and has -25 armor (basically -20% max health)
When near two enemies of different elite aspects, or near a player with an elite aspect, it latches onto the two sources and gives both elite aspects to both targets.
The suggestion written by Tavaer gave me the idea for this, so I replied for credit.
!feedback
Make the Eclipse Zero vending machine from the Remote Caffienator not immediately disappear when a new one is called down so you can rely on an equipment drone with it instead of constantly worrying that it will disappear. A hard cap of 3 vending machines before old ones start despawning would be a nice limit.
!feedback
Make it so drones won’t get within a small radius of you unless forcibly pushed. They constantly cause bustling fungus to be completely useless unless I literally hide from them.
!feedback
Make the vending machine from the remote caffienator press down on the pressure plates, and if it already does, make it so it works 100% of the time because it didnt work for me
!feedback
can frost elites just get a health increase or a damage reduction? It feels like the frost aspect doesn't give us enough, other than a frosty crown.
!feedback
Acrid's Alternative Primary: Vicious Strikes
Swing your poisoned claws toward your enemy, sending out a ranged attack that strikes in a pattern for ?% damage. Every 3rd hit crosses the pattern from both claws, dealing ?% damage.
This is a suggestion, because Acrid all though having melee abilites, feels more like a awkward, strange range/melee hybrid. Later into the game your melee attacks start to feel a bit useless due to the main damage coming from your R and your M2. Having a new ranged M1 I think could turn Acrid into more of a true ranged survivor. Of course, this new M1 would not be near as strong as his melee M1, but it would fit much more nicer into his playstyle for those that like using his default M2.
!feedback
Rework AWU.
Right now AWU is the worst way to get stage 4. It is a difficult boss that can end your run if you aren’t ready and is just worse than the other stage 4s. Whereas it takes a minute of grinding, now you have to put your life on the line for what could be a good item. There is no reason to go Sirens Call at the moment, besides rng.
I propose that AWU give a guaranteed boss item. Perhaps it could be the source of Empathy Probes. With this, I think the probes could use a buff because right now the whole minion gimmick isn’t very strong without sdp. I think they could apply a debuff on what they attack, making the target take 1.5x more damage. You could give target priority to teleporter bosses, then boss enemies, then t2 elites, and then t1, and finally basics. Right now Sirens Call is a risky pick for no reason, and i would nearly always just go bazaar and choose some other map.
!feedback
Be able to press escape to go back instead of having to click it on the bottom left when going through logs. Especially if you are playing on a second profile, it becomes a bit annoying having to go back and forth with your mouse a hundred times to get rid of the yellow tag on all of the items.
!feedback
Make the fires on Siphoned Forest burn you! Arson is fun.
!feedback
make it so you can press escape to exit the command item menu
!feedback
please add steam workshop
!feedback
I think it'd be funny if when you die all your items fly off your corpse
!feedback Siphoned Forest should either be made smaller, have more jets added to it to aid movement, or it should be made a stage 3 instead of stage 1. Its size, multiple levels, and long winding pathways make it challenging to get anywhere in a reasonable time frame when you don't have any movement items.
!feedback
captain but awesome
!feedback
Risk of Rain 3
!feedback
Shield Break items
Could we get items that do stuff when your shields deplete? Perhaps a mini explosion or a missile?
Similar to how we have crit items that do stuff unrelated to crit.
It feels really untapped
!feedback
Item Idea
Item: Volatile Microphone
Rarity: Equipment
Unlock: The Static Roar (Kill an overloading worm with any equipment item)
Description: When activated, shoot a soundwave in a cone direction. Dealing X000% damage and stunning each enemy caught in the blast.
!feedback
Equipment idea:
Name: Vital Jelly
Visuals: a jar of orange jelly
Effects: gives you and all allies a burst of regen (heals X% of their health over Y seconds) and a small defense bonus (50 armor for Y seconds). 30 second cooldown
!Feedback
Blighted enemies should return!
For those who don't know, Blighted enemies are Elites with 2 or more Elite aspects, they only spawn on Monsoon.
In ROR2, this would mean an additional Tier 2 elite that would choose from within the Tier 1 Elite pool of elite aspects, which means no having a Celestine Malachite Lemurian or something.
They would count as a Boss, so high credit count and possibility to spawn as a Teleporter Boss.
!feedback
Make Jade Elephant affect all allies instead of just yourself. The lore log has an entire army/militia protected by a jade elephant, so I don’t see why it would only affect the carrier. It would also make jade elephant a support equipment, something that the game is lacking in as of now.
!feedback
make loader's utility agile
(to help us keyboard players)
!feedback
A red Item that affect speed like walking running or anything of the kind. We just lack one it wouldn't be the best but still think it would be a nice add.
!feedback
Probably a dumb idea, but could we have a Lemurian enemy that expands upon their love for music? This could be a bard that speeds up nearby enemies, you could give Lemurians a chance to spawn with different instruments that each make it attack a little differently, heck, maybe there’s a full on boss whose music is so influential it adds onto the game’s soundtrack with its own melody. Ultimately though, I just think Lemurians could use just a bit more love
!feedback
Having the power to have an item of slowing time like in the first game would be cool however in my opinion it being maybe a red or equipment item would be nice
!feedback
I feel like some sound effects in sotv could use some touch-up. The sound
makes is so unreasonably loud, especially with
. The sound doesn’t convey any important info, you can check if you’re character has the purple shield to see if shrimp will work or not, so shrimp should be quieter. Also,
re-uses the brass contraption sound at a somewhat different pitch, which sometimes can make it hard to tell if you’re in danger or not. Contraptions had a unique sound that effectively communicated to the player that there’s danger, and reusing it to tell the player that you have a buff is very odd.
Quick edited addon, these aren’t the only cases of strange sfx in sotv, I previously talked about pests being too quiet but some enemies such as vermin and/or larva make really loud sounds which makes it hard to tell how far they are from you. There’s a bunch of others too.
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!feedback for mercenary on the Oni skin the sword remains blue, whereas on other survivors such as Railgunner MUL-T and the Engineer the weapon is in some way changes with the skin, I think a red blade or red glow would be an improvement
!feedback Another eclipse level where you are required to go beat the voidling after mithrix?
!feedback
Make engineer mastery not look like grass 
!feedback
Let mountain shrines spawn on Stage 3, it would be really cool and everyone would love it and clap.
!feedback
A “Reset Run” button so I can reset a run without having to quit to menu
!feedback
Change all the aspects to either be more powerful, less rare, or be a yellow so it doesn’t take the equipment slot because anytime I DO get one, they’re useless
!feedback
Make Huntress’
alternate Special go through drones because I’ll try to snipe something but a drone will get in the way and waste my shots
!feedback
A whole new set of skins making it a total of 3 skins per character. To get these skins you need to complete the Eclipse 8 runs or anything else that would be fairly challenging.
IDK what the skins would look like, but my general idea is that the new skins would look somewhat of an alter ego.
Either that or a set of void skins (or both for a total of 4 skins each) that you unlock by completing Simulacrum round 50 ||(or by defeating the void boss)|| on monsoon for each character.
!feedback
This but get to round 100 in the simulacrum
!feedback
While a lot of people have had their issues with enemies, whether it be spawning like how Titans and Grand Parents can shove you through a map, or damage from pests, or collapse being a painful experience from a lot of sources, why not add some sort of UES CL patented training? Let players take a hand-held route about some things, like how aspects work, orbs, etc. Or have an announcer explaining the basic situations present.
To be quick with this part:
- if a new player picks up this game, allow for training option if they desire.
- covers damage, factions (since I'm betting more will be added later)
- Gives an idea on how you can manipulate the environment (cells and pots for example)
- allows players to - after collecting their respective log - set up sandbox modes with them to see how they work, or practice fighting them (also allows for folks who want to see elite skins for survivors and enemies to be given)
This is the basic premise of the idea itself, which I find pretty capable of fitting into the lore of the game for those who want to keep that part 100% intact.
The second part:
Apply a slight, if even quick indicator before a Xi Construct fires so players know they're being targeted, especially since this attack melts HP nine times out of ten in some situations.
!feedback
Xi Construct's AI deliberately tries to go close to it's target before initiating their attack, despite the unlimited range of the beam (for a good reason). Howhever, if they switch targets during the beam or it's startup period, nothing stops them from immediatelly locking onto someone across the enviroment.
This is specially annoying in multiplayer or when the construct is launched to the skybox, and it's very stupid that an enemy with such massive damage output with a hitscan tracking beam can kill you across such a huge distance
pls fix
alternative : make them have damage falloff for such huge distances
!feedback
Have watches become unactive when falling below 90% health, and begin a 20 second countdown after passing 90% health before becoming active again.
Watches will still retain a use after "breaking," are still a risk/reward item, and you are unable to still throw all of your items in a watch printer and fully succeed in most situations.
!feedback
Fix voidling.
!feedback
Buff void reavers by giving them an attack similar to Rex’s utility so they can push enemies away from them. Void reavers are almost helpless the moment an enemy decides to kill them, I’ve seen one get bullied by 2 normal lemurians and not be able to fight back. An extra attack would at least give them a chance against normal enemies.
!feedback Give Prismatic Trails some kind of indicator to show if you’ve gone below 100% health. Sometimes you’ll take damage but not notice, and it would be nice to know if you’re still able to get Ethereal or not
!feedback Let us scrap broken items, such as a consumed elixir, to get the item out of your item bar. Obviously it wouldn’t give you a scrap or anything, it would just be to clear useless junk out.
!feedback a sort of workbench where you can use your broken items to make drones, and maybe merge drones to create Mk 2 versions. This would clean up the game in general performance wise, give broken items a use, and would un-clutter the item bar. Maybe you could give equipment too if you have one you don’t like
!feedback
New worms for every elite type and their perforator
!feedback
Make codes to put into the artifact portal that give you an elite aspect instead of unlocking an artifact. The trials would have every enemy spawn with that aspect and you would be able to pick up the aspect at the end of the trial like how you would pick up an artifact. This would be a nice way to consistently get elite aspects and a good quality of life for people who want to try them out. This wouldn’t impact the game’s balance much because you can already get infinite items from the artifact portal.
!feedback New void item: Holographic meatloaf (Replaces bison steak)
Gain 10 health in shields and your health will deplete first upon getting damaged
(leaving you with a minimum 1 health) before shields.
!feedback
Wake of Vultures rework
The next elite you kill will drop its aspect. Consumed on use
!feedback an option or even just default setting if it’s wanted. It would put proc items like perforator, firework and Atg’s effectiveness more in damage than frequency. For example 50% less fireworks but double damage. Or half proc coefficient but double damage for perforator. Proc items in chains contribute a lot to late game lag. At least some items like perforator can get unnecessarily out of hand. It’s an easy stat change that would help a lot for lower end PCs.
!feedback make old guillotine, and (maybe) killing with slayer ablilites, and wake of vultures increase elite aspect drop rate. Doesnt have to be a lot, just to make it so you have more of a chance of getting one
!feedback
Void slug, Vengeful Snail
On player getting hit gain 5 percent attack speed (up to 3 max, plus 3 per stack) and plus five armour (up to a max of 3, plus 2 per stack)
This is just a rough concept but the idea is instead of leaving combat when you start to get hit you stick through it and get rewarded
Aka just mul-t heaven
!feedback
get rid of
‘s current buffs and make it inherit items and levels
!feedback
buff the laser turrets' range pls they just stood there and stared at the dlc boss the entire time doing jackscheib
or give them hover/jump/anti-air attack against flying/tall opponents theyre so bad against them
!feedback
improve/rework larva pathing
it struggles getting into some places, notably enclosed ones, which often makes them just stack up at the entrance into huge numbers
||ps : making them not do 8109726° spins and turns while attacking on E4 would also be appreciated||
!feedback
Item Idea
Item: a gold spiked gauntlet
Name: Champions Treasure
Rarity: Orange
Description: Throw a golden punch dealing massive damage and knockback to any enemy in front of you, if those enemies are killed you will receive twice the amount of gold from each kill.
!feedback
Blacklist dios from ai pickup. Power elixir is already blacklisted, and while I know they get larger amounts of it, dios still essentially doubles the enemies effective hp. No matter what. Power elixir at least has the benefit of allowing you to break through it, dios doesn’t.
!feedback
Item Idea
Item: White Boots with wings
Name: The Footwork
Rarity: Red
Description: If an enemy is about to attack you, the boots will make you instantly dodge, even when in the air. CD: 5 seconds (Boots will not send you off a cliff)
!feedback
Add Void Fiend to Risk of Rain 1
!feedback
Make it so if an item falls off the map or hits the lower barrier that teleports a player back to the top, the items teleport as well
Cause it sucks when a red item falls off the edge and I can’t get it cause it’s gone forever 
!feedback
artifact of order, when you get an item, it can only be one item from each rarity, works like a permanent shrine of order, i also know you can get the same result from the artifact of command, but the other makes it mire random
edit: i quickly thought about that perhaps it should change the items each time you go through a portal, so it constantly changes how your playthrough works
!feedback
reactive reflector (green item)
upon taking damage on your hp/shields convert X% (plus X% per stack as linear scaleing) of that damage taken into barrior. debuffs deal Y% less damage while you have barrior.
!feedback
Item Idea
Item: A translucent Crimson orb with a closed disembodied Eye inside
Name: Thief's Eye
Rarity: Blue
Description: Using this item will seek out the chest with the highest rarity item within 50m, but it will double the price.
!feedback
Add achievements for completing Eclipse 8 for each character.
!feedback
equipment idea, romote relocator (15 second base cooldown)
you and a target ally (excludes players) or enemy monster swap locations. you must be looking directly at the entity to target it in the same way as how to use capacitor. can also be used on the clay pots on abandoned aquaduct or the explosive barrels on rallypoint delta.
!feedback
Stealth kit rework
Personally I feel like it could do it’s job a bit better? I feel like it could either be activated earlier or maybe even turned in to an equipment. Either way,
TL:DR stealth kit needs buffs imo
!feedback
I agree with @steep dagger which is why I propose a Stealth Kit rework
NEW effect: Everytime you take damage that exceeds 90% of your total HP bar, go invisible for 2 seconds (+1 second each stack)
!feedback
Make
only corrupt minion items,
.
Also, make them acquirable by clearing void cells, with a relatively high chance.
Right now zoea is really hard to support because you have to sac perforator’s, shatterspleens, and even planulas. This item more so serves as a little prank after you use a 
!feedback Void friends you get from
should not be able to get corrupted from void cockroaches or be hurt by void field tick damage. Kinda annoying having to deal with instakill zones because your void friend dies from the void fields.
!feedback
Going off of @steep dagger's idea to make the item an equipment...
Old War Stealth kit Rework:
Type: Orange Item
On activation, become invisible for 10 seconds and gain +100% movement speed. Attacking while invisible does not take you out of stealth, however it does alert enemies to your location at the time the damage is dealt. 45 second cooldown.
!feedback
Blue banan
Type: Lunar Item
A strange banan sapling grows on your back
Recharges 3 (+1 per stack) banans over 10 seconds
Upon getting hit, release all banans
The banans stun anything that comes in contact with it for 6 seconds
Disappears after contacted with, banan stays on ground for 30 seconds
#ror2-feedback-discussion message
!feedback
a loan shark equipment
On use gain 4 (or more, could use adjustments) chests worth of money instantly.
Gain that amount +10% (adjustable) as debt.
While under debt 50% of your earnings are put into paying it off.
50% of money when teleporting is also spent into paying off the debt.
Debt is carried between stages and scales.
You cannot make another loan from the same charge (when using fuel cells) while under debt.
e.g. on stage 1 a chest costs $25, making a loan gives you -$110 debt.
If you have 1 fuel cell and -$110 debt you can make another loan.
If you have 1 fuel cell and -$111 debt you cannot make another loan until you are at -$110 debt.
!feedback
Give Rex a nice hat. I think it would look nice with a nice hat. Also you should add a void bison steak.
!feedback
Among us. I know pretty amazing. But wait, not just among us, but halo, I know pretty cool.
!feedback
add an unfunny reaction option to all feedback posts
!feedback add drone that sole purpose is being a meatshield
When are we going to see the update to use the dpad in the menus for pc and consoles? I can't stand using the thumbstick 😭
!feedback
Please try to standard-ize enemy base damage more. (Read : their base damage stat, not the damage they actually deal with their skills)
Many enemies in this game have very high base damage values while some have pitifuly low ones, which, now that Collapse is a thing, is very stupid. Some common enemies are straight up unfair when it comes to collapse damage, while a few rarer threats are completely atrociously broken strong with base values of 30+
People also shouldn't have to memorize such an arbitrary damage value in order to know how threatning voidtouched elites are, too.
If possible, just bring the most enemies you can to around 10-13 base damage.
(credits for clip : Gome#6180)
https://cdn.discordapp.com/attachments/943606036537938070/994171477043716136/Risk_of_Rain_2_2022.07.06_-_10.21.21.07.DVR.mp4
!feedback
Stop asking new players if they want to enable crossplay (and be stuck in EGS hell)
!feedback
Make benthic bloom upgrade broken items into white items because it would be so awesome!
!feedback
I've seen this problem happen with another game, except it's on by default.
Instead of not asking to enable cross play, add an explanation for what it would do, and show where to disable it.
In a handful of cases, people will want to play together from steam and epic games, and if they don't understand why they can't-- because the game didn't tell them how-- then that's hardly the fault of the players.
!feedback bens raincoat buff, insted of a SINGLE debuff +1 per stack, make so once you are hit with a debuff, you will be immune to all debufs for like 10(+5 per stack) seconds and after it enters on recharge just like the current one
!feedback Rock Lee's Leg Weights: they slow you down but when they come off you get a big boost of sprint speed
first they would be able to use that name, second how would they come off? if you took enough damage? and if they come off would they be on the ground and you have to pick up? dont wanna be that guy, but this sounds like a less reliable stealth kit.
!feedback
warflag: green item or void warhorn (it could go either way)
activateing your equipment gives you a 70% move speed increase for 8 (plus 4 per stack) seconds. this item would also corroupt all warhorns if this is a void item instead of a green item.
!feedback
Remake freeze.
Freeze currently is extremely inconsistent, sometimes things that can be frozen can't be frozen for a wide variety of reasons, and some things aren't able to be frozen/are able to be frozen with no discernable pattern.
!feedback character idea
name: grenadier
passive: protective suit - your abilities can launch you (like railgunner’s concussion device but on a smaller scale) and reduced damage from explosions
primary: missile launcher - deals low-medium damage
secondary: sticky bombs - deals medium damage, has 2 charges
utility: C-4 - throw it out and tap the same button to detonate it, deals medium damage, has one charge
special: pocket nuke - the grenadier takes 3 seconds to load it, and deals medium-high damage but those hit, including yourself, are given a debuff similar to the thallium, an old red item from ror1
everything does aoe damage
this character idea mainly came from the idea of rocket jumping, something that soldier, a character from team fortress 2, does often in order to traverse the map faster. I thought it’d be fun if there was a character that could rocket jump in ror2 :o
!feedback Fix shipment request forms to only give the item to people with the proper paperwork. Perhaps have the shipment only generate and show the available items when a player first interacts with it. Then the player’s request forms grey out in their items list to show that they are used until the next stage.
!feedback
Toss in a unique skin for the Loader for winning the Tournament of Survivors.
!feedback
More things with the collapse/corrupted void fiend color scheme
!feedback
Since collapse has been a huge concern as of late with some thinking its fine, and others saying it's unfair, have collapse do 25% of the original damage taken per stack. So if, for example, 100 damage triggers collapse, you take 25 more.
Alternatively, just make Collapse a flat chance instead of always.
!feedback
There are already mods for it, but it would be neat to have an ingame pvp mode (not just chaos, but its own gamemode)
!feedback
Theres a couple funky equipment items in this game which dont have an active use, but shouldnt or couldnt really function as items, right?
you cant, nor shouldnt stack the benefits of executive card. elite aspects dont really function like an equipment, but cant stack them either, so it is one. arguably, theres some lunar items that'd make more sense not stacking as well, like transcendence (with no stacking downside)
there should... probably be a seperate slot for those kind of things... not an equipment or item slot, but a 'power' slot?
so that like, you can only have one at a time, but so it doesnt replace being able to use an equipment, which is why a lotta people will feel bad about picking up an elite aspect, or skip out on them entirely
itd answer everyones elite aspect gripes, itd make old designs for reds thatve had to be scrapped like (pre-nerf) raincoat less insane, itd give the devs a way to add items that both dont stack and dont have an active use, in a way that doesnt make a player lose out on anything
tl;dr - new type of item slot for 'powers' like elite aspects, which dont work like equipment
or like items that cant stack like (old) ben's raincoat, or transcendence
or like whats currently equipment with no active ability, like executive cardthe items already exist, but they kinda dont have a real home, since they dont fit as stackable items, or activatable equipment
!feedback
Transcendence currently has no downside when stacking, so I have an idea for a stacking downside.
New transcendence: convert all but 1 health into shield, gain 50% (+25% per stack) maximum health, shields regenerate 0% (+25% per stack) slower.
!feedback
i find it really annoying that eccentric vase locks players out of using skills and yet they can still take damage, but there are items that serve the same dang purpose and protect players (shadowfade, volcanic egg)
can players be protected in eccentric vase pls?
!feedback void item idea. Soldier syringe turns into a void item that lowers skill cooldowns. Also a lunar item that’s the opposite of light flux Pauldron. Doubles attack speed but doubles cooldowns
!feedback
having an in-game option to increase party size in multiplayer would be handy. you can already have more than 4 players by increasing the max size of the party in the developer console (the max limit is 16), and the game still scales with the amount of players. just thought it’d be more easier and faster if it was an in-game option, and no friends are left out. or trying to figure out how to type it into the console correctly
!feedback Me and some friends have been going through Eclipse with different comps lately. It's always tough to get runs started because the character select screen only shows the Eclipse level the party will be playing at, which is based on the lowest "Eclipse Level" character selected. So lets say Hypothetically I want to play Commando but I'm not sure what level he is at, my teammates have to switch to a known high level character so we can determine what my Commando is. Let's say we figure out he's a 3. Now if my teammates also want to play a character they can progress with, I have to switch back to my high level character and they have to click through every character to see who they have that is also at 3. They find they have characters at 2 and 4, but none at 3, so now I need to switch. They go back to their high level character and I click through my list to find the 2's and 4's. You can see how this gets tedious. If you added an icon over the "thumbnail" for each character that showed Eclipse level it would be a massive improvement to the lobby experience.
!feedback whenever gup is a teleporter boss it's geeps and gips should also count towards the boss health, but to compensate gups should be treated as 7(?) enemies, since I'm pretty sure that's the total amount of geeps and gips in 1 gup (including the gup itself)
!feedback
gamblers potential (lunar equipment)
base 45 second cooldown, spin a wheel and after a few seconds get one of 8 results at a 12.5% chance for each outcome. this equipment is unaffected by luck. outcome is announced in the in game chat of who got what effect.
(1) gain debuff immunity (excludes preventing the eclipse 8 modifier) for 15 seconds.
(2) gain 2 scrap of each color.
(3) gain enough xp to gain 1 level up
(4) repair/refreash your broken/consumed items.
(5) your skills, items and equipment have their proc co reduced to 0 for the next 8 seconds.
(6) gain 4 temperary tonic afflictions for 10 seconds.
(7) 1 random item will have all other items of the same color converted into extra stacks of itself. think mini shrine of order.
(8) all ally's and enemies turn fully invisable to you for 10 seconds. to your eyes, it's like their not even there at all.
!feedback
Squid poglyps should have a separate timer which will kill them instantly instead of draining their health which will help them deal survive better because if something hits them the duration just shortens
!feedback
Squid poglyps should have a separate timer which will kill them instantly instead of draining their health which will help them deal survive better because if something hits them the duration just shortens
Credit: @somber chasm
Bot's Down
!feedback
Let us choose eclipse modifiers in simulacrum after you got a golden badge for that modifier
!feedback
Since Squid Polyp is banned during Simulacrum, why not make it only available from Green Essences when the rare Augment of Command becomes active? Players who manage to get a green essence can choose it if they want.
!feedback
Bigger font size please, Switch version, is almost unreadable.
!feedback
Allow Engineer's primary to hold a full charge until you release it, much like you can Captain's.
!feedback
Make Engineer hold a sandwich while he sits in the select screen if you have the mastery skin on. I don’t care if he can’t eat it. We have foreign fruit. How does that work, huh? It is the perfect pose to be eating a sandwich, so give him a sandwich 🥪.
If you want to talk about lore we literally have an entire logbook that’s just the potion master meme, so don’t even try.
!feedback
Add a dragon in the next update. The power elixir log mentions dragons, so having a winged dragon instead of only worms would be nice
!feedback
Sorry if this has been said before, It would be sick if we could unlock void skins pertaining to each character like you would with getting the mastery from mithrix
!feedback
Change the newly hatched zoea to only corrupt queen glands or make it so that it doesn't corrupt pearls. I really hate it when all my good yellows and pearls get corrupted into a mid item because I was trying to pickup a item next to it and I accidentally run into it.
!feedback they should add a weather system. Light rain, fog, cloudy skies and snow on snow levels. Not too much but enough to realise it when you murder everything in 2 seconds.
!feedback
Revert bison steak to fresh meat. Please. I don’t think this needs a description, bison steak is literally free scrap. At best it’s a worse shield gen. It still wouldn’t top something like slug or medkit but it would at least be worth keeping stage 1, 2.
!feedback
It should rain while the teleporter is charging
!feedback
!feedback I prefer the rework where it does both effects, the Regen on kill and the bonus hp
!feedback
Among Us crossover with a new equipment item:
Impostor Backpack
activating it will make the Impostor Backpack attack nearby enemies with its sharp tongue for a short time, causing bleed damage and makes you move faster
!feedback
In addition to providing guaranteed crits, have the
highlight all enemies through walls while active.
!feedback
Artifact of Rarity
all items that drop are only 1 randomly chosen rarity excluding equipment
so if u get white, lunar buds and void crates will drop whites
!feedback
This has probably been suggested before, but please add "skill issue" as an official death message.
!feedback instead of a bigger font size, add a customise option to font size
!feedback
Idea for a legendary item(or equipment, everything's pliable)
Chads Armour - increases armor + speed while being able to knock back non boss enemies that come into contact. Appearance could be a football helmet that survivors can wear or maybe floats around them
!feedback
Idea for a new monster, a baby scav that can spawn behind you and steals some of your items that you can get back after murdering it
!feedback
Red item (BadIdea)
Top hat
Gives you and your drones a top hat that gives 25 Hp.
!feedback
Alternatively, this could be an interesting mini-rework for the bison steak, giving your allies a bit of extra survivability as well.
!feedback
mastery skins should change projectiles/abilities to match the color of the mastery skin accordingly
obviously, this would only be for a few characters, as most characters mastery skins already match their projectiles.
examples of characters this would apply to:
- mercenary, making abilities red
- engineer, making projectiles fired from his grenade launcher green and blue.
I just feel like it would make these masteries feel cooler and a little more rewarding.
!feedback
The void locus environment log is really zoomed in compared to the others, so I cant really see the full diorama. Can you please allow us to zoom it out to the same degree as the other ones?
!feedback Enemy idea
A chest mimic, instead of dropping an item it drops scrap
Got this idea after looking through the regenerating scrap log
!feedback
!feedback can you remove the self afflicted voidsent flame when using hellfire tincture? It's very visually abrasive. Hurts the eyes
!feedback some way so that the boss item dropped by the tri-hunter's tricorn is able to be recovered if it falls into the abyss?
!feedback
I feel like voidling was a missed opportunity to do alot of cool stuff.
In mithrix stage 2, mithrix summons his drones. In voidling stage 2, the voidling could simulate other realities, enemies that didint make the cut, bosses that are just concepts, the red dimension, tar world, a destroyed earth. Could randomize what we get for replayability, I don't mean like in silicrum where it's all purple with the void, but where it looks like we went to another world and it crumbles and cracks when we kill it's boss.
Lore says that the voidling scans items and things, maybe it deactivates some of your items forcing you to do something to it to turn your items back on.
I def feels like it needs another attack or two and to be able to more fluidly use it's attacks
Maybe make shrimp have significantly less homing on voidling.
!feedback
Dio’s Worst Enemy
-1 life, consumed on use
!feedback Teleport gunner turrets to the rescue ship when on commencement, instead of the spawn area, so they can actually do something
!feedback
this game is so amazing👏 just got one thing
you really should rework lunar coins to reset on a run basis. something like ephemeral coins.
getting coins in the game is mainly a time sink some people don't have, and having coins run from your previous run kind of detract from the roguelike experience
just some food for thought. thank you devs for making an masterpiece
!feedback
sadistic adrenaline (white item)
killing an enemy gives you increased attack speed for a short while. more stacks would give an increased buff duration and or a stronger attack speed increase.
!feedback
a way to drop equipment to give to a friend or to leave in a specific spot for later would be nice
!feedback
In the bazaar the mirror thingy behind newt reflects survivors but not abilities. i havent tested it with others but none of mercs show up so im assuming it goes for all. very much a nitpick but just saying
!feedback
alt railgunner primary that allows you to cycle scopes
!feedback
Hacking beacon on a Multishop should buy all items there
!feedback
wake of vultures rework.
when you kill an elite enemy you inheret it's elite type and deal more damage to that elite type until you replace it with a different inhereted elite type or change environments. you can inheret up to 2 (plus 1 per stack) different elite types at a time. if you would go over your inhereted elite type limit remove the oldest elite type gained.
!feedback
some way to see stats that the player has in total from items and levelups, maybe visible in the tab menu when hovering over the survivor icon?
!feedback
eclipse 8 mastery skins for each survivor so theres at least a small reward for beating the hardest difficulty (not tied to achievements)
!feedback
Add voice chat to the PC edition of the game. It is really hard getting people from ror2 into discord sessions
!feedback
a way to pause a run and close the game without ending the run, cause looping can last a long time and during that something important might randomly pop up
!feedback
let equipment drones wear the
rather than hold it
!feedback
It's been mentioned many times that people have some issues with how the cell crab travels in simulacrum as horizontal movement can be sudden and hard to catch up to with lower mobility characters, especially early on. My suggestion would be that maybe a beacon of some sort could show up during the traveling phase that tells/shows you where the crab will land. This will give players a better heads up as to what path they should take.
!feedback
NEW GAME
Risk of Rain: Tales from the Void
It’ll be like a TellTale games style first person shooter following the story of a guy who snuck onto the Contact Light, brought the teleporter onto the ship, then secretly survived and watched as the player(s) travel across Petrichor V and defeated Providence. Or it could be something completely different.
!feedback
make it so you can view mastery skins in character logs if you unlocked them
!feedback
Among Us crossover
!feedback make so enginner turrets follow your ping orders
Make a decisions about the newt in the bazaar (we could have more secret stages to get behind the mirror)
Anything that gives us an idea why the newt exists
!feedback
I know this might be alot of work but give the equipment drone a different a.i. depending on the item it has.
i.e. 
use whenever off cd,
target allies,
Target bosses,
(why) target items,
gain money and account for it being a toggle, 
get close to enemies, 
have a larger targeting range, etc...
!feedback a running/idle animation for when your health is low. Or, idle animations in general, though admittedly they wouldn’t be seen often. Idk, the game feels a little lifeless sometimes
!feedback
!feedback
Indicate in some way that enemies get updates on your position while invisible. There's currently no reason for someone to assume enemies get updates on where you are while invisible.
!feedback
Some stealth games (ex : splinter cell blacklist) leave a silhouette of you in the position you've last seen by enemies
perhaps that could work for invisibility
!feedback
Alternate for Artificers ice wall
Nano fence
Summon a fence in a circular shape that enemies cannot move in or out of. Low tick damage. Bosses immune.
!feedback
make frenzied leap apply your passives
its the alt that shares the same color scheme as blight, whose purpose is to hit concentrated targets more frequently and for more. there's no reason why it's not poisonous and barely anyone picks it
!feedback
Executive card should let you get all the items from adaptive chest as long as you have the money
!feedback
is either a completely useless item or a very strong one, and I find that it’s usually just sitting in my inventory not able to do anything most of the time. Some ideas for reworks could be:
Now increases the strength of debuffs. Bleed does more damage, slows make you slower.
Every debuff an enemy has increases damage they take, not just 4 debuffs.
It could make debuffs last longer, which would have a similar impact to my first idea but less directly
I feel that the item is in a fine position balance-wise, it’s a good chunk of damage that rewards getting debuff items, but actually getting those debuff items often doesn’t happen in a run. I think nerfing the effect of the item but making the effect easier to get would be a suitable change.
!feedback
Don’t allow Mithrix to be frozen by ice wall. Slows are fine but he is the only boss in the game outside of hordes that can be frozen and it doesn’t make any sense and makes arti free once you reach the arena. I don’t think I need to explain this much. It simply doesn’t have a reason to work like that.
!feedback
I've had a lot problems with people stealing items in multiplayer before and I think this may be a potential solution for that: when you get an item from a chest, shrine etc, it would be unavailable to other players (maybe they would see a greyed out version, or maybe a silhouette) and they can't interact with it UNTIL you "unlock" it, which would most likely be done by pinging
I mean sure you could ask whoever you are playing with to not take the items but
- They won't always oblige
- They might accidentally pick it up
- In rarer cases you might not have a way to communicate
tldr; other players cant pick up items you got from interactables until you ping them
!feedback
!feedback
multiple feedbacks in one (i'll split these up soon)
Custom colored projectiles from elite enemies (also custom colored lasers from stone titans and golems)
I would be really excited if this were added, it would add more artistic detail to the game while making it feel less 'randomly' punishing to play. Strafing is the #1 tool used to thwart enemies in this game, and you usually can't look at the enemies when you're avoiding a swarm of them. It's generally less of a problem for huntress or acrid, but It'd be great to know immediately when you're being stared at by a voidtouched golem or a normal one...
Number of minions displayed for each player on the left side bar
This would be cool to have, especially when you want to keep track of when your drones die.
Rex's own abilities don't perma damage on eclipse
Rex's intended playstyle is the complete antithesis of eclipse. I love Rex, I love eclipse, but the two are not meant for each other. I think the issue would be completely solved if all of Rex's self damaging abilities didn't inflict permanent damage!
!feedback
Make loaders swing fist thingy have a shorter cooldown, i cant zoom around with a 6 second cooldown
!feedback
Add ‘Grandparent’ to Risk or Rain 1 and ‘Children’ to Risk of Rain 2
!feedback
Suppressive Fire but it does 110% a shot and is awesome. (To be slightly more then double tap which I believe it used to be?)
!feedback
instead of just +damage, make supressive fire actually be good at '' supressing '' the enemy, as such becoming an interesting skill instead of just '' shoot harder a bit '', which would be extremely boring
the knockback and stun was very important in ror1, but it's far less useful in ror2, specially to commando that already has a very powerful slide and whose playstyle generally does not promote having a stun on button press. Not to mention its completely replaced by a few
s
make it give an actually good useful debuff or something (ex : maybe movespeed and attack speed down for a duration), but making it a 10-20% dps up would be nice too
!feedback
remove or raise the cap on loader pylons. if you're building cdr and special stacks as loader, you might as well be able to put down more than 3 pylons. seems like a really useless cap
Feedback and ideas
!feedback
!feedback
If yall aint gonna add eclipse 8 skins at least add an optional small gold medal/badge you can get after completing eclipse 8
QoL for Acrid's utilities:
If you look down, you should bounce directly vertical. I've found that looking down and using utils forces your model to move forward a little bit (potentially because you can't look directly down). It would be nice if looking down reduced all horizontal movement as much as possible to help with what Stret is talking about.
Add the enforcer : )
!feedback
void reaver rpg
!feedback
!feedback
Frenzied Leap rework.
skill still starts with 2 charges but now has a base 15 second cooldown, but all charges refresh at once.
skill deals 800% damage on hit in a aoe 3 times the size of caustic leap and the skill has a proc co of 2.0
!feedback
Voidtouched Xi Constructs could summon Elite barnacles on their exterior instead of Void Alpha Constructs.
!feedback
a unique crosshair for 
!feedback
Allow seeing "Elite" versions of monsters in the logbook
!feedback
Item suggestion.
Masterwork Repair Kit.
Legendary Item.
When loading into a stage, pick one consumed item from your inventory in a Artifact Of Command style window and replace it with the original form.
+1 item repaired per stack.
Masterwork Repair Kit can not be triggered in-stage in any way, shape, or form.
Cannot "repair" Tonic Afflictions.
Delicate Watch (Broken) -> Delicate Watch.
Dio's Best Friend (Consumed) -> Dio's Best Friend.
Etc.
!feedback
Wish for the game to be 'slightly' faster
watching E8 runs go for 5-8 minutes per stage sometimes (not loader ofc) looks daunting and I sometimes wish each stage could be a little bit shorter.
Like shaving off 10-15 seconds from the teleporter event (perhaps make it shorter once you kill enough enemies + boss), printing and scrapping perhaps a fraction of a second faster, overall making each run like at best 5 minutes shorter
!feedback
Add Enforcer to RoR2
!feedback
Custom colored projectiles from elite enemies (also custom colored lasers from stone titans and golems)
I would be really excited if this were added, it would add more artistic detail to the game while making it feel less 'randomly' punishing to play. Strafing is the #1 tool used to thwart enemies in this game, and you usually can't look at the enemies when you're avoiding a swarm of them. It's generally less of a problem for huntress or acrid, but It'd be great to know immediately when you're being stared at by a voidtouched golem or a normal one...
!feedback
Make it so that if you reach Voidling by petting the glass frog, Petrichor V's moon is visible within the planetarium. It's shown that the reavers take it in the normal ending, so it'd be cool if by the time you've teleported to the planetarium, the moon would've been captured and placed among the other celestial bodies. It'd just be nice, small background detail to add continuity into this particular ending of a run.
!feedback
void fiend shields turning red upon 100% corruption
!feedback
ror2 tower defense game where you play as the void and place void enemies and structures.
!feedback
either merging all the different scrap colors in the logbook, or giving them differing descriptions based on the rarity of the material turned to scrap or something
!feedback
phase 4 mithrix right now will take all of your items in order, but the order which he gives them back is not consistent. sometimes its in order of when you got them, sometimes its shuffled. it should be always one or the other
!feedback
an equipment that knock enemies away (dealing a bit damage)upon activation
!feedback
Rex's own abilities don't perma damage on eclipse
Rex's intended playstyle is the complete antithesis of eclipse. I love Rex, I love eclipse, but the two are not meant for each other. I think the issue would be completely solved if all of Rex's self damaging abilities didn't inflict permanent damage!
!feedback
Engineer Primary Skill more damage
!feedback
crossdimensional clock
deal 100% (+100% per stack) more damage. half of the stacks (never below 1) break at the next stage. corrupts all delicate watches
!feedback
Let the Logbook be accessible during a run.
! idea Who here wants enforcer in RoR2? the mods got him down pretty good i think. also i like enforcer.
!feedback
Make the consumed pluripotent larva passively corrupt all items
!feedback
A character that utilizes the out of danger state in some way.
!feedback
If a character who uses potions is added, make a large amount of potions they can brew by using their special. The special would transform all abilities into different modifiers for the potion and you can choose 2 of them. Every combination would make a different potion
!feedback
battery cube (item rarity undecided between white, green or lunar)
for each stack of this item the next 3d printer or cauldron will spit out X extra copys of the item gained from said 3d printer or cauldron. all stacks of this item break after using a 3d printer or cauldron.
!feedback
a cleansing pool of sorts for void items
the reasoning for this is that some void items can change a run even more than a lunar item (benthic bloom being an example)
i dont think that you should get anything for removing void items though, it's far easier to get 50 needleticks compared to 50 transcendence
maybe it either damages your current health for 25% total or costs 75% of a small chest to remove a random void item, or sacrificing 3-9 random items that are the same rarity as the void item to remove it (3
to remove a
, 9
to remove a
)
!feedback
Regenerating power source
Void
Corrupts all regen scrap
Gives 1 (+1 per stack) extra item each time any printer is used. All stacks consumed at once; regenerates on next stage
!feedback
Retro music option. It would be really neat to have an option to throw it back to the epic tunes of the first game by replacing the songs that play in the second game with the ones in the first game.
Example:
Con lentitud poderosa -> coalescence. Stuff like that
!feedback
A way to access the challenge list from menus outside of the Logbook. Perhaps even a way to bookmark challenges to the TAB screen. Backing out of multiplayer lobbies to peruse challenges is a pain.
!feedback
remove the falloff feature where eventually specific hitscan attacks just can't hit anymore even though a few meters before they could hit for 50% damage.
while it makes more sense early in a run, this feature gets more annoying the further you get into the run. the biggest ones coming from survivors like commando standing at the top of the ramps in the mithrix fight being unable to hit mithrix at all if he walks further away from you from the center of the arena. It doesn't even feel like that big of a distance in the moment, even though if you placed other maps in the arena you could get a sense of the actual scale of the mithrix arena.
commando's default special, suppressive fire even has built in perfect accuracy for each shot. there's 0 doubt that if an enemy is under your crosshair, no matter how far, they should be hit. (same case could be made for shooting his m1 double tap while you have 0 spread due to not shooting recently)
tldr it's just really weird that captain, the guy with the shotgun that can function as a very cursed long ranged option via charging, can hit an enemy from a greater distance than commando shooting a plethora of bullets with perfect accuracy. bullets don't just incinerate mid-air after a certain distance.
!feedback
I really like Mul-T's scrap launcher but it does not do as much damage as Mul-T's other abilities. Maybe making it be able to inflict burn sometimes, or maybe have it release shrapnel sometimes would be nice. Very nice AoE ability but lackluster in comparison to other abilites
Edit: It should also be able to be affected by ICBM, maybe just have it fire more or deal more damage. They are rockets, after all.
!feedback
remove the cap on monster scaling entirely
!feedback
Make MUL-T’s blast canister unaffected by attack speed. Currently attack speed determines how quickly the canister fires after you input your secondary, but you can make it instant by just cancelling it by sprinting. I don’t want carpal tunnel just so I can spam blast canister.
!feedback
Finance safe (green item)
upon entering the next environment that contains interactables that cost gold, break/consume 1 stack of this item and gain enough gold to purchase 4 large chests.
in game description: a safe full of money, but how to open it?
in game description on consumed stacks: an empty safe, but at least you got the money out of it.
!feedback
sentiant telephone (equipment)
45 second cooldown.
while holding this equipment, you passive can always see where the teleporter is and you always spawn within a 100 meter distance of the teleporter.
activateing this equipment during the teleporter event will double the teleporters radius for 10 seconds. can't be activated if the stage has no teleporter or if the teleporter event hasn't started. all these effects also apply to primordial teleporters.
!feedback
artifact of forcast.
adds various different weather effects to hinder or harm everyone and everything inhabiting petrichor V. think tornados, lightning strikes, steam gysers, muddy bog pits, etc.
!feedback
When Chef comes out. Give their mastery skin a kiss the cook apron.
!feedback
if a stage has a void seed, make it so the void devastator can replace the teleporter boss (with a small chance)
!feedback
power rod (green item)
convert 15% of your max hp into shields.
shields take 3 seconds less time to start rechargeing.
gain 5 (plus 5 per stack) base damage while your sheilds are active.
!feedback
I know this isn't how void yellows work but Shatterspleen is really famous
Fractureclaw
(looks like a crab claw, corrupts all Shatterspleens)
Critical Strikes apply Collapse on hit
When collapse detonates, deal 0.25% max hp per collapse in a 10m (+0.1m per stack of collapse) radius around the target
The max HP would probably be busted but the idea allowing collapse to proc in an AoE that rewards stacking a bunch of collapse within the 3 second window would be cool
Numbers would probably have to be messed with to balance it but giving up Shatterspleen needs to have a very powerful item in return.
!feedback rework how commandos frag grenades work so that they work closer to a buffed version of engineer's grenade as an example
!feedback
Idea for how void equipment could work: the void equipment has an initial amount of charges. Using the equipment permanently uses one of these charges. For example if the equipment begins with 5 charges, you get 5 uses before the equipment can’t be used. If you pick up a normal equipment, it will instead replenish the void equipment’s charges. For example, if the void equipment has 3 charges and you pick up a normal equipment you’d now have 4 charges. Fuel cells could instead increase the amount of charges an equipment gives (+1 charge -> +2 charges)
!feedback
Recategorize the Brass Contraption as a "heavy" target to make grabbing one with the Loader's Spiked Fist slightly less suicidal.
!feedback
Change the mercenary skin's sword to red instead of blue.
!feedback Give each burst of Forgive Me Please a very small chance (maybe 1%) to count as a random elite kill for the purposes of Brainstalks, Wake of Vultures, etc.
Affected by luck.
!feedback
Remove the damaging allies on mired urn for console , so ppl don’t die because of their teammates
!feedback
Idea for a void equipment
It's a laser cannon that absorbs equipment items which increases it's power. It gets used up on use.
Think love colored masterspark.
!feedback
Allow artifacts to be used on eclipse after beating e8 with all survivors.
(honor+evolution e8 seems pretty wild)
!feedback
RoR2 on mobile
!feedback
Counterpoint: Deadbolt on mobile
!feedback
The introduction of Railgunner gave us plenty of new ideas in regards to survivor design, one of which being an attack that has a proc coefficient higher than 1.0 (3.0 to be exact) in the form of her supercharge special. With something like this now in the game, I’m now looking back at what came before and had a thought: Why the hell doesn’t Captain’s diablo strike have something similar?
The massive space-dropped several ton weight that is Captain’s alternate utility is several times more powerful than Railgunner’s supercharge, and it takes more effort to gain that power via skills like marking its location ahead of time and kiting enemies into its area, yet it’s still beaten in one statistic. If this is gonna be the all-or-nothing attack of this game, then by jove I say it should be top of the charts in every department! I don’t care if it matches or even surpasses supercharge’s 3.0 proc coefficient, so long as I truly get an attack that sells the feeling of going above an beyond to do whatever it takes to survive on this hellish planet.
(Also sidenote: This isn’t a diss at Railgunner or anything. Hell I prefer her to Captain. I’m just exaggerating my tone to help sell the point home, that point being: Big attack hit good. What if hit gooder?)
!feedback
Void crowbar - Finishing touch
First Option: Instantly kill enemies at 1%(+1% per stack)
Second Option: Enemies below 10% of their health will take 75%(+75% per stack) damage
If this item is accepted, one of these two options will be added to the game
Item appearance: Upside down crowbar(circular end at bottom) with the top end sharp like a knife and the bottom end in a complete circle.
!feedback
Attack Nucleus - (Alternate yellow rarity item that drops from Xi Construct)
Once charged use M1 to fire a long range piercing laser that deals 1000% (+250% per stack) damage over 5 seconds.
Recharges after 60 seconds.
!feedback
sentient deck (equipment) 45 second cooldown.
throw a card at a targeted enemy your directly looking at dealing 600% damage on hit and triggering one of 4 secondary effects.
(a) trigger all your on hit items (40% chance)
(b) freeze the enemy (30% chance)
(c) trigger all your on kill items (20% chance)
(d) trigger all the above (10% chance)
New artifact that makes the game first person.
Call it the artifact of sight
!feedback
!feedback
Spinel tonic rework
Afflictions are a 100% chance
Afflictions decrease the effectiveness/duration of tonic
Affect of afflictions is massively reduced
Cooldown probably changed too
What this does is make tonic more of an addictive drug, where you need to use it more often to get the same high, which starts a vicious cycle
!feedback
Mobile port: risk of rain for $5 (it's a pixelated platformer we have terraria that knows it's not always 16 bit, so a game that is 8 but should be ez touch screen skills and joystick button to shoot and ig local multiplayer
!feedback Passives for the characters that didn’t get any!!
!feedback
This except instead it’s also
Cooldown 60s/stacks
Give it the shuriken style stacking that item stacks really fun
!feedback
the king kombat arena mod is incredibly popular and i know the player base would go crazy for an official version of it. with balancing it could be incredible please add pvp in the style of king kombat arena to the game
!feedback
2 dimensional Risk of Rain 2
I’m not talking about the first game, I’m talking about a separate mode where you can play RoR2 in 2D
!feedback
equipment idea
portable printer
interacting with an item with q will grant you the item with its effects and store it inside the printer. after a certain amount of time the printer will spit out the duplicate of the stored item. commons - 4 minutes, uncommons - 10 minutes, legendaries - 20 minutes (numbers can be adjusted). storing another item will reset the timer
!feedback
Radar Scanner outlines all enemies when used that also show through walls, giving it more use.
!feedback ror2 x dead cells crossover???? omg????!
!feedback
forboding totem (void warbanner)
activateing your equipment places down a totem pole at your feet that causes enemies within 16 (plus 8 per stack) meters of the totem to constantly have the bettle juice debuff applied to them up to a max of 5 stacks per enemy. can have up to 5 active totems at a time per player. corrupts all warbanners.
!feedback Bursting Cell, a voided backup mag! (i swear this is my last one today lol)
!feedback
Skins for completing e8 or is there already something cool you get from e8?
!feedback
pretty minor thing but sawmerang hovers in the middle of the screen infront of where ur aiming blocking the view on some common firing angles.
please offset where visual sawmerang hangs a little further so we can see stuff we are shooting
!feedback
item idea
possessed blowfish
all explosions have +200% (+100% per stack) radius and deal +150% (+150% per stack) damage. corrupts all pocket icbms
!feedback
Artifact of Balance
The more items you have the harder the difficulty.
!feedback
Artifact of Conformity - no scrappers, 3d printers, cauldrons, *cleansing pools or recyclers
!feedback
Change Artifact of Metamorphosis into a ‘survivor’ so in a multiplayer lobby, each player chooses individually whether they want to play one survivor or all of them. Replace Artifact of Metamorphosis with a new artifact, but keep the Trial of Metamorphosis as an unlock condition for the Metamorphosis ‘survivor’ and to maintain the option of switching survivors once after Sky Meadow.
!feedback
For being a boss that spawns exclusively on the last stage before mithrix, Grandparents are very easy, with one threatening attack that kills all the other enemies and is completely nullified by a roof. In addition their boss item is very underwhelming. I think grandparents and planula should get a buff.
Rock throw: this attack is so bad. Maybe make the rocks it throws bigger, or explode into smaller rocks? Maybe buff the damage too
Mini-sun throw: the only thing this move does it throw you really far out of bounds and look funny. Maybe instead of dragging you around it could slow you down and do damage inside the radius? Make it a miniature Sun attack. If you want to keep the dragging maybe turn the core into a damaging spot? The move doesn’t really do damage, and is just annoying.
Sun attack: this move is fine, but could use some buffs. Maybe it does less damage to other monsters? Maybe the grandparent gets an armor buff, so that they’re less vulnerable if the player has cover?
Planula: I don’t have any ideas here. It’s on par with the stage 1 boss items (
) and is pretty useless against the next boss, Mithrix, and his “one strong attack at a time” design. Honestly this item might need a rework.
!feedback
That's needs to be for 
!feedback
Barrels should have a 1/10,000 chance to shoot out confetti and make a party noise when you open one.
No deeper reason. Just thought it’d be something fun.
!feedback
White item idea: Blind vermin killer
Description: Kills every Blind vermins in the stage every 0.5 second (-50% per stack)
!feedback
Have REX's Directive: Disperse (non damaging knockback) have more range to make it not just a downgrade to the plant alternative
!feedback
Have Voidling give 20 lunar coins if you beat him.
Reason: Now this is a weird suggestion and mostly situational. I do hate that you have to spend 10 coins to teleport when on the moon and when you kill him you just get a refund. I do understand Voidling was designed to be a fun boss and sorta of a challenge of if you can kill him, Hopoo's words not mine, but I would love a bigger reward for doing it that will give people more of an incentive of doing the fight. Regardless on how they got to the Planetarium, it should feel more rewarding for defeating him.
!feedback
Red item idea: Shield Battery
Shields now charge at a rate of 10%(plus 5% per stack) per second with no charge delay.
!feedback
New drone: Striker Drone
Base cost: 60
Stats: similar to a missile drone, but with higher armor and speed.
Attack pattern: strafes around its target. Dives at the target on a 5 second cooldown dealing medium/high damage and stunning.
Appearance: A cube with yellow lights coming out of small indentations and 2 wings. Same color as healing and missile drones.
!feedback
Add aurlionite to simulacrum, reward is a boss item.
!feedback
!feedback
maybe bundle some eclipse modifiers into 1 modifier so the grind is less boring (for example e1 and e2 could be unified because they don't make much of a difference separately)
!feedback make it so every time you enter newt they get a random lunar item excluding
:L_E ssence_of_Heresy:
(?) This takes affect in evolution and they is enemies