#ror2-feedback-and-ideas
1 messages · Page 1 of 1 (latest)
!feedback
Packaged Order (corrupted
)
Every equipment has a +1 (plus one per stack) instance of usage 8 seconds after (-40 percent, Hyperbolic) the original runs out. Your equipment does not recharge during the 8 seconds
Things like the exec card give double cashback per stack.
I.E, Gorags would automatically happen again after it runs out, and an extra time for every stack past 1
Royal Capacitor would start looking for a new target
Vase would do another vase in a few seconds, giving you time to retarget
If you play your manual equip while the packaged order equip is active it can double the effect or something. That would take a lot of stacks though.
there might be equipments that don't make sense, but that's nothing new.
this probably isn't the best implementation but alas
!feedback
Void item that corrupts hunter's harpoon, on kill: all your attacks gain agile (can shoot while running) for 0.5 seconds (+0.5 seconds per item stack) however, getting another kill doesn't increase the timer, only resets it.
!feedback
Among Us crossover
!feedback
A character with an “energy” system that is used to channel some of their abilities. The character would have ~5 charges of energy that recharge independently (like artificer’s primary) over time. The character would have a very fast movement ability that prevents energy from recharging while being used. All attacks would cost 1 energy, maybe alternates that can cost more than 1, cost 0 energy but are much weaker, or consume all energy.
!feedback
Loader
!feedback
Make gunner turrets spawn in the Mithrix arena
!feedback
New equipment: Nanofield Generator
Visuals: a disc made of tan and brown material with glowing yellow highlights. It follows you by floating around. When used, a translucent yellow pulse expands from your position.
Effects: gives you and all allies in a X meter radius 75% of their max hp worth of barrier. 30 second cooldown.
!feedback
New equipment: Luminous Burster
Visuals: an orb that floats around you made of dull, grayish material with bright blue light coming from thin cracks. When used, a blue explosion is created.
Effects: dealing damage to an enemy gives you one charge of brightness. Brightness stacks infinitely. Upon using the equipment, deal 100xbrightness% damage in a 5xbrightness meter radius with falloff and consume all stacks of brightness. 30 second cooldown.
!feedback
Would be nice to be able to speed up the assessment focus moving to the next simulacrum location by shooting it or something along those lines.
!feedback
[Lunar Item]
Parasitic Stopwatch
Increases health by 35%, Doubles speed, and increases damage by 25%, BUT lose 5% of each stat every 20 seconds until stats reach half.
This affects both stats given by the item and stats the player has themselves. Stats restart upon reaching a level.
EX: pick up item > take too long > somehow survive with half stats > you have your stats again > die by blind pest
!feedback
Lunar Equipment idea:Lunar turret (tentative name)
Summons a turret that fires bullet-like projectiles of Lunar wisp.
The turret nullifies debuffs of enemies within 50m around it, and its attack power and attack speed increase by the number of debuffs it nullifies.
!feedback
Toggle-able option for
to be renamed to ‘Artifact of Cheese’ cause it looks like cheese
!feedback an April fools event where it does this and renames a bunch of other things
!feedback
alternative shift ability for Bandit.
Name: Decoy
Use: send a decoy that distracts enemies, you also get a few short seconds of invisibilty
Decoy stats: speed 150% HP: 1hp
!idea
Allow for community workshop customization of the hud/UI in Risk of Rain 2
!feedback
!feedback
Engineer's carbonizer turrets could be more intelligent in their decision making.
They tend to chase lesser enemies and get lost in the sauce when I need them with me and ignore tough enemies that I am trying to escape instead of targeting them. They also struggle to navigate certain terrain, and make long detours that take them out of the game.
!feedback
New lunar equipment: Volatile Soul Bottle
Visuals: a strangely shaped glass bottle with soul plants (the ones that grow on mithrix’s helmet during the escape cutscene) stuck inside of it.
Effects: turns one monster into a random monster with full health and 3 random lunar items. Gives the enemy the effect of a dio’s best friend revive while changing form. Cannot be used multiple times on the same enemy (like recycler). Cannot be used on bosses (enemies with red healthbars). 30 second cooldown.
Risk of morbius:
Adds morbius
!feedback
A void alternative for the Lepton Daisy, Carnivorous Rose
1 (+1 per stack) time during the teleporter event, grabs 5 (+2 per stack) healthiest enemies in the teleporter zone and repeatedly deals 130% of your base damage OR 2% of the enemy's HP, whichever is greater for 10 seconds. Ignores the teleporter boss
During that, all allies in the teleporter zone will heal for a total of 25% their max HP if they didn't leave it for the entire duration
!feedback (upvote x1000)
!feedback
winged emerald (void focus crystal)
deal 20% per stack more damage while airborne. corrupts all focus crystals.
!feedback
item idea
quark starfish
during a teleporter event, all allies outside the teleporter area heal for 2.5% (+2.5% per stack) of their max hp per second. corrupts all lepton daisies
!feedback allow subdivided gups to spawn as standalone enemies on lower stages
!feedback
hello what is up chat it is I, MonsterSkinMan, lead dev of Gamers of the Cracked Emoji and head of the Best Associated Largely Ludicrous Sillyhead group. Today, I present to you an extraordinarily well designed item: Mithrix's Smartphone (Lunar): If Woolie isn't streaming on twitch, all of your stats are multiplied by 2 (times 2 per stack)... BUT if Woolie is streaming on twitch, all of your stats are divided by 2 (times 2 per stack)
This item is so good, in fact, that I even wrote a logbook for it:
"Brother, please end my suffering. Holy shit this guy is so fucking stupid hot damn. I already told you of his horribly uneducated opinion on The Crowdfunder, but that’s not even the whole of it. God, he makes me regret creating an intergalactic smartphone to watch content from other planets. He put Hooks of Heresy in D Tier. HE FUCKING PUT HOOKS OF HERESY IN D TIER! My hatred of him has grown so powerful that I think my smartphone has turned into a lunar item; whenever he’s not streaming, it almost feels like my stats have doubled, but when he is streaming, it feels like my stats have been halved. Y’know? Fuck this. Fuck him. I’m going to fucking destroy the Earth now. Take that brother. I know you like Earth, but that idiotic streamer lives on it so I’m going to fucking eradicate it from existence so fucking hard. Mithrix out.”
!feedback
magic toad (red item)
on hit the magic toad will fire his tounge at an enemy within 35 meters, dealing 300% damage per stack and applies the tounged debuff, the tounged debuff prevents other debuffs from expireing on the enemy. the tounged debuff is removed if you move more then 35 meters away from the enemy, you can only tounge 1 enemy at a time.
!feedback
AtG Missile Mk2?
!feedback
Rework the "runs" part of the logbook to display the most recent runs instead of random runs. Seriously, the way the logbook picks runs makes no sense whatsoever.
!feedback
Dlc about red plane
!feedback
loader's punch shouldn't cancel sprint, it would be a nice QoL change to not have to sprint after every punch to make sure you get max damage
!feedback
Allow players to give Acrid head-pats when enemy’s aren’t present, like in the Bazzar or when a teleporter event is finished and no enemy’s are spawning
(To avoid any multiplayer issues, like giving pats and blasted by a golem)
!feedback
I know the lunar pod island exists, but it would be a nice quality of life thing to be able to dream about Commencement if you enter Newt shop after beating Sky Meadow
!feedback
This might be a bit much to ask for, but I would absolutely love some idle animations, even if only for a few characters
!feedback
Upon unlocking a character in the middle of a run (Bandit, Artificer, REX, etc.) give us the option to continue the run as the unlocked character
!feedback
fix mithrix's 4th phase its unfun boring one shot bullshit
!feedback
not him oneshotting me, me oneshotting him.
!feedback
Give cap a sledgehammer for his m2
It stuns enemies and it's throwable
!feedback
A shrine similar to cleansing pool but for void items.
!feedback
-Allow Captain to have some manner of alt ability to replace the beacons or Diablo when in another dimension, cause I’m sure everyone loves losing half your tools when entering another dimension
!feedback
rename bison steak to non-regenerating scrap
!feedback
a multiplayer only shrine that lets you trade items 1to1 but at a rising money tax from each player dependent on rarity
!feedback
Add printers that give you random items (of the same rarity) instead
!feedback This but have it be a fusion of a scrapper and a printer. You get to chose the item that's randomised, can't randomize the kind of item that you receive. Like the recycler but more
!feedback
After unlocking, make Heretic selectable amongst the rest of the survivors at the beginning of the game; some of us wanna do a Heretic run from the start. Charge us the lunar coins from the start idc.
!feedback
Change Mithrix’s text color to stand out more from the white terrain of commencement
!feedback
More enemies that self inflict debuffs.
Ex. Xi Construct while doing the big laser could have a 50% slow, like how Clay Templars do when they're firing their gun.
It makes Death Mark easier to proc. That is the only reason I had this idea.
!feedback
make the pitch of mul-t's saw change with attack speed
!feedback
Also make the sound have really jank attack speed scaling just like the saw itself
!feedback
dueling glove (lunar equipment) 45 second cooldown.
activating this equipment will cause all nearby enemies within 30 meters to be taunted for 15 seconds. taunted enemies will focus on attacking the most recent player that taunted them, taunted enemies take 50% more damage but they also deal 50% more damage against the player who most recently taunted them.
!feedback
Some buffs i made:D
Gnors Tome
: Killing an enemy gives 10% more money and 5% (+5% per stack) chance on kill to drop a treasure
Death Mark
: Debuffs last 1s longer. Enemies with 4 or more debuffs take 50% more dmg for 7s (+7s per stack)
!feedback
Make it so that if you pick up heresy item, it changes your model slightly so now you have the heresy one instead of the normal one.
So if you had a hooks of heresy it would change your non weaponized arm to be the hook
!feedback
when you ping an enemy their healthbar should appear
!feedback
Corrupted harpoon.
!feedback
Make acrid’s leap able to be angled downwards instead of always launching slightly upwards even when you look straight down.
!feedback
Make the glowing mushrooms on sundered grove actually show up like they are supposed to. (Or just remove sundered grove)
!feedback
!feedback
When opening the guranteed gold chests on sundered Grove and Apyssal depths, make the chest spawn as many Reds as there are players.
!feedback
Change Mithrix’s needlegun to that of the Lunar Chimera Wisp’s needlegun attack

!feedback
Can we make it so that after defeating Mithrix, you're guaranteed at LEAST one portal spawn that doesn't require a hopoo feather/jumping off a ramp to reach? It can guaranteed spawn you at blood pillars, it's whatever, but losing to moon detonation because you had to spend 20 seconds timing a jump into a bad portal and then losing to time feels not very nice, especially after beating the boss without a doublejump.
!feedback
Class idea. The soldier, has an assault rifle primary, secondary is a rocket launcher, utility is a boosted extra jump, about as high as Huntress's arrow rain, special is the ability to mark a target that increases all damage done to the target.
Alternative abilities could be a shotgun primary, a grenade launcher secondary, and a jetpack utility.
!feedback
Make multiple void seeds inside of eachother not stack their DoT damage. It's needlessly, pointlessly annoying and slows down the game a ton when there are enemies inside of it behind cover, or that in any way are difficult to attack from the outside. Not to mention melee survivors
!feedback
Alternate solution- prevent Void Seeds from overlapping
!feedback
New Rex skill idea
Seed leecher: Every leeching seed you collect instantly heals you by the amount it would heal you through the rest of the run if you'd have kept it. This skill seems like it would be impossible to integrate into the game, but if we simply round the total hp healed (always 1) then we will be
Also, corpebloom
!feedback
default commando buff ideas
phase round - does 320% dmg plus extra 20% dmg per tick, ticks twice per second, still extra +40% skill dmg per enemy hit
tactical dive - iframes for the whole duration
suppressive fire - 125% dmg per shot, stun lasts longer (2 seconds) and its duration stacks (up to 5 seconds)
!feedback
Phase round and both of railgunner’s specials angle themselves into the center of an enemy when you use them right in front of the enemy. This makes them frustrating to use as they both pierce enemies and are useful for crowd control. Fixing this would be a very nice quality of life improvement (and also make me use phase round).
!feedback
Suppressive Fire buff:
Doubled stun duration on hit.
!feedback
item idea
seashell necklace
when killing a boss enemy, you have a 30% (+15% per stack) chance to permanently gain the effect of their item. corrupts all wakes of vultures
notes: all effects stack with each other (can even get multiples of a single effect). doesn't work on allied boss enemies. newly hatched zoea does not interfere with acquired effects
!feedback
I think this is because it is a 3d person game and the camera cursor aims above the character model. When an elder lemurian is very close, this is exaggerated and the character model has to look almost straight up to look at the chest of the elder lemurian.
Setting a minimum aim assist distance or a maximum angle offset for the cursor aim could fix this.
a very nice example is found in TF2: https://youtu.be/AUPBC5W1KHo?t=81
Music: Art of Rally OST - Dream Big
channel discord --- https://discord.gg/8TYgJhwA7S
channel patreon --- https://www.patreon.com/shounic
channel tracker --- https://trello.com/b/L3B65jUX
[ todo list / current progress on upcoming videos / channel roadmap ]
feedback --- https://forms.gle/bkuGF6attQrRPc6o9
custom files --- https://pastebin.com/r...
!feedback
acrid alt special. intoxacating tounge: base cooldown 10 seconds. acrid licks an enemy within melee range dealing 300% damage and applies the slimed debuff for 6 seconds, slimed enemies take double damage from poison and causes any instance of applying blight to apply 2 stacks instead of 1, this also pauses and resets the duration of poison and all blight stacks on the enemy.
unlock requirement is to have poison or at least 1 blight stack linger on a boss for 60 consecutive seconds.
!feedback
You can interact with newt and buy 1 specific lunar item at an increased price. You could only buy one every time you visit Bazaar and the price increases every time you do buy an item from him.
!feedback
Railgunner gun sound for other team mates. The constant ping of his gun, no matter how close or far he is away from you is super annoying. Please turn this down for others by at least 75%. We refuse to play with Railgunner in our team due to this.
!feedback
Option to set artificer hover to a toggle on pc
!feedback
I think that Simulacrum runs you quit should be considered victories, or at least a "fate unknown". Right now only losses show up in the logbook's history section, which means god runs you're bored with won't be recorded unless you purposely let yourself die.
!feedback
There should be a way to cleanse void items into something else like we do it already with lunar items in ponds
!feedback
REX ability rework:
- DIRECTIVE : Drill should fire in a parabola instead of just firing off in one specific location, and said zone getting hit isn't static and can follow the cursor, due to it firing in a ark though one will have to take into account the travel time of the attack, Said change could be applied to huntress (will make separate suggestion for Huntress)
- DIRECTIVE : Harvest is underwhelming to say the least, the primary reason tangled growth takes the cake is because it can grab and bully many enemies at once, even mithrix, with harvest you can't do much with it unless your killing enemies, so I think the following suggestions could make it as useful as TG.
+Making the fruits that are dropped attach and chain to other enemies
+Enemy's effected could be slowed, and have the fruiting effect
as for how it would chain a brief period of when the fruit rolls and comes to a stop, it should root on the spot and pass on fruiting to one enemy.
- this way enemies effected can still be influenced by the skill even when living.
!feedback
!feedback
There should be an achievement to unlock the hopoo feather if there is not already one. Something along the lines of x many jumps or stay in the air for x seconds
!feedback
Change the wording for Mastery achievement. It's unclear whether you should beat the game on any difficulty/obliterate on monsoon or both must be done on monsoon. The number of new people who ask this question every week is considerate.
!feedback Item: Befouled Vase - Alternate Clay Dunestrider boss item
Rarity: Yellow
Effects: Gain 1 extra jump (+1 per stack)
Fire a brown sphere (a smaller version of the clay dunestrider one) directly downwards
that explodes on contact with a surface or enemy
and deals damage (+200% to direct hits +50% explosive per stack).
!feedback
genesis loop rework.
activateing your equipment causes you to charge up a massive explosion that deals 2000% damage per stack. this effect can only occur once every 60 (minus 25% hyperbolically per stack) seconds.
!feedback interactable idea: void exchange
Can only spawn in void seeds and void stages. Swaps a random stack of void items into a random different stack of void items. Can only be used once per void item type in inventory.
!feedback
Make mired urn constantly drain health from enemies instead of only while in combat. Walking by fodder enemies and killing them is cool when it happens but it happens rarely because you have to attack them first. Also other reasons like having it be more fluid
!feedback unique character like the heretic using Flux Pauldron items, shaped Glass and other items (defiant gouge perhaps by item descirption/lore)
!feedback
Nerf Blind Pest, like good lord this thing makes me regret buying the dlc
!feedback
Make gunner drones more accurate so that (while helpful) they can be more than a distraction.
!feedback
Not sure about the name, but turtle shell would be too obvious(white item)
Flat damage reduction from attacks from behind
(game designwise you exchange your ability to hit into some protection against strong attacks, gives more options to low mobility characters)
!feedback
To add on to this, since they're essentially supposed to be lesser wisps but long range I think giving them a charge up time as well as an accompanying charge up sound would be fair. Right now it's extremely frustrating at earlier stages when a pest spawns and shoots you within half a second before you could even find where they are.
!feedback
Real specific quality of Life suggestion:
When selecting artifacts, you currently have to click and release on every button to enable/disable them, which gets unwieldly as your collection get bigger. I think you should be able to click, hold, and drag your mouse around to rapidly enable and disable artifacts in the artifact selector.
If this is a bad explanation, see this recording of a Blender menu. I click on a visibility button, it toggles, it, and by dragging the mouse around I can rapidly toggle others up and down the list.
!feedback
normalizer ray blaster (equipment) 5 second base cooldown.
activateing this equipment causes the elite enemy your looking at to turn into a non elite version (remaining at the same % hp it was at beforehand) and said enemy drops it's former elite aspect, if this equipment is used on a voidtouched elite it kills any void infesters that pop out instead of droping an elite aspect. this equipment breaks after use and becomes a broken ray blaster which has a 60 second cooldown and when activated says in chat: all your aspect are belong to us.
!feedback
new artifact that adds a chance between stages of either bringing you by force or by entering a portal to a void infested/lunar version of a map that can guarantee red drops or bring you to a new/old shop with there being a chance itll either be void or lunar ( maybe add a time limit with crystals you have to destroy in order to activate TP or throw mithrix in with some other bosses scattered across the map or add some more parkour that can work against you if your mobility is too high/low+ traps
!feedback
2 more stage 5s pretty please
!feedback
I think it would be cool to bring back some more classic stages from the first game.
!feedback
more stage layouts instead of (or in addition to) new stages
Sky meadows really could use an entirely different level layout instead of just minor differences. Siphoned forest would be nice too, as the other stage 1s also have alternate layouts
!feedback
!feedback
Give Rex and huntress 1.0 proc cos on their m1s
Other than proc co being a lame (and invisible to the player) way to nerf something, they did not need nerfs. Rex is strong almost purely because of his m2, and the strongest thing about his m1 is the heal, which isn't affected by proc co afaik. And huntress.
!feedback
Allow continuous kills with Hunter's Harpoon be able to increase the buff's stack count beyond x5.
When playing with this item, it just doesn't feel right that it grants a stacking buff on-kill, yet unlike other on-kill items like Topaz Broach and Soulbound Catalyst, defeating a group of monsters in quick succession doesn't let the buff stack continuously, and your resulting carnage leaves you with a speed boost that barely lasts any time. Imagine if the 15 barrier Topaz Broach gave on-kill was the maximum amount of barrier it could give you. That would suck, and that basically what's happening with Hunter's Harpoon.
Changing this would both alleviate what I feel is the item's biggest problem, and also greatly improve its gamefeel, as it would feel awesome to go super fast for good few seconds after you decimate a crowd of monsters.
!feedback
Defense nucleus rework
Every 2 minutes, spawns 4 alpha constructs on your character, blocking projectiles and firing at enemies. The alpha constructs have 300% damage and 100% hp.
!feedback
spectrial octopus (void squid polyp)
during the teleporter event (and other holdout zones that can use lepton daisy), summon a ghostly octopus (that doesn't have colision) to follow you around the holdout zone and every 3 seconds do one of 2 actions, while in combat it will attack the nearest enemy for 150% per stack of your damage and apply tar to the hit enemy, if your out of combat it will heal you for 100% per stack of your base damage. if you exit the holdout zone it will seek out the nearest enemy in the holdout zone to attack. the ghostly octopus will despawn if you die or the holdout zone is fully charged. corroupts all squid polyps.
!feedback
Please fix momentum-locking. It takes away control of your character and can lead to very unfair deaths.
This problem is most noticable with the clay templar's push attack.
In this entire clip, I'm locked out of controlling merc.
!feedback
Defense Nucleus rework
Everytime you kill a Xi Construct, gain a 200% damage bonus for 30 seconds
!feedback
Increase the movement speed of all drones so they can catch up to you when you have more movement speed. It’s just a nice quality of life feature to have
!idea
Give acrid a “void bubble” around him while he is sleeping so he can’t die while loading into stage 1. The bubble would just act as a barrier like an escape pod.
!feedback
Chef
Need I say more?
!idea
Vulture/Solus family event. The event would feature Alloy Vultures, Solus Control Units, and Solus Probes. It would be able to occur on Siren’s Call, Sky Meadows, and post-loop Scorched Acres. This would make sense in the lore because the vultures have control over all solus control units.
!feedback
Give the Teleporter a small glow on darker maps like sundered grove because they are very annoying to find and blend in sometimes. I am also bad eyes.
!feedback
Acrid:
enemies affected by poison should blow up into a small area of effect upon death, making it easier to kill flying enemies early on.
enemies effected by blight should give a small amount of additional healing on death, but only if it is the blight damage that kills them
These changes allow for more dynamic playstyles for acrid, one being based around AOE while the other is based more around healing
!feedback
There should be an item that can increase the amount of times you can use your primary attack. It would be pretty useful on bandit, artificer, and scrap launcher mul-t
Ambidextrous Grip
[0;32mUsing your primary creates 1(+1 per stack) additional primary skill activation instantly
That way it's usable on everyone and not just the survivors with a cooldown on their primary.
!idea
Blight is currently a very boring debuff, being a stacking flat DOT that has no special effects. An extra effect that blight could have that fits with its name is to decrease the enemies’ stats while it is active. Something simple like decreasing armor or damage could add more depth to it and make it also support allies instead of being a boring flat DOT.
!feedback
Add cleansing pool/scraper like object, which will clean corrupt from your item for cost of some amount of them
!feedback
make it so that void fiends m1 doesnt target friendly beetle gaurds
!feedback
please don't aim assist me onto allies (ballista and drown)
!idea
Just make all attacks go through allies instead of being wasted and not hitting the desired enemy. This doesn’t apply to chaos
!feedback
a color system, separate from skins, similar to what the Tesla Trooper mod has because that goes impossibly hard
!feedback
damaged plateing (lunar item)
debuffs last 20% per stack longer on you, but you deal 40% per stack more damage per non stackable debuff on you and 16% per stack more damage per stack of stackable debuffs on you.
!feedback
I still have no idea why this has not been added to base game yet:
When you pick up an item, you should be able to see exactly what it does and it's stacking effect. The fact this is completely invisible to the player unless they dig through the logbook/wiki is pretty stupid. Currently this is implemented through mods like ItemsStatMod but it should be available during base game runs.
!idea
Make flamethrower look cooler. Compared to the rest of artificer’s skills, flamethrower has barely any flair. Making it a cone shape and making it feel like it has some power in it instead of just 2 orange lines that end abruptly would be nice.
!feedback
Buff huntress m1/nerf raigunner m1.
Why? Lets compare them.
Strafe: procs/s: 2. dps: 300%. limit: 60m. movement: agile
Flurry: procs/s: 1,6, dps: 230%. limit: 60m. movement: agile
XQR SRS: procs/s: 4. dps: 400%. limit: no limit. movement: knockback, helps gaining speed and even fly with enough attack speed
Also every attack homes but XQR SRS homes worse and can just start spinning around the target (what i find very annoying), and the only good part of huntress m1 is that its agile
!feedback
void family events should give a green void item at the end of the teleporter, or if your really lucky, the boss item i cant spell
!feedback
just get rid of drone collision because most drones decides they want to face plant and push you and get in your way and just annoying
!feedback
let commando shoot his grenades mid air, so you can reliably take out airborne enemies or let it detonate on impact with an enemy, but roll on the ground
!feedback
Laser Scope Rework
+10% crit chance (unstackable). Hitting Critical Strikes Increases your crit chance by x(+x per stack) for y seconds. Having Crit Chance over 100 allows you to crit multiple times with one attack. Getting a crit refreshes the duration off all the crit buffs but they all immediately fade on missing an attack or leaving combat
!feedback With visions of heresy, i think it would be pretty cool to see railgunner's m2 shot get a special heresy effect. since when you use your m2, your m1 becomes the railgun shot, maybe when you use your m2 it could instead become essentially a bigger version of visions, which explodes in a pretty big aoe but does less damage than regular m2
!feedback
Have a Christmas Easter egg in the void fields about the 12 days of Christmas.
!feedback
rex’s self damage should be classified as a separate form of damage that is not effective or has reduced effectiveness for the permanent damage modifier to allow rex to use their full kit without getting completely screwed over.
!feedback
give Elder Lemurians a chance on death to fall into the iconic Lem death position 
!feedback
Make Remote Caffeinator's E(number) go along with the level of Eclipse you're currently playing (Remains 0 on normal gameplay)
!feedback
allow me to replace one of captain's orbital probes with the diablo strike so i can use the orbital strike and diablo strike at the same time??
!feedback
Make it so that only using one shot of bandits primary is still agile but stops if you use a second one before reload time finishes
!feedback new bazaar interaction! When killing newt, you don't get really anything for your efforts, this is quite lame. So I propose that when you kill newt, all the lunars in the shop and the seers become free. This might seem a bit op that you can essentially make everything free late run, so shorten the animation for kicking you out by 0.33 secs, to make it slightly harder to kill him in time. and if you are that late in a run then you are more or less just running around instantly killing things, and a way to spice up your run is to purchase lunars for meme purposes. this will also incentivise not to cheat in coins. 
!feedback
Entering void locus or deep void should have a chance to corrupt 1 stack of corruptible items. Seeing as you’re entering the literal void where those funny items were made it would kind of make sense.
!feedback
Survivor: Gauss Gunner
Passive: High Voltage - Enemies that hit you with melee damage are shocked.
Primary: Ionizing Coilgun - Rapidly fires electrified bullets that deal 80% damage on hit, which can chain to two extra enemies within 5 meters for 50% damage per chain. 6 shots per second.
Alt primary: Tesla Beam - Fires a close-range stream of electricity, dealing 800% damage per second. Chains to two extra enemies within a 5-meter radius for 200% damage per second. Unlocked with achievement Couldn't Resist: Die to a lightning bolt.
Secondary: Shockwave - Fires a close-range electrical wave that deals 1200% damage to all enemies within a 5 meter cone. 6-second cooldown, shocking.
Alt secondary: Lightning Strike - Fires a long-range thunderbolt for 800% damage within a 3-meter radius. 4-second cooldown, shocking. Unlocked with achievement Overload Overlord: Land the killing blow on an Overloading Wandering Vagrant.
Utility: Magnetize - Pulls the target enemy toward you. Heavy enemies pull you toward them instead. 2-second cooldown.
Alt utility: E.M.P. - Deals 500% damage to all enemies within a 10-meter radius. 10-second cooldown, shocking. Unlocked with achievement Electric Boogaloo: Kill an enemy with a Ukulele chain generated by your chain lightning.
Special: Lightning Rod - Electrifies you, dealing 50% of your max health as self-damage over 5 seconds. While electrified, you fire streams of electricity at up to three enemies within 20 meters, dealing 2000% damage per second. The electricity chains to two more enemies within 10 meters from there, dealing 500% damage per second to those enemies. 20-second cooldown, shocking.
And so he left, having lost his electrifying personality.
And so he vanished, unable to experience his shocking defeat.
!feedback
New item: Bigger Ukulele
Red item
Sends out a small pulse similar to genesis loop every 30 seconds. It travels for 15 yards before disappearing. Does 1500% damage and stuns.
Edit: changed cooldown and made it stun
!feedback
Why does railgunner supercharge scale with attack speed but captain Diablo strike doesn’t? Make Diablo strike scale with attack speed.
!feedback
Add chef so when I go against mythrix I can say “I’m the cook”. Also because beating up mythrix as a chef sounds funny so yes I would like chef to come back in risk of rain 2.
!feedback let us scroll up on the chat so i can see who activated shrine of the mountain and sabotaged my run
!feedback make the crazy knockback from console an artifact
!feedback
Could there be an autosprint toggle in the options menu? I do not think having to manually activate sprint is like, game ruining or anything nor does it bother me a great deal. It's just an extra step of busywork to the game that feels incredibly superfluous to the whole experience.
!feedback
Permaban people who put multiple suggestions in one thingy and then you disagree with one and just downvote Cause their dumbass couldn’t be bothered to wait 30 minutes
!feedback could the hit box for Mercs projectile be a little bigger. ATM the hit box doesn't match the visuals and it'll go right through an enemy when it definitely looks like it shouldn't
!feedback Add custom voice lines when Mithrix hits you with different items. Ex. "BELIEVE IT" when hitting the player with Shuriken
!feedback
Remove shuriken homing
The slight homing shuriken have are often times a detriment rather an aid due to their velocity. The homing also ensures every projectile follows a similar path, meaning you lose the value of the item if an enemy is a couple meters behind you simply because they're a little closer. It's extremely disappointing and makes using shuriken extremely dissatisfying most the time you have it.
!feedback
In multiplayer, it's extremely important that everyone has a similar amount of items, if only to appease FOMO and not a necessity.
However it's extremely easy for item disparities to happen, especially when one of the survivors is innately faster, or someone dies.
With that said,
I think there should be a little number of items counter for every individual on the scoreboard, so players can more easily check if they're being too greedy.
!feedback
Void Elite nerf
Whenever a Void Elite inflicts Collapse, jump 4 times to get rid of it
!feedback make 57 leaf clover and purity affect shrine of chance
!feedback
Remake Mithrix's debuff cleanse list. I can't find any consistent rule in how he cleanses debuffs.
!feedback
an alternative version of Captain's Diablo strike: a "shotgun"-styled massive orbital kinetic strike (just more diablo thingies instead of just one)
!feedback
This isn’t entirely considered game feedback, but we need some merch here, I need gup plushies, and maybe a tougher times and safer spaces one, even like a commando figure and such like that would be cool
(If a captain figure was made, he should come with the Diablo strike
!feedback
If the player manages to reach the skybox of the map on the moon after defeating Mithrix, add an alternate win condition.
Even though this is faster, you were already going to get to the escape pod and exit anyway. It'd be funny, trust.
!feedback
i want rex to have the atchission aa12 shotgun in risk of rain 2
!idea
For April Fools next year, make Mithrix say “I am the risk of rain.” when he spawns in and starts the fight.
!feedback
(This is technical request regarding mod support) I'd like to request that objects like Shrine: Healing and Deskplant Ward have a component / property that stores their "owner" (the character that created / activated them) which would be assigned when they're created, so that modders can access the "owner" of those objects. Currently, objects like the Interstellar Desk Plant have no apparent way of accessing what character is responsible for their creation; I can't modify the behaviour of something like Healing Wards, based on an item held by their owner, because said 'owner' doesn't get stored at all.
tl;dr RoR2 GameObjects should reference the "Owner" responsible for creating them.
!feedback
In addition to or instead of the energy walls that appear during the moon detonation there should be lightning strikes that create shockwaves similar to mithrix’s slam attack
!feedback
let bottled chaos trigger the used tricorn's effect
!feedback
New corrupted item:
CAT5 O' Nine Tails
Taking damage sends you into a Frenzy with a duration based on how low your health is. Corrupts all Razorwire.
Here's your order, one 500-foot roll of ethernet cable. Still don't understand why you play that game. You said you had to put your computer in a bunker 'cuz you wreck your house if you start raging? That's insane.
This would probably be strongest on characters like REX or Void Fiend, who expect to be at low health and/or have some built-in healing.
!feedback
New corrupted item: Bloodthirsty Shell
Killing an enemy grants +10% movement speed and +20% attack speed for 6 (+2 per stack) seconds. Killing another enemy refreshes the duration and adds another stack, up to 3 (+1 per stack) stacks. Corrupts all Berserker's Pauldrons.
The idea is to encourage kill "streaks" rather than Pauldron's kill "bursts," while granting a similar buff. Ideally, this item would come with a rework to Hunter's Harpoon so as not to be too similar.
!feedback
lumerian skull (void Berserker's Pauldron)
gain plus 5 positive hp regen.
damageing 4 enemies within 1 second gives you nature's blessing for 4 (plus 2 per stack) seconds. nature's blessing increases your hp regen by 300% and increases your base damage equel to your hp regen stat. corroupts all Berserker's Pauldron.
!feedback
Fix how Alpha Constructs face
Bandit can get backstab crits while an Alpha Construct is facing him, and actively firing at him
!feedback
Make equipment drones have a chance of dropping the equipment they had
!feedback
genesis loop rework
fire an electric nova that deals 800% (+400% per stack) damage per 10% of max hp you're missing every 60 seconds
!feedback
Make equipment Drones that carried an item and got destroyed keep that item when they are repaired
!feedback
Gunner drones desperately need a buff
!feedback
Change delicate watches to only break after 0.5 seconds. This would generally change nothing, but help immensely late game when you get one shot down to 15% and instantly heal up all your health. You shouldn't be punished when you have the resources to fix the issue.
!feedback
toggle to view b-skins in the survivor logbook entries
!feedback add dubstep music to the game to make the experience of fighting large enemy groups or bosses more intense
!feedback
Please update some of the survivor descriptions. I think some of us would argue about whether or not Artificer’s is accurate “High burst damage survivor who excels in fighting large groups” (with no mention of her unique hover ability) but almost anyone who has played the game would agree that Loader’s description of being “a slow but powerful bruiser” is just straight up inaccurate. Homegirl has some of the fastest traversal options with high mobility. Her base kit has her literally zooming through her targets. I’d also like to note that some descriptions feel focused on specific loadouts rather than a full overview of the survivor’s playstyle.
!feedback make merch
!feedback give engineer a passive ability that marks all drones on the stage similar to a radar scanner
!feedback Lemurian Body Pillow W H E N
!feedback
item idea - courageous snail
for the first enemy in a 13m radius around you, increases base hp regen by +1.5 hp/s (+1.5 hp/s per stack) plus +1 hp/s (+1 hp/s per stack) for additional enemies in the radius. corrupts all cautious slugs
!feedback
Maybe look into moving to wiki.gg for the wiki
Fandom has been spiraling downhill for a while now, so even if it is a big adjustment, it would be worth it in the long run
!feedback
item idea - courageous seasnail
for the first enemy in a 13m radius around you, increases base hp regen by +1.5 hp/s (+1.5 hp/s per stack) plus +1 hp/s (+1 hp/s per stack) for additional enemies in the radius. corrupts all cautious slugs
!feedback
Add buckshot damage falloff to captain m1 (its literally a shotgun and shouldnt be spammable at a range), improve damage of fully charged shot.
add mandatory discord integration that bans people from the game for 3 days if they post a new item suggestion
!feedback artifact of imitation: enemies receive your items as well
!feedback artifact of mutualism
all players have combined health and take damage when others take damage.
drones and minions also have shared health(not sqd turrets, and also not shared with players)
!feedback
Some random green item idk
Your projectiles travel faster and deal more damage based on how fast they go
Something like 15% speed and 5% damage
Would affect items like shuriken and atg, as well as skills like engi grenades, arti nano bomb, and even flamethrower, corrupted drown, (I know they aren’t projectiles but it would be cool to give them more range somehow) and captain orbital and Diablo strikes (they would hit faster)
!feedback
Corpsebloom still has probably one of the lowest pickup rates of any item I've ever seen.
FORCES the player to play much more carefully in exchange for blowing up everything in sight, and
makes the player infinitely harder to kill whilst decreasing their longevity if they choose to stay in danger too long, I'd like it if
could play a parallel role to
.
doubles your healing at the expense of a healing over time; but the tradeoff is hardly ever worth it. One approach could be to make it's healing effect stackable, similar to the burning debuff; each individual stack lasting it's own amount of time.
This would be a good parallel to
; it's main strength being that it can greatly empower one or two healing items to the point where the player is not incentivized to go for more healing items outside of reliably sustainable ones (
,
, etc. ).
could instead focus on having an individual healing over time for every source of healing the player has, incentivizing them to pick up a large quantity of maybe normally unreliable sources (in the context of needing instant panic healing, such as
,
,
,
, etc.) to build up a huge heal-over-time buff to outlast heavy hits of DPS. Additionally, it could be made multiplicatively stacking against additional stacks of healing: causing it to spike and plateau at different spots than
, which typically never plateaus in returns. (solidifying
as a Lunar further.)
!feedback
This has probably already been requested here already but Void Fiends corrupted special should change to something else if your minimum corruption is at least 100% through void items, cause there isn’t a point in having an ability that damages you with nothing in return anymore
!feedback
Make one of Mithrix’ skill messages “go touch grass”
!feedback
I think they should add sex to risk of rain
!feedback
the items in the ui of the scrapper should be sorted by rarity
!Idea
A new skill for bandit where every time they get a kill they speed up
!feedback
sentiant moskito (void infusion)
killing an enemy grants a token that increases the damage of dots by 1% (plus 1% per stack) per token up to a max of 100% (plus 100% per stack). you only retain 1/4th of your tokens (rounded down) when traveling between environments excluding bbt and a moment fractured. corroupts all infusions.
!feedback
Voidling needs nerf or rework. More specifically the homing shots. The boss is cool but if you have a boss that basically shotgun blasts you in the face if you are at close range to kill you instantly (putting melee characters at a disadvantage), keeping at a distance is necessary. But with characters like artificer or acrid, Arti's primary and Acrid's secondary will disappear before hitting. Commando's primary loses damage from a distance, and Huntress can't even use primary and secondary unless she's close. Then if you are even slightly not fast enough, you will pull a large amount of the homing projectiles and take a lot of damage, if not killing you straight away.
!feedback
Ban him
!feedback
sledgehammer (void crowbar)
deal 45% (plus 45% per stack) more damage to enemies below 38% hp. corrupts all crowbars.
!idea
Add the jetpack from the 1st game but in the form of 2 crowfunders shooting to boost you upwards like the mobile game jetpack joyride
!feedback
!feedback
firecrackers (white item)
activating an interactable places a set of firecrackers on the interactable. when enemies approach nearby the interactable the firecrackers go off after a short windup dealing an ok amount of aoe damage per stack. can be used on interactables that have already been used/purchased. the max number of firecrackers you can have set at once increases with stacks.
!feedback
If you do give survivors void touched skins for beating Voidling on Monsoon, replace commandos pistols with little plasma shrimps
!feedback
plasma katana (void gillutine)
damage a single enemy increases the damage of consecutive attacks against the target, this effect can stack multiple times and each stack deals more damage with more item stacks. also changes merc's sword into a crimson red katana with alt sound effect purely as a visual effect. corrupts all gillutines.
Rusted Shards
Damage dealt increases execute threshold. Corrupts all guillotines. ```ansi
[0;32m100%(+100% per stack) damage dealt to an enemy is stored
Gain an execute threshold based on Log_5(stored damage)%
(minimum 0)
If you don't know what this means, it basically means you'll be getting 3-5% on any enemy extremely quickly with only chunkier bosses getting closer to 7% or so. This is a massive downgrade from the +15% hyperbolically, but it is no longer specified to elites which allows for anyone you hit to have the potential to execute
!feedback
When scoping as railgunner disable
shiled effect, as it creates a pretty annoying effect that looks like this and moves a lot:
!feedback let us unready in lobbies
!feedback
give us the option under the visuals part of the options menu to toggle on/off screan filters from items such as brainstalks and tonic buff.
!feedback
Artifact that just gives the player infinite lunar coins, without affecting their actual lunar coin count.
Reasoning : a major portion of the playerbase cheats infinite coins. may as well make it official at this point, so people dont have to file edit.
(before i get called out : no i do not cheat in infinite coins)
!idea
Artifact that removes scrappers, cauldrons, and printers. Many people agree that scrappers, printers, and (to a lesser extent) cauldrons make the game too easy, and this artifact would be a better alternative to ignoring them entirely, as now the credits will not be wasted while generating the stage.
!feedback
Audable authority (white item)
when activating skills that comsume charges you have a relatively high chance (think around 20-35% chance or something balanced) to send out a 360 soundwave in a decient sized aoe that pushes enemies away from you and deals damage. radius, damage and push force scale with stacks.
!feedback
Commando Special
Plastic Explosive
On activation, throws a brick of plastic explosives that adheres to walls and bosses, but not regular enemies. After activating skill after explosive has been deployed, as well as a 4 second grace period where it cannot be detonated, it will remotely detonate, dealing 900% damage in a medium area with moderate knockback. Lysate cells add 1 additional charge that can be thrown at once, up to a max of 4.
!feedback
reduce the weight of the dedicated server, it is 2,3 gb. at least delete unused sprites idk (i am sure there is a lot)
!feedback
friendship band (equipment) 5 second base cooldown.
while holding this equipment passively gain a small amount of the following buffs: crit chance, lifesteel, and armor. you can activate this equipment when looking at an ally to spritually link with you. you can link with up to 3 different allys at a time. whenever one person in the spritual link gains buffs from items or equipment (including the friendship band) everyone else also gains that buff. if tonic buff is shared only the tonic user has the chance to get tonic afflictions.
Imp dlc when
!idea
Add chutney to risk of rain 2. Reasoning: it would be so awesome
allow corpsebloom's hp/sec and stored health effect to work with transcendence, I thought I did a big brain play by using aegis/plasma shrimp with a corpsebloom and then picking up a transcendence but the hp/sec was applied to the 1 health used for a transcendence. Really seems like they should work in harmony to apply the overshield with aegis.
!feedback
!feedback
rewording previous feedback:
allow corpsebloom’s healing effect to work with a transcendence the same way that most health% items do by taking what the health would be pre-transcendence and applying the hp, then multiplying the transcendence value/stack count. Acting similarly, corpsebloom’s healing would apply its health/sec with a transcendence based off of what the character’s health would be pre-transcendence. Allowing it to work with healing items, aegis, and transcendence, just changing the way the heal is applied
I do not mean that this heals the shield, just that health is applied, same as leeching seed
!feedback
item idea - imperial stone (lunar item)
kill all remaining enemies in order to charge the teleporters, enemies will be marked with the arrow thingy like how u can see the remaining void enemies left from a void seed
!feedback
amulet of time (lunar item)
the upside of the item is it causes the teleporter to start with 5 plus 5 per stack % pre charged up to a max of 40% at 8 stack.
as for the downsides I had 2 different idea's cause I couldn't make my mind up on which one sounded better. the first one was the teleporter radius treats you at standing outside it's radius while the tp boss is alive. the second alternative downside idea is that the teleporter boss doesn't spawn until the teleporter hits 45 plus 5 per stack % charge up to 80% at 8 stacks.
!feedback
Item- Back-up Generator [Red Item]
Immediately starts up a hastened (10[+5% per stack] faster) Shield Regen when killing 5 enemies in quick succession. Also, for every 5 enemies killed during Regen, 2(+1% per stack) of Shield is regenerated
Reasoning-
Shields at it is seems very weak to a lot of people, with a lot thinking it's more of a detriment (because of OSP) than a gain. Since we slaughter hoards of enemies anyways, why not give shield a better way to recharge in the fray than hoping you don't get plinked by a stray wisp shot completely stoping the recharge or finding a safe space to not get swarmed.
!feedback
suppress and corrupted suppress should heal/damage for 50 hp flat. as of right now, the healing from suppress is too strong and corrupted suppress isn't worth using at all, especially when considering hp to corrupted uptime ratio. this change would:
- make void fiend rely on suppress for healing less as the run goes on
- make using corrupted suppress actually worthwhile and viable
!feedback item tooltips on hover before picking up/selecting if command is enabled
Lunar kunal: it's a blue item: has a 25% to strike the enemy with a meteor 10% of meteors strike YOU..the meteor has a proc co of .8 and deal 500% (+500% per stack)(on hit)
!idea
!feedback Hitting Escape when in a menu should bring you to the previous menu screen.
!feedback
New green item idea
Nullifying Key: When an intractable is locked during the teleporter event, purchase it for free but 1 stack of this item gets destroyed. This would not be limited to chests but does not allow you to open anything that can’t be purchased with money.
This would be useful as it can prevent grinding for money for pricey items with the risk of enemies still spawning and potentially killing you.
!idea
!feedback
**Increase the proc coefficient on engineer carbonizer turrets. (current : 0.6) **
Proc Coefficient is a very annoying, bland and pointlessly arbitrary way to balance such primary and substantial skills, and its kind of stupid how moving turrets are nearly half as effective with total damage procs (
,
,
etc ) for no real reason whatsoever. Not to mention it's an unexplained mechanic and an unlisted stat, so many users aren't even aware of that when choosing which turret to use. Of course, they would have an obscene proc rate otherwise, but all which is needed to fix that is to simply reduce the hit-rate of the beam.
The two turret types are already balanced enough in terms of mechanical difference, there's no need for moving turrets to shafted in terms of proc DPS.
!feedback
have a visual timer above your hp bar that counts down from 60 to 0 to then reset to show when ego will eat another item.
!feedback
gesture should give -10% equipment cooldown on subsequent stacks instead of -15%
!feedback
Artifact of the past: Restores the old version of the final stage on the moon with the fight with mithrix (allows for nostalgia and easier access to speed runs, and if you do not like the idea then yo do not have the use the artifact)
!feedback
Add a “Creative” game mode that allows you to give your self items and spawn enemies. This will help test builds for future runs.
!feedback change gesture and make automatic equipment activation an artifact
Love the idea but maybe the name should be something like “sandbox” or “testing zone”(idk, I suck and naming stuff) because creative implies a full game mode rather than a fun thing to do everyone in a while imo
I agree. I just couldn’t come up with anything else but yea.
!feedback ottermando skin if aproved by the original/creator of ottermando
!feedback
Whenever you buy a static turret, it will stay at it's current position but the moment you start a teleporter-like event, it will immediately teleport near the teleporter and assist as you capture. As it stands the current static turret isn't that great and no one buys them unless they have a lot of money or they are next to the teleporter
!feedback
make artificers ice wall block bullets. they need a bit of defensive capabilities so why not make the wall do wall things
!feedback
A boss item for the Lunar Chimera.
Name: idk
Summons 4 energy orbs orbiting around you (Recharge every 10s). These orbs will destroy enemies’s projectiles and deal X% dmg (+X% per stack)
P/s: Chimeras are counted as bosses so i think it should have its own item like other bosses
!feedback
Make all my projectiles commando trading cards and make it so I cannot pick up any lunar otherwise, I die. Also, if you are playing as another character and you have a lunar, I invade your world
!feedback
Clay Pidgeon
Void Wax Quail
While falling, enemies shatter when killed, dealing 300% damage in a small area
!feedback
Nerf Collapse 😠
Add "find lootbox" and "pickup shipment" to the objectives list if you have key and shipping request form respectively.
As someone with ADHD, and someone who's currently playing a game fighting for my life, it is extremely easy to forget those items have an impact every stage.
also this would make the objective area feel a little less lonely outside of vields and commencement.
Add the Risk of rain 2 to Xbox game-pass and/or PS plus when the DLC comes out for console.
Because in my mind (I may be wrong) if you do that then more people will play the base game. The more people play the base game the more likely someone is to buy the DLC.
Hopefully this is all coherent and I did this right.
!idea
!feedback
I'd it possible that Xbox/Ps could pre-order sotv
!feedback make soldiers syringe reduce cooldowns for arti, cap and bandit
!feedback
short-range scope for Railgunner should become burst fire with backup mags
!feedback add vulkan support, it could improve significantly the performance on amd cards, I'm not a developer but it shouldn't be that hard to add!
!feedback add quick reset to prismatic-trials PLEASE
!feedback
quick reset in any game would be nice
!feedback add skill issue as a death message
!feedback hold another art contest
!feedback add the fireflies that minecraft didn't add. :(
!feedback
!feedback
Skull Spike: Corrupts all Warbanners - All enemies within range has their stats reduced (by the same amount the warbanner buffs by)
!feedback
Remove damage falloff on Will o' the Wisp, or give Voidsent Flame damage falloff. Voidsent Flame even though it has lower damage numbers outperforms Will o' the Wisp in almost all situations bar a Forgive Me Please build, and it's primarily because Voidsent Flame has no damage falloff.
!feedback
reduce the pull force of clay dunestrider suck attack and voidling black hole as you get further away from it.
!feedback new DLC on PC on March 1, 2023
!feedback they should add guns to RoR2
Clay pigeon
Voided
and
jumping while sprinting will send you 5m (+ 5m per stack) straight forward +1 jump (per stack)
!feedback
!feedback
I have an idea to give the Death artifact a function in solo runs.
I’m thinking give the player a free Col Droneman, tweak the AI so it follows you closer, and maybe also buff the health. If the drone dies, the player dies as well.
!feedback I’m not sure how to really say this other than I have difficulty getting full lobby’s of people, as well as they disconnected or I do. Really sad can’t get a match. (on ps4)
!feedback
have aegis start at 100% overheal instead of 50% overheal so its actually usuable pre-loop
!feedback I want to see these guys in ror2. WHERE MY BOYS AT
!feedback
Add any effect from lysate cell for mul-t, like they did it for captain
!feedback
Please make 3d printers unable to be close enough to/facing towards edges of the map so that I don't have to watch my item fly off the map
Rose buckler might need a buff, how about, It also gives you a 0.5 (0.5 seconds per stack) second shield upon stopping your sprint
!feedback
I don’t agree but here
!feedback buff gunner drone
!feedback slightly boost mercs base movement speed, and cap maximum dash distance scaling with movement speed. I'm sick of flying across the whole map bc I picked up some goat hooves.
could acrid have a slightly higher movement speed. it sucks if you get very little or no movement items.
!feedback
Engineer alt m1 wrangler from tf2
!idea
More maps with stage hazards in them like the bubbles on Sulfur Pools, flame jets during moon detonation, or the pots on Abandoned Aqueduct, maybe something simple like lava or just giving you debuffs like cold or armor crush.
!feedback
!feedback
let us drop equips
!feedback
please make it so you have to confirm to leave the lobby, I hate trying to type after the game ends and leaving
!feedback pleeeeeeeeease add a movement speed lunar thats not tonic. i hate having no way to get faster when having bad luck with movement
I'm old school. Add Johnny 5 from short circuit LOL
!feedback
I don’t even know what this is
!idea
Alt merc skin named pirate where he wears orange and his sword is replaced by an anchor
1980's movie about a robot that can shoot lasers.....LMAO
!feedback
Please do this.
!feedback add tharson as a playable character
We had Chef in the first game, why not Scientist in the second👀
Honestly not a terrible idea.
Chef was based on using certain skills in a certain order, and a scientist character could have many of the same combo-esque concepts without overshadowing Merc
no skills, because I'd rather not bog down this suggestion with specifics, but the general idea is a character based on elements or chemicals that would benefit from a high skill ceiling and medium to high skill floor.
!feedback
Voidling boss fight could use some sort of telegraphing for what attacks will just go straight through cover or here's a crazy idea: Consistency with either all attacks piercing some covers or none do.
Instantly gotten wiped off the map three times before I went and had a look at a guide online, I don't like doing it that way tbh. but there is no way I would have figured it out since half of the attacks my cover was fine and all of a sudden beams just go straight through and one-shots you, first thought was BUG! not Feature. 🙂
!feedback
Add a default difficulty option to settings
!feedback
Add more insanely low-chance rng mechanics, but they don't effect the game much. Like the elite aspects, but even rarer, and they don't have any actual game function. For example, a 1/100,000 chance for a beetle to spawn with googly eyes. No in-game achievement or anything related to it, it's just really rare and you can brag to your friends. Like a shiny pokemon.
!feedback
brainwave rod (equipment) 100 base second cooldown.
when activated place down a brainwave totem on the ground where your curser is looking at with a timed duration of around 35 seconds, the brainwave totem is about as tall as a comencement piller, has collision and inheret 75% of it's summoner's max hp rounded up.
while the brainwave totem is active, nearby allies within a short distance of the totem gain the brainstalks buff, enemies can attack and destory the totem. you can only have 1 active totem at a time per player but it doesn't count towards the ally cap in the same way as an engi turret.
!feedback
magical teeth (void monster tooth)
you have a chance on kill (that increases linearly with stacks and can hit 100%) to spawn a fairy sprit, any player that is nearby can collect the fairy sprit to gain 1 stack of the fairy's blessing buff, when you activate a skill that consumes charges comsume 1 fairy's blessing stack to gain 1 stack of the regenerate buff. corroupts all monster tooth.
!feedback
Rework arti's passive so it's ion jetpack from ror1 instead of hover
Or maybe make that her alternate passive
!feedback
I dunno if anyone else made that one already
but I say, we should be able to set eclipse lvl restriction in multiplayer lobbies (solo ECLIPSE are fun indeed, but multiplayer ones are enjoyable too)
to avoid those casuals or xue piao piaos /w their eclipse 1 huntresses and mul-ts from coming to "ECLIPSE 7 or above CHADS ONLY" lobby
!Feedback make certain drones or turrets that will inherit items you have when you repair them
!feedback
Alt primary for engineer that is a repair tool (Melee)
Could also be used to heal drones and turrets of all kinds. (Instead of doing crits it could stack burn?)
!feedback
Add a fuel array that you can grab from crashed ships
(Distant roost, sky meadow, rally point delta, sirens call)
!feedback
corrupted razorwire: each attack deals 30% total damage to 2(+1 per stack) nearby enemies in 20 meter radius
!feedback Second use for fuel array, instead of rex in the fire cave stage, in the stages before hand (wisp garden ect) have an interactable which turns it into a equipment with a similar cooldown to Preon, with aoe and start-up like the vagrant boss item but less damage. Nice little swarm clear, obviously reduce the range by a bit (10 - 13 stone golems laying down wide)
!feedback. Console needs the dlc since game starts to get stale and console doesn't have mods to keep the game more and more unique and interesting as time goes on
!feedback.
Artifact of order: the first item of any type turns every other item to that type to the same item (similar to the shine of order) example: you pick up a medkit all common items become medkits till you have no more medkits
!feedback
Enemy-applied Collapse needs to change, the damage even one singular stack of such can apply gets completely out of control fairly quickly in the game and certain enemies being infested can become a death-sentence if you aren't ridiculously evasive or have some sort of i-frame move that you can use to avoid the damage.
It needs more options for counterplay than relying on having a debuff-cleansing/blocking item, a character with a skill that has invincibility, or OSP.
!feedback
Make greater wisps' attacks stronger and make them less bullet spongy
!feedback
Artifact of Multitude
Multitudes mod, but an artifact. Automatically set to x4.
!feedback
!feedback Have soldiers syringe for characters like artificer to build chance of a double fire for 1 cost. E.g. 4 charges of Primary, soldiers proc's Primary down to 3 charges but fired 2 projectiles
maybe update the game
!feedback
!feedback give commando's alternate R ability (frag grenades) a sticky bomb effect, so that it can effectively target flying enemies, and well, enemies in general.
!feedback Add an option in multiplayer to make all loot instanced so that one player can’t take all the items or most of the items in a stage
!feedback
orb of heracy (lunar equipment) 30 second base cooldown.
the next skill you cast instead uses the heracy skill of it's respective skill type, if you already have that heracy skill instead double the stacks of it's next use.
!feedback
Void wax quail
While walking (Not sprinting) if you jump be sent backwards. Personally feel like it would be a great dodge/movement option for melee characters and huntress that lends itself well to consoles inability to do 180s quickly.
!feedback
Add Mouse & Keyboard support for consoles
!feedback
Give sniper scope 10% hidden crit
!feedback
Playing simulacrum with my friend, and got this to happen by sheer chance. Not much of a big deal, but still a little annoying that interactibles can spawn where void focus points are supposed to go.
!feedback
!feedback
Lunar item: Battle Rose
You get a +10% damage increase and +5% damage reduction during teleporter events per previous teleporter event
But monster spawn twice as frequently and a higher chance to become elite
!feedback
ok so take a second to look at rex, look at the little hook things he has on the bottom of his feet.
think about it, imagine walking on a wall, maybe there would be some kind of detaching thing or something, but you can just like walk on a wall like that. could be a passive or an ability, It's too late to decide
!feedback Local Split Screen please 🙏🏿 even if it's just for 2 players.
!feedback
Corrupted laptop daisy
Release a damage nova during the Teleporter event, damages all nearby enemies for 20% of their maximum health. Occurs 1 (+1 per stack) times.
!feedback ability to max / disable the spawning for items like monster tooth
!feedback
Void - Haunted Matchstick: Burn damage over time can trigger on-hit effects. Corrupts all Ignition Tanks.
(This would give burn a low proc coefficient, with additional stacks increasing that proc coefficient with diminishing returns.)
Void - Sociopathic Scalpel: Applying status effects heals you. Corrupts all Leeching Seeds.
!feedback
Multiplayer lobbies should have a "notes" section, that allows me to say what I want people to know before they join a match. For instance:
"Using x mod."
"Don't use Y character. "
"Using Z strategy."
This would appear after someone clicks on the lobby and they read it before joining it.
!feedback
Aggressive oils: void item: corrupts all 
5%(+5% per stack) for a firey explosion in hit with a 4m (+2m per stack) radius. 150% dmg initial hit.
!feedback
I thought of a great mod, i can't make it because I don't have the knowledge but it's a bleach mod (like the anime). You start as a human and have a skill tree to go in different paths, Soul Reaper, Quincy, and Hollow. The leveling system would be like the goku mod, any thoughts?
!feedback
robotic reinforcements (green item)
when a teleporter or holdout zone starts, spawn 2 (plus 1 per stack) security drones that have have the combat abilities of a missile drone mixed with an incinerator drone and with stronger base stats, security drones last until the teleporter or holdout zone is finished charging and don't count towards the ally cap.
!feedback
On the multiplayer screen with all the characters, I wish the characters would appear near each other instead of everyone in the back. It would also be easier to see what other stuff people are running. Also it would be more like "me and the boys".
Payday 2 one looks pretty good, maybe that could be used as inspiration
https://1.bp.blogspot.com/-d0vZ2NYt2Bs/WqNyXP5VQPI/AAAAAAAAELs/Y6QM8FNnjME_2IJjJm4zRLd9XPXE3wg3ACLcBGAs/s1600/6.jpg
!feedback
Ability to join back games (might get disconnected etc)
!feedback
server listing should show the name of the player hosting the game
!feedback add kirn to the game
!feedback
disable razorwire from hitting blue portal newt after being proc'd by helfire tincture
!feedback
Lesser Wisp attacks should be a projectile. Or they should have reduced turn speed while charging it, so that it's not practically a guaranteed hit.
!feedback
Add setting of autoskipping intros and outros
!feedback
!feedback
!feedback
captain should have a command that lets me focus my drones onto a specific target
!feedback
!feedback
Artifact of command should disable certain achievements, but could also have achievements of its own
!feedback
mul-t alt utility
Battering ram (base cooldown 6 seconds) has the heavy and stunning keyword.
barrel forward with boosted speed and stiff stearing to deal massive damage to the first enemy you hit and other very close enemies. can be charged for a few seconds increase damage, speed and proc co.
!feedback
!feedback
a mul-t alt utility that's actually different
you move like really fast and can drift, no damaging though
maybe call it racer mode
!feedback
!feedback
One of the upsides about having drones and turrets on your team is that they let you draw aggression from the enemies away from you. However, for some reason I’ve noticed that the worm enemies (Magma Worm and Overloading Worm) take attacking gunner turrets in particular a bit too extreme. If I have even a single gunner turret ally with me and there’s a worm on the map, 9/10 times it will charge all the way to the other side of the map just to go up against them.
Now this is honestly kind of funny, but it does start to get real annoying if you get worms as your teleporter boss and you’re forced to travel over to the other end of abyssal depths or sky meadow and deal with them yourself, because the worm’s attacks can be so inaccurate that it rarely actually kills the turret it’s targeting.
The fact that this behavior of the worms super prioritizing gunner turrets is so specific makes me think this is a bug of some kind, but even if it’s not, I’d love a simple fix of this issue, both to help potentially save time during runs, and to make gunner turrets slightly less bad.
!feedback
this but instead of a chance, it's guaranteed but also a percentage of the overflow damage. This seems meh as a proc-dependent item.
(since the original got deleted for some reason, the item was "25% chance to deal excess damage on an enemy to a nearby enemy")
!feedback
!feedback
the same thinbg but with live hopoo reaction
!feedback keep a part of desperado tokens when passing to the next stage (like 20% of the tokens), because it doesn't make any sense that they disappear, but them not disappearing will be kinda broken
!idea Kinda hard to explain but I feel like drones that change skills depending on what character activated it would be pretty cool. For example, if you picked Acrid it would shoot poison shots or it would gain health on hit if you picked Rex. Idk just seems like a cool idea and add a new element to tier lists
!feedback
!feedback
Robber's Quadbar (void item)
Deal +75% (+75% per stack) damage versus targets with less than 25%* health remaining. Corrupts all Crowbars
(instead of dealing massive damage against enemies with high health, deals massive damage against enemies with low health)
(*If this is too much, maybe like 10-15%?)
On the topic of drones, I think it would be really handy to have certain types of drones spawn more frequently on certain maps/stages
For instance, stage ones/forest maps have more healing drones, stage 2-3s/snowy maps have incinerator drones, etc.
The idea here is to more actively utilize the bazaar and reward people paying attention to what map they're on. Having 50 drones is cool, but specifically thinking about what drones you want and where to get them is another level of strategy that can potentially help drones become more useful for everyone.
!feedback
!feedback
I feel like Acrid heavily needs a rework or a buff. With exception to his primary and passive, his kit is good. Although his primary is decent early, it becomes irrelevant later. Also, he seems like the DoT character with his Poison and Blight, but both seem very underwhelming.
!feedback
concentrated hatred (lunar item)
deal more damage when hitting a single target, but deal less damage to each consecutive target hit with a single attack or when an attack hit multiple enemies at the same time.
!feedback
artifact of implosion:
-all enemies do a void blast on death, size being based on base hp
-all enemies are immune to void blasts
!feedback I feel like Acrid’s Primary needs a Damage Buff to stay relevant end-game, like @north dragon stated.
!feedback
Some green item that increases DoT tick rate
!feedback
Huntress is such a cool character to play, but her primary skill deals so little damage and isn't very satisfying to use.
I suggest reworking it completely, adding new SFX for firing and on hit events, adjusting ROF to make it more fluid (less downtime between shots but with a slower bow drawing animation for same overall speed) and increasing damage
!feedback make gunner drones more accurate
!feedback I want a artifact that make change you item every stage
!feedback
I think Happiest Mask is a great item, a mask for summoning the ghosts of your enemies is a terrific concept. However, there is one small quirk that prevents me from picking it up for fear of my run: **the ghosts can friendly fire you. **
Normally, this would never be an issue, due to most monsters only attacking their target (or having a short enough melee range to not matter anyways). But at later points in the game, a lot more bosses get thrown into the mix.
For example, the literal first time I picked up the
, the first thing it procced on was a Grandparent and it immediately praised the sun and I died for it. I think having the mask dealing no friendly fire would remove a slight bit of chaos from late game runs, but would just be a QOL change that wouldn't make the game too different at the end of the day.
!feedback Make Pocket ICBM apply to MUL-T's Scrap Launcher
!feedback
(Heavily influenced by another feedback, and a few messages in #ror2-feedback-discussion)
Stone Whip (Lunar item)
+100% sprinting speed (+50% per stack), but 1/2 current walkspeed (1/2 per stack) and take +100% damage (+100% per stack) while walking.
(Basically, zoom while sprinting but slow and fragile while walking. Could pair well with something like
or
, but probably is an overall negative anyways like most lunars. Also thought of not having the damage stat but it would just be a straight upside.)
Edit: I have been informed that this set of stats would do next to nothing, as the walk speed decrease and sprint increase cancel each other out. Basically, my take on this idea just makes you take more damage, and I kinda feel like an idiot lmao.
!feedback
I think the "HEAVY" attribute (dealing more dmg the faster you are) is kind of self-limiting with a very attainable ceiling. Too much speed and you literally can not control your character and fly off the map. Dealing with different experimental builds really highlights this problem (been trying a mulT transport mode build) and it's absolutely not viable with too much movespeed.
FIX:
Scale "HEAVY" damage based on ARMOR rather than speed - fits the theme better, and allows to scale infinitely (like the game intends you to) while not being limited by physics.
!feedback
Multiplayer.
On PC, the [TAB] button brings up the player list while participating in an online multiplayer game.
It's a great way to see others items 'n stuff. Nothing to complain about, right?
Well.
In my opinion, this should also list the local ping of the players currently in game though, just for QoL purposes.
I want to be able to discern whether I'm buffering or the server is acting funky.
:)
!feedback
salvageing parret (white item)
when the teleporter is fully charged it drops 1 scrap (that can be of any color) equel to player count times total mountain shrine effects. scales in the same general way as shipping request form but yellow has the same chance as green.
!feedback
Replace void enemies 10 needleticks with 3-5 plasma shrimps
The issue with needletick on enemies is that for all intents and purposes, it's an unconditional damage increase, and that's not interesting or fun to play against. It would be mostly the exact same if the elite just had a bigger damage multiplier. And just "bigger numbers" isn't an interesting or fun threat.
Well how is shrimp different? It's conditional. It only applies as long as the enemy has the small amount of shield it gives it. The elite would still be very dangerous, but now would have actionable counterplay; breaking its shield. The safer spaces void elites have also adds to this by making it a bit harder to break the armor.
!feedback
add item share artifact
!feedback
Either blacklist the Regenerating Scrap from the Scrapper, or make scrapping Regenerating Scrap transform it instead of destroying it. (My poor pile of 7 regen scraps...)
!feedback ban woolie for the discord
!feedback
make woolie community manager
!feedback
Ragged cape(Lunar blue).
The more there are enemies, the better goes your damage. Improves the lesser items you have and the farther you go. Deactivates any items you pick up by default.
Conceptually aimed to let people with no items catch up. Can be purified if you feel strong enough.
!feedback
void headstompers
the longer you are in the air, the more base damage you have
resets on landing and has diminishing returns so you cant just cheat as loader (please remove loader btw)
!feedback I think it's generally agreed upon in this community that risk of rain 1 is a good game. I think another common opinion in this server is that Risk of Rain 2 is not good. Nobody I have interacted with in this server has said "I would play ror2 for 13k hours" Nobody has said that, bad game bad game.
Ror1 didn't have aegis, so one solution I have to this dilemma is to remove aegis. Aegis is a red item that removes the fun from the game, as it is Aegis. Having +50% barrier effect per proc per second per heal is MERELY half of the true fun you could have by instead having Bottled Chaos, which increases your equipment +2 aoe effect by an extremely low percentage of +100%. Matching the Crowdfunder, this value will finally make it C tier, viable to the masses and balacing the overall item pool to have a balanced amount of A Tier, S Tier, D Tier, and C Tier items. (B Tier is irrelevent)
Removing Aegis is the one true way to fix RoR2‼️‼️
!idea

!feedback
!feedback
survivor idea (the sentinals)
(lore description) 2 sisters bound by a single shared soul and their duty as dawn and dusk sentinals must work togeather to survive and overcome any challanges.
(passive) intertwined destiny: the dawn and dusk sentinals are 2 individual entitys that share the item they gain and evenly distrabute any damage/healing they recieve, if one of the 2 sentinals ever dies so does the other. (damage is rounded down and healing is rounded up).
(special) inspireing lead: the player swaps between which sentinal they control as well as granting the sentinals lifesteel and slow immunity for a short duration.
(m1) hammer strike/claymore slice: the dawn sentinal strikes her foes with her hammer dealing damage and applies the sun mark, dusk sentinal slices enemies with her claymore dealing damage and applies the moon mark. if dawn's m1 hits an enemy with the moon mark or if dusk's m1 hits an enemy with sun mark, said mark is consumed and the attack deals double base damage.
(m2) bashing whirlwind/sliceing whirlwind: the dawn/dusk sentinal does a 360 spin attack dealing damage and knockback, if cast while both both sentinals are next to each other the skills aoe, damage and knockback are increased.
(utility) call to arms: tap cast to have the ai controled sentinal teleport to the player and gain barrior. hold cast to instead teleport the player to the ai controled sentinal and gain barrior.
!feedback
survivor idea (the nutsack)
m1: content update march for 2000% damage
m2: content update march in a 40m radius for 8000% damage
shift: sprint
ctrl: crouch
!feedback
Add a way to remove void items or revert them. The way it is currently, you are permanently locked out of some items. I understand the risk in the mechanic, and it's good, but I think a good offset would be to add a -somewhat uncommon- method to revert void items, probably have it be all or nothing instead of choosing. Maybe add them in the lunar bazaar at a -maybe hefty- price. Even lunar items can be removed in the current game.
!feedback
Please actually implement cool ideas from this channel
!feedback
Revert Commando grenade physics change. They've been uncontrollable rubber balls for too long please revert it.
This has made it to #top-feedback-archive multiple times already with it never being addressed. (#top-feedback-archive message)
!feedback
Give enemies in the void seed a marker that passes through walls, sort of a mark for death
I know void elites have the faint circle, but that only appears if the monster is behind a wall.
Void seeds however, have an incredibly potent distortion effect that makes void monsters in them discernible from the seed. This problem is most prominent with void barnacles being able to basically camouflage
You pretty much have to run into the seed, and look around for the hiding barnacles, which is stupid on its own, and even worse with collapse. (Which needs to be reworked anyways)
Just give them a permanent outline that draws over everything else. It’s that easy. ||time to get ratio’ed into oblivion by big stinky meanies😠||
!feedback
make cloaked chests take only 1 interactable credit to spawn on a stage
!feedback
On opening the game remind me that cloaked chests exist
!feedback
make the trickshot challenge harder
I think arcid should have a buff with steak it would be funni
!feedback
!feedback
artifact of gup 
chance for any enemy to split into 2 lesser versions of themselves with half health, half dmg and -33% movement speed upon death
!feedback
sentiant soccer ball (equipment) 45 second base cooldown.
activate the equipment to spawn a soccer ball that lasts 20 second, there is no limit to the number of soccer balls you can have out. attacking or sprinting into the soccerball will send it flying forward, if there is an enemy within a 80 degree cone of the direction the soccer ball was launched it will home in and hit the enemy dealing damage and stuns on hit.
Super Ball [Equipment]
[0;37mUpon activation, spawn one "super ball" that bounces off walls towards enemies
[0;32mBalls deal 200% base damage to enemies
Each bounce adds 25% total damage
Each bounce adds 50% total speed
[0;37mSuper balls exist for 50 bounces, or 30 seconds
[0;31m60 second cooldown
Thought I should rebalance this, since it's now much more useful in SoTV and can be a lot of fun
!feedback
Using ion surge on artificer while jumping the whatever this thing is (pic below) interrupts the trajectory, but doesnt give back the horizontal movement until you touch the ground, wich is sometimes really annoying
!feedback
Make it an in game option to be able to see ping while in a multiplayer game
!feedback
Make the leeching seed more viable by at least regenerating 1% of your max health per hit instead of just 1 health, and proc coefficient will also affect it, like it normally is, and for each stack after, it also heals for 1% of your max health
!feedback
magnifying crystal (void focus crystal)
Increases all damage dealt 30m from the player, by 20%
This would give some survivors that lack damage while being ranged, a decent damage boost, especially on huntress, because delicate watches can be difficult to sustain without elixirs, while being situational like the focus crystal, but requiring more spacing to get the bonus from.
!feedback
Add occasional rain events to maps with thematic rain for each map (snow for siphoned and rallypoint, acid rain for sulfur, etc.) that got more intense with difficulty increase. (drizzle would be light rain that is barely noticeable, monsoon overwhelms the screen with rain)
!feedback add post Death analysis for Players who have died in multiplayer. Increase detail of current death analysis (Example Maybe show the last 10 seconds before death?)
!feedback
Add a #console announcements channel so console players aren’t deceived by notifications in #announcements that could be dlc + rebuild announce dates, but are actually just stream notifications or non-console ror 2 news 
!feedback
regarding the idea with magnifying crystal above that got thumbed down, maybe make it be between 30m and 40m to make it more situational
!feedback
Please allow squid polpy
and bundle of fireworks
in the simulacrum item pool
For all the poglyp enjoyers and pyromaniacs
!feedback
Why
It's not going to be removed as the devs have said they find it funny (at least that's what I've heard)
!feedback change the outline of a thrown shhuriken to green to represent the items rarity
!feedback Change how hard elites scale in loop so its not a game of random oneshots. Might make looping more interesting and overloading etc more bearable.
!feedback
Item: Vulture's Wings
Deal bonus damage (maybe+25%) while youre in mid-air
!feedback
Completely rework Huntress,compared to others,she feels really underwhelming and overall less fun to play.
!feedback
Make Rex violently explode and magnificently ragdoll on death since he was fixed with the fuel array
!feedback
I don't know if this has been suggested before, but it would be neat for stages to have new decor or styles based on family events. Mostly I was looking at a stage where "the void becomes curious" and was thinking "hmm, what if this stage was covered in the debris that is usually contained within a void seed." I don't know how other family events would look, but I think the devs could come up with some pretty neat ideas.
!feedback
Black hole generator (void unstable tesla coil)
Pulls enemies towards the holder, while shocking them slowly for 100% (+50% per stack) damage, and has the normal 10 second duration/cooldown. It pulls in all enemies within 20m (+5m per stack)
!feedback
Make Engineer's Mobile Turrets have the "Sprinting" status more often. I'm not fixated on how this would be done, maybe they could have it when they're more than 3 meters away from you, maybe the sprint speed is reduced, I'm ok with that. It's a good way to actually make use of items such as NRG drink and Weeping Bungus.
!feedback
Adrenal Booster (void medkit)
Every time you take damage, gain 5(+5 per stack)+(1.0(+1.0 per stack)xplayer level) health regeneration for 3 seconds.
!feedback
Adrenaline Injection (void medkit)
Upon taking damage, gain a 30% (+20% per stack) damage boost for 8 seconds
!feedback
AdBlock (void medkit)
If you were to get a status effect, consume a charge. Gain 10 (+10 per item) charges. Becomes Inactive AdBlock if all charges run out (untiered item). Every time the charge is consumed, there is a 5% chance to get a Monthly Subsription (Special Void item). Behaves like a half of an Irradiant Pearl
||noop don't beat me plz||
Skill issue
!feedback
!feedback
OSP rebalance: the player always has osp and glass doesnt remove it, but getting hit too hard (a hit that is more than 90% of your max health) will disable osp for 30 seconds.
!feedback
!feedback
goobo jr explodes on death/timer
!feedback Exchange items for goods and services (lunar coins) at Newt's Bazaar.
(1 item, regardless of rarity, for a lunar coin.)
!feedback
!feedback
!feedback
!feedback
Dessert (just fresh meat but it's a green now)
!feedback i made a concept for an equipment that improves overtime, so did Dr UwU
The Checkerboard Battlefield
Strength of the effects increases with player level, piece's rank increases with stages passed
(Base form) pawn: The Peasant, "surpass despite the odds" spawns a warbanner (a weaker
)
(One stage to upgrade to) knight: The Drafted, "you must be agile to reach victory" increases movement speed for 20 seconds
(One stage to upgrade to) rook: The Chief, "they will see your strength, and they shall weep" increases attack damage for 15 seconds
(Two stages to upgrade to) bishop: The Exarch, "faith surpasses strength" the activator creates a buff aura (same radius as
) which grants weaker buffs of the knight and rook, but also gives healing
(Three stages to upgrade to) queen: The Noble, "greed surpasses faith" a weaker version of the bishop, but double money is granted for the duration, gaining money gives barrier
(Five stages to upgrade to) king: The Monarch, "But despite the odds, you surpassed them all", Passive effect: a weakened form of the queen (75% of the normal boosts and healing, 1.5x gold modifier), when activated: stronger form of the queen (150% of the normal boosts and healing, triple gold, however once the effect ends it needs to recharge before the passive is back)
!feedback
chess crown: equipment.
Reds made his own version inspired by my idea with it's own unique twist on how it grows in power over time.
the chess crown starts as a pawn and can upgrade 5 times. activating the equipment gives buffs for a decient period of time, something like around 10 seconds.
pawn gives 10% increased hp regen and upgrades into knight after killing 3 different elite type enemies in a single stage.
knight gives 20% increased hp regen and plus 20 armor, knight upgrades into rook after purchaseing 12 gold cost interactables on a single stage.
rook gives 30% increased hp regen, plus 30 armor and plus 30% attackspeed, rook upgrades into bishop after interacting with 6 shrines on a single stage (does allow the same shrine multiple times)
bishop gives 40% increased hp regen, plus 40 armor, plus 40% attack speed and plus 40% move speed, bishop upgrades into queen when you progress to the next environment (excluding comencement and planatarium) after stage 5.
queen gives 50% increased hp regen, plus 50 armor, plus 50% attackspeed, plus 50% movespeed and plus 50% base damage, queen upgrades into king if you kill an elite boss, revive with dios/void dios or travel to comencement or planatarium.
king gives plus 60% increased hp regen, plus 60 armor, plus 60% attack speed, plus 60% move speed, plus 60% base damage and plus 6 positive luck.
!feedback
!feedback Give them better ai while you're at it. little guys tend to just walk off cliffs and stare at dead bodies
!feedback
!feedback
!feedback maybe make bison steak give 2.5% extra health alongside the 25 extra?
!feedback for a new player one of the biggest problem is decifering all the items. many places in the game only show the icon. but the scrapper menu you could get a tooltip like in the tab menu. so please, give the scrapper menu an item tooltip.
!feedback
Increase base movement speed to 8 and adjust everything else accordingly.
Sprint multiplier becomes 1.25 (still 10m/s)
Goat hoof becomes 12.5% (still +1m/s)
Sprint juice becomes 20% (still +25% while sprinting)
Red whip becomes 25% (still +2m/s)
Heretic base speed increased to 10m/s
This is a combination of a buff and QoL of sorts. Almost every movement speed increase is a strange number because the base speed is 7m/s:
14% of 7 is 0.98
30% of 7 is 2.1
45% of 7 is 3.15
Stone flux reduces 7 to 3.5 -> 2.333 -> 1.75
The easiest way to reduce this hassel is to increase base speed to a number that can be divided evenly:
12.5% of 8 is 1
25% of 8 is 2
Stone flux reduces 8 to 4 -> 2.667 -> 2
!feedback
Add an actual water filled stage please.
We have several stages that fulfill the Ror1 stage thematic standard, all but for one.
Underwater.
SotV crustaceans were close in spirit, but dipping in and out of water to fight whorls (
) from Sunken Tomb is something I miss dearly.
!feedback please make the death screen include the full name of the elite enemy that just pounded your flailing corpse into the ground
TL;DR: "you were killed by: brass contraption" -> "you were killed by: overloading brass contraption"
!feedback
Show how you died in the death message. I want to know what 1-shot me so I can avoid it, even when I have dios or am in multiplayer
!feedback again an idea regarding item tooltips: instead of showing "hit E to pick up Medkit" can the short description text be ("receive heal after taking damage") included on the screen? This could be an optional setting, for new players.
!feedback
Buff huntress so she isn’t objectively one of the worst survivors for consistent runs in the entire game. I don’t care what is buffed, just make her a little more viable. The fact that Railgunner and Void Fiend are even in the same game as Huntress makes you realize the distance between the best survivors and the worst. I don’t want her to compete with the best survivors, but I just want to not feel like I’m throwing matches when I pick Huntress with friends
!feedback
Void item of: Focus Crystal -> Dispersing Lens
Effect: Adds +0.1 damage per meter away from enemy. Stacks.
!feedback
An ancient Egypt/pyramid map
!feedback nerf kipkip lol
!feedback
!feedback
I just accidentally ran over a Lysate Cell as MUL-T, and now I'm sad, because now I can't have three Forgive Me Please dolls at once.
In order to be less sad, I would like one of the following two things to happen:
- Some kind of alternative effect for Lysate Cell on survivors for whom multiple charges of ult doesn't make sense. For example, MUL-T might get additional attack speed when activating Power Mode or Retool.
- An "I Don't Want This" button, to mark an item as something I explicitly DON'T want to pick up, which would prevent me from picking it up at all even if I walked too close to it. This would double as a co-op QoL feature, so that players can mark bungus for their engineer and be 100% sure they aren't going to pick the bungus up by accident.
!feedback
Splitting #2 from the above into its own suggestion: An "I Don't Want This" button. Pressing the button while pointing at an item marks it as Not Wanted, preventing you from interacting with it or picking it up. Other players can still interact with or pick up the item. (Ideally, you should be able to press the Do Not Want button again to toggle the Do Not Want state back off, in case you change your mind.)
!feedback Make commando's grenades do the same damage no matter the distance. Also being able to cook grenades would be nice.
!feedback A new commando utility, Combat stim. Deals damage to himself but moves and shoots faster.
!feedback Seasonal events (Things like seasonal maps, items, mobs, characters and events) I feel like this could be a fun way to extend some gameplay
!feedback
nano protection generator (green item)
once per 20 seconds, activating your utility skill will deploy a temperary generator that will provide a %hp regen and %hp barrior to you and your allies in it's radius over 10 seconds. only 1 generator can exist per player and it's radius increases with stacks.
!feedback
make a popup that reccomends to disable mouse acceleration if the game is ran under steamproton ( basically for linux/mac), bcoz the game doesnt override it by itself and my almost 100 hours in this game were with terrible aim thanks to that. Also the menu has acceleration by default making it impossible to hit buttons properly, acceleration over acceleration is a pain.
!feedback
This but only for Christmas and the only change is Mithrix wears a Santa cap and hold a candy cane.
!feedback
New equipment: Neurological Bond (bad name)
Marks two enemy to be tethered together. For example, pressing Q for the first time marks the first monster, and Q the second time marks the second monster (has a reticle similar to Trophy Hunter's Tricorn).
After marking the two monsters, any damage, debuff, proc or effect dealt to one of the targeted monsters will be dealt to the other (Example: 400 damage dealt to the first target will also be dealt to the second, a ukulele that procs on the first monster causes another ukulele proc on the second monster, causing two ukuleles procs in total with each on one target. On hit items such as Kjaro bands will be able to activate on the two targets, causing two seperate runic flame tornados on the two targets, ATGs will be able to proc twice if the first targeted monster procs, a frozen debuff applied to one of the targets will also freeze the other etc.)
Monsters need to be within a certain range within the first targeted monster to be marked as the second target. After selecting two targets, the "link" would not break even if one of the targets move beyond the linking range. If one of the targeted monsters dies before the other, the nearest monster with the shortest distance from the target alive (within a limited range) will be automatically tethered and can only be reestablished for a few times. The effect lasts for around 20 seconds
!idea a meme channel on the server for funny moments
!feedback
!feedback
Follow up to previous post.
Mithirix will also have different quotes during Christmas:
Spawning:
Ho ho ho.
Be jolly.
Merry Christmas.
Spawning (when the Player is the Heretic):
Merry Christmas, Heretic.
Dealing damage (early phases):
Cheer.
Now is the time for cheer.
Jolly.
Soft - like snow.
Oopsie.
Cheer, child.
Sit on my lap.
You've been naughty.
Dealing damage (final phase):
CHEER.
HO HO HO.
WHERE'S MY COOKIES?
CRUMBLE LIKE A COOKIE.
WHERE'S THE MILK?
CHEER, CHILD.
WEAK, WITHOUT YOUR ORNAMENTS AND PRESENTS.
Player is killed (early phases):
Return to snow.
Naughty child.
No presents for you.
Player is killed (final phase):
NAUGHTY.
NO PRESENTS FOR YOU THIS YEAR.
ONLY COAL FOR YOU.
Player is killed as Heretic (early phases):
No presents for you, Heretic.
Player is killed as Heretic (final phase):
YOU GET COAL THIS YEAR, HERETIC.
The Player has Halcyon Seed (final phase):
RUDOLPH...? IMPOSSIBLE...!
THE WRETCHED REINDEER!
The Player has Halcyon Seed and Aurelionite is killed:
YOU CANNOT DEFY ME, REINDEER.
RETURN TO SNOW, REINDEER.
The Player has Halcyon Seed and is also the Heretic (final phase):
THE HERETIC? THE REINDEER? HOW? THIS IS THE WORST CHRISTMAS!
Mithrix kills a drone:
Inferior toy. Broken.
Primitive toy.
Inferior craft to my elves.
Mithrix is killed:
HO... HO... HO...
HO... HO... NO...!
MS CLAUS... HELP ME...!
THIS ISN'T VERY MERRY CHRISTMAS...
I JUST WANTED MY COOKIES AND MILK...
!feedback
Malleable Junk.
(white/ common tier item.)
Functions the same as
but for more readily available items.
!feedback
augment of metamorphosis for simulacrum
change into a different survivor for that wave (you are then reverted to the starting survivor)
Add a "creative mode" to simulacrum/as a new game mode. This would basically be Risk of Rain's version of sandbox from Ultrakill.
This would fit with the concept of the simulacrum being a simulation.
a couple notes:
*) achievements are turned off
*) simple commands like god mode and noclip are able to be used, and cheats is enabled by default
*) you can spawn mobs and interactibles as much as you want, and you can control AI and team (ally/monster) of all mobs
This is the best time more than ever to add a creative/testing mode in order to let people explore new content they unlocked or builds they think would be strong in certain situations.
Why isn’t there any console only chat these pc player are everywhere
Could you add agile to artificers flamethrower so you can sprint and use it at the same time?
!feedback
!feedback did it wrong I meant console vc chat only
!feedback
magical spanner (red item)
drones you purchase/already own/summon inherit 10% (plus 10% linear per stack) of your items up to 100% item inheratance. Equipment drones will copy your equipment instead of takeing your equipment when you activate them.
!feedback
Elite aspects could be dropped instead of a boss item for hordes of many (still taking up the equipment slot though)
!feedback
-
New interactable: Altar of Corruption "Corruption Devourer" (recycle Void items)
Sometimes on long runs I would like to be able to get rid of some Void items (for example, Benthic Bloom
and Lysate Cell
), but at the moment there is no way to recycle Void items in the game, and I thought that it would be possible to add a "Corruption Devourer" to the game - a new interactable altar (like Scrapper
and Cleansing Pool
). With "Corruption Devourer" you can recycle Void items.
Many people think that this would break the game balance, but I had an idea: "Corruption Devourer" takes only one item from the existing stack of identical Void items and at the same time turns this item stack into normal (not-Void) versions of these items (but 1 item less), and in exchange, "Corruption Devourer" would give a random Yellow Pearl (like the Cleansing Pool). Such an exchange of items would be quite balanced and limited, it also gives an additional opportunity to get quite rare Yellow Pearls. For example, a character has 5 Lysate Cells
, then uses "Corruption Devourer" and is left with 4 Fuel Cells
, also gaining a random Yellow Pearl
. -
New item: Red Pearl - new Yellow Pearl
Description: increases damage by 10% (+10% per stack).
Appearance: Red Pearl looks like a red iridescent orb. Also Pearl
(increases maximum health by 10%) can be called Blue Pearl.
Ways to obtain an item: Red Pearl can be obtained by using the Cleansing Pool or "Corruption Devourer"(my idea for new interactable) with a 40% chance (Blue Pearl
- 40% and Irradiant Pearl
- 20%).
P.S.: In my opinion, these small ideas look logical and don't break the game.
!feedback gup plush with geep and gip inside
Problem: Gup and Geep will become deflated without others inside them. Also, no flat bottoms
!feedback
Add a second layer of binds, would like to bind sprint to something else along with control(ctrl).
Context, just unlocked loader, and noticed need to press control while holding shift(to run while charging the fist) and its really awkward, since i am 10 hours in to the game getting used to completely new bind for sprint is kind of not an option, and changing keybinds everytime i play loader is a bit tedious.
!feedback
regenerating paper (equipment) 100 base second cooldown.
create a friendly origami clone (up to a max of 3) with double the base stats of the monster/ally your looking at that lasts 30 seconds.
goobo :(
!feedback crit glasses should should be able to stack past 10 for triple crit damage. for example, 11 glasses will give you 100% crit chance and a 10% chance to do triple damage. think crit chance given should be decreased to compensate, like 7.5% or so. and of course, you can go even higher, to 4x, 5x, 6x and the crit sound keeps getting louder and louder each time
!feedback
Probably already suggested, but here me out: Stages have a chance to spawn with a blue orb already at the portal and it shows up in the chat. Some people don't pay attention to the chat and want a blue portal so they head to the Newt altar and use it and nothing shows up in the chat, so they get confused and then realize the stage already had an orb, so they just wasted a coin for nothing. I propose that if a stage has a natural blue orb, the Newt altar should already be "activated" and not able to be purchased so people don't waste their coins on it.
!feedback maybe make one blue orb guaranteed to spawn naturally each loop, so that way if someone wants to head to newt they don't have to always hit an altar or wait on RNGesus
Make it every stage 4 starting loop 2 (celestial portal spawns but stage 4)
!feedback
Regenerating Scrap has no real use in command. Within the second loop, you can just, delete everything or get anything you want of any color if you're smart. Remove it as an option because well, most people don't want endless runs because "hehe I got 20 regenerating scrap, so 4 reds per altar + 1M lunar coins" makes it VERY hard to die.
well he dead if geep spwan so it's as it should be
no flat :(
True but no flat bottom
Chef, we need Chef four years is long enough to wait hopoo
!feedback
(
)
Why
Otherwise can’t get geep and Gup in
!feedback
Actually take the feedback ideas that are considered good or been upvoted a lot, and merge it into the game instead of considering feedbacks like an empty echo
!feedback
Heretic has some of the worst audio feedback registered in the game.
I am unable to enjoy even playing as them because none of the attacks sound like they're registering as a hit.
is the worst among the offending sounds.
Am I playing as a BB-Gun, (which arguably has more impact) or a resurrected bird with one of the highest inital base damage statistics?
It sure doesn't feel like the latter.
!feedback
Could you change the color for captain in the stats? And make it a cool blue because captain is blue?? Thank you!!
!feedback
Make survivors immune to specific elite effects of monsters when equipping an elite aspect (Like equipping Ifrit's Distinction makes you immune to burns from fire elites)
!feedback
I personally don't care though
!feedback
infested cube (void item of all tiers)
upon the first time picking up this item gain an extra special black tier item that's unusable but acts like this item.
interacting with a 3d printer or cauldron will consume the respective amount of stacks of this item and cause the item the interactable drops to the a random void item of it's respective rarity (excluding infested cube). corroupts all scrap and regenerating scrap.
This was received pretty well but didn't hit threshold, so bump I guess
!feedback unlock
at the character select screen by killing mithrix with her and successfully escaping with shuttle (or voidling). she is ridiculously expensive just to activate and you currently can never experience stage 1 as her (or even stage 2 because rng at newt shop makes it almost impossible without hacking in coins). having to unlock her normally the first time AND win the run is fine. having to do that every time you wana play her is just not fun
!feedback
!feedback gummy beetle queen plush
!feedback
Lodr 3rd grapple idea: Impulse Grapple
Basically, when you have grappled onto an enemy for at least 1 second letting go will propel you in the direction opposite to the enemy in whatever position you're in with the grapple.
!feedback Add a borderless window screen option in the settings
!feedback Add a Survivor Mastery Skin toggle to the corresponding Survivor's logbook entry.
!feedback do you think hopoo games could make it so that if you have risk of rain on console you could get it on steam for free? (just a suggestion because as a console player I just don't want to wait for the DLC to come for console) please regard any spelling mistakes -A Person.
!feedback
Add providence and his fancy worms and other bosses and enemies from the first game that didn’t return into simulacrum
!feedback
I think it would be cool to add a different option for stage 5. Kind of tired of going to sky meadow all the time. You could keep the trend of stage 5 being a remake of an original ror1 stage.
!feedback
just add more sky meadow variants instead
by '' variants '' i mean actual fully overhauled versions of the map like Distant Roost has, not just '' sometimes this bridge exists, sometimes it doesn't ''
!feedback
Add small "stations" outside the main safe zone in the Simulacrum so that players can venture far for chests while having small stations that can be activated for a temporary small safe zone and heals
!feedback
I think it would be cute if we got an artifact that makes all item drops be Void Potentials. The code tablet could be placed in the void locus or planetarium.
slackoon#2816 was muted
!feedback
!feedback
I feel like Chance Shrines are fundamentally flawed as they offer more risk with much less payout. As it stands Shrines of Chance have the benefit of starting at a lower price than normal chests, have the ability to get you a maximum of two items and have Equipment in its loot pool at the cost of having a 45% Chance to give you nothing while increasing its price by 40% per usage of it.
The issue arises when you continue to get nothing as the price of the Shrine quickly surpasses the cost of a single normal chest once you activate it three times. Understandably it's a gamble, by nature of its design but on early stages cash doesn't rack up fast enough to afford gambling on the shrine too many times and even on late stages the shrine on six+ roles can quickly drain your money as the price skyrockets to absurd degrees.
Obviously at some point you should just leave but it feels disheartening as a player to potentially give up on an item or worst case BOTH items that the shrine could potentially give you to dumb luck, a game already quite RNG heavy. It is very possibly for your first 1 ~ 3 stages to be littered with Shrines of Chance, talking up vital spawning credits for normal chests to appear.
Either make it so that Shrines of Chance have a reduced chance of spawning on early stages to give way for normal chests or make the player more incentives to keep rolling on the Shrine when on a bad luck streak. Once can make it so that the more you roll on the shrine the higher chance for Uncommon and even Legendary items to be dropped from it. This makes the shrine feel more dynamic as it gives a player a choice to make: "Save time by cutting your loses" or "Continue to gamble on a potential large powerspike from a Legendary that may or may not appear".
can we make the galvanizer turret ai not braindead? make them 1: have more range, 2: make them be on the engies side at all times like twisted pair from binding of isaac 3: make that you can press q or some button to make them shoot a specific enemy because right now they just sit around and do nothing. they need to become better "companions"
!feedback
!feedback
amorphous plastic (void shaped glass)
your max hp is reduced by 50% (-50% per stack). reduce damage taken by -50% (-50% per stack)
!feedback
can we please have two separate channels for game announcements and Hopoo gameplay stream announcements.
!feedback I think it would be funny if there was an easter egg island like a moment, fractured's somewhere inside of the void, since it could kinda fit given their theme of yoinking everything they get their hands on
!feedback with each stack of tonic debuff decreases tonic duration, and the chance Is rolled on use
!Feedback
Give the chain walkways on the freakin moon more player friendly collision. Like, common…let’s be honest, the moon is already a tad awkward to navigate based on characters and items. Do we REALLY need to allow players to fall between the gaps on the chain bridges? Something that’s not even a factor in abyssal depths?
!Feedback a new m1 for the engi because the current is comparable to a wet toiletpaper in terms or range and damage. Suggestion1: a gatling gun that shot faster the longer it was held down with the downside of it having a overheating mechanic that could idk not allow to use your m1 for 5 seconds or something. Suggestion2: a tiny rocket pods that shoot basickly little rockets that make the enemy slower and do a little bit of damage in the process
!feedback let console players pre order dlc so they can use some of that money to get more devs working on making it come sooner
!feedback make artificers flamethrower range scale hyperbolically with attack speed. Itd be nice late game to have a bit more safety with flamethrower because enemies are pretty dangerous at that point and its usually better to stay away. It could also give attack speed on arti more use.
!feedback Make it so that Blind Pests cost more to spawn by the game's director than they do currently. Blend Pests don't only hit decently hard but they can come in sizable swarms and are far more durable than a Wisp. At the start of the game there are some characters who do not have the proper tools to effectively combat multiple swarms of Blind Vermin (Ex: Merc and Rex) and can easily get swarmed by the constant barrage overlapping with other enemies.
It has been a repeated complaint that on higher difficulties people are getting more consistent runs on stages WITHOUT Blind Vermin than they do on those that HAVE on the first three stages. The simple act of making them less common would greatly alleviate the issues.
!feedback please fix the jump pad in the lower level of sky meadow (the one under the metal door that doesnt close). about 80% of the time it just completely fails to land you where its supposed to
https://streamable.com/owx4zx
!feedback
corrupted cautious slug, get more money when out of danger
!feedback
If you have exactly $4815162342 by the time you complete a stage, a mysterious structure appears somewhere in the next map
Mysterious Structure: looks like a bunker with a circular locked door, kabbalistic tree can be seen engraved on the outside. To open it, bring anything explosive, like
/ deal 3000% in one shot to open it. Inside there is a button. If you don't touch it, nothing happens. If you press it, Providence appears and ||starts beatboxing||
!feedback
portable trampline (equipment) 10 second base cooldown.
when activated place down a trampoline on the ground in front of you (there can only be 1 trampoline at a time per player but it's duration is endless), jumping/landing on the trampoline will cause you to bounce into the air about thrice the height of a single headstomers jump, you take no fall damage if you jumped on/land on the trampoline. this equipment can't be forced activated by gesture.
!feedback
please buff grenades. in comparison to suppressive fire, the grenades do not really offer anything of value. they are inconsistent, do not hit the enemies who who are flying and do not stun significant threats on the field. All they do is miss minimal aoe damage with a very harsh falloff. I think a good buff to them would to make them explode on impact, either this, or make them stick to enemies so they can be a little more consistent. Maybe increase the amount of stock nades have by 2, so you can have 4 grenades.
!idea
New alt stage 5: ultra gaming house. The teleporter boss is a special event where a tractor boss spawns and you have to kill it before it demolishes your ultra gaming house. If you fail to do this, the stage will be destroyed and you will be instantly teleported to stage 1 and never see the ultra gaming house again. The stage 1 will be uncanny and have no chests, and all stages after it in the run will become more and more uncanny as you progress, having visions of the tractor that demolished your ultra gaming house.
Edit because I hit enter too soon
why does kipkip still have % healing for their entire healthbar on their m2 hopoo please there are like 3 endgames and 2 of them are the least fun thing I swear
!feedback
Allow closing of the scrapper menu by using the ESCAPE key rather than just pausing the game while in the scrapper menu. It's really just quality of life, but I cannot get used to not pushing escape to get out of menus like these from other games that use similar menus. It's just a small change, and who wants to pause in the middle of scrapping anyways? In the middle of a multiplayer game where both menus obviously don't freeze time, and now you got two menus to close out of while a minigun is spawning behind you, pelting you with bullets.
!feedback
Buff directive harvest. The healing it provides is way too inconsistent when compared to tangling growth, the fact that it's on kill AND you have to go pick up the fruits makes it unreliable. It also does no damage so there is no benefit there... I think increasing stocks so you can use it more often to make it more consistent would be nice, alongside a rework where you only need to hit enemies to drop weaker healing fruits so it doesn't have to be on kill...
!Feedback I got an Artifact Idea; The Artifact of Agility, it would double Movement and Attack Speed for both Players and Enemies, simple as that.
!feedback
This but now we can actually vote on it
!Feedback Reload timers on equipment drones? Seeing when an ability one of your allies has is ready or on cooldown can really turn the tides of combat!
!feedback
Got an idea for a new green item: The fire extinguisher, Reduces time on fire from flaming enemies' attacks.
-2 seconds on fire +(-1 second per stack)
!feedback make it so that rex's vines are green if youre using their mastery skin
my friend has been constantly crashing and being unable to join back, please fix it
!feedback
steve's beaver
your special ability fires 25% (+25% per stack) faster and deals 33% (+33% per stack) more damage. chance to permablock any enemy that deals damage from existing
!feedback
New Artifact
Gatekeeper Artifact
Bosses are now significantly stronger,however killing the boss charges the teleporter instantly now.
!feedback: i think a lunar based dlc would be cool, delving deeper into lunar items, the moon and all the crazy stuff behind it
!feedback
!feedback: "New" uncommon item
Guardian's heart : Gain a 50 health shield (+50 per stack). Shield recharge delay is +25% shorter (+25% per stack, hyperbolic)
!feedback About the Void DLC
It seems that Engineers Turrets simply don't target the ||voidling|| it got close enough so that they should target it, but they just ignored it. Spider mines don't reach it either, and regular attacks means you have to be extremely close to even hurt it.
Could this be fixed so engineer is an actual viable character to play this dlc with?
!feedback I just think it'd be cool if artificer primaries recharged like scrap launcher
This, but a couple changes:
[0;32m+24%(+8% per stack) max health in shield
Shield recharges 0(+1 per stack) seconds faster up to a total of 7 second reduction
I would love to see this item return, maybe as a green maybe as a red, because the idea is really cool and it could become a new boss item.
Shields are also a very underutilized mechanic; we already got a taste for what it could be from plasma shrimp.
Also the 7 second reduction cap is because shield takes 7 seconds to start recharging and 2 more to actually charge. Making it any shorter than 2 seconds would probably make shield extremely strong.
!feedback
Survivor idea, the cyborg, inspired as a redeisgn of my cybernetic skill replaceing items into survivor skills. now with a new passive.
(passive) resilant core: debuffs are 50% less effective against you (aka their duration and damage they deal to you are halved)
(m1) plasma beam: this skill has the keyword agile, deal 5x200% damage per second onto a single enemy, the beam has a range of 75 meters and will auto lock into your target while holding the skill (think like tf2 medic heal beam), the beam will reduce the attack speed of the enemy your locked onto by 35%. skill proc co is 1 per hit.
(m2) magnetic shove: unleash a 360 spherical wave that extends over 20 meters that deals 700% damage and pushes enemies away from you. attack speed will scale this skills push force instead of cast/animation speed. skill proc co is 1.0 and skill base cooldown is 6 seconds.
(utility) hologram duplacation: summon a hologram copy of yourself that inherit your movement increasing items (does also include hopoo feathers and headstompers) that taunts the nearest enemy to them, can't attack and last for 8 seconds, reactivating the skill while the hologram is alive causes you to swap place with your hologram and despawns your hologram. skill base cooldown is 15 seconds.
(special) augzilary overdrive: this skill has the keyword agile, gain 100% increased movespeed and 100 armor that decays over 10 seconds. this skills cooldown starts when this buff expires. skill base cooldown 10 seconds.
!feedback
turn spinal tonic into a cigar and tonic afflictions into ash balls of lung cancer. embrase the fun and or regreat of smokeing in a video game with the realistic possibility of lung cancer.
!feedback
Let **Eviscerate **proc Expose at the end of the ability.
This would allow for smoother combos with the rest of Merc's kit and brings it a little bit closer to Slicing Winds. Currently, **Slicing Winds **outclasses it with more damage and aoe, along with more combo potential.
This change also teaches players to try to mix in more abilities between Eviscerate.
!feedback Let players bind multiple keys to a single action, and vice versa. Most modern games allow this, and it would be a generally nice quality of life change.
!feedback
whenever you dodge an enemy attack with iframes the game should say Skillful dodge mate, but whenever you get hit right before getting iframes or right after getting iframes expire the game should say Skill Issue scrub.
!idea
New equipment: elemental sponge
Visuals:
Unattuned: a clear cube floating near your left hand.
Attuned: it changes color to the chosen elite type. It also inherits the headgear of the elite type.
Effects:
Unattuned: has a targeting reticle similar to the trophy hunter’s tricorn, but only targeting elites. Activate the equipment while looking at an elite to attune it.
Attuned: shoots a piercing laser for medium damage, the laser has different effects depending on the elite you attuned to. It inherits the base effects (the ones all attacks have when you have the elite’s aspect), and changes color to match the elite. When attuned to a tier 2 or perfected elite, the laser will ricochet 3 times. 15 second cooldown
!feedback
Give Voidling's legs hitboxes so that engineer turrets and melee characters would have an easier time hitting it
!feedback
Primodorial Cube should have a small 10% damage explosion when it expires to remove the OP pot cube exploit
!feedback
captain's beacons, loader's pylons and effigy of grief totem should not be able to press buttons as well, to keep consistency with remote caffeinator, it's a newer item and it doesn't apply any pressure to the buttons so it must represent john hopoo's vision about how buttons must be pressed
Once again annoying the devs with requests for Chef, four years is long enough to wait for the ror1 community favorite hopoo
!feedback
!feedback
Make it so when newt gets voided by lost seers or even a death implosion he remains, so he’ll establish dominance.
!feedback
New engi alt: Nanomegaultracarbontitaniumalloy bubble (temporary name)
Basically, this is an alt utility which increases engi's mobility. Engi's pack will blow out a bouncy ball thing with jets on the side and a hovering turret above it (depends on the chosen turret). Basically, engi can go in and the turret will target on its own. This will roll at about the speed of a character with 3ish hoofs. Though the bubble does have a time limit of 30 seconds, with a 5 second reduction for any physical attacks inflicted upon it (this will neglect projectiles like the bubble but on a more personal scale). You can also aim (like with harpoons) at an enemy to use the jets to forcefully collide with them for 300% dmg. Though this will take 10 seconds from the time left for use (it can be used one last time even if there are less than 10 seconds left though since it could only be used up to 3 times in 30 seconds anyway). Finally, you can bounce with the bubble and jump on enemies for 100% dmg (each enemy bounce gives bonus height) and if you hold the jump button while in the air, the bubble will fly up for a large distance, then it will hover, and finally aim the propellers up and send the bubble flying downwards, where you can either hold the jump button to do one last bounce, or let.go for 2000% dmg within a similar area to full head stompers. At which point engi will be unable to use the bubble until its 1 min cool down ends.
!feedback ok but make this an equipment instead
!feedback
on april 1st change every enemy into various ror2 youtubers and streamers, they also come with unique chat messages and audio sound effects if you either kill them or get killed by them.
!feedback
extra simulacrim modifiers to spice up simulacrim runs.
(1) the ability to remove the void fog from the stage allowing the entire environment to be your battlefield to stain with the blood and corpses of the enemies you kill.
(2) the ability to set what environment/stage you want to bout on for the entire simulacrim run with the interactables refreshing their ability to be bought and drop loot every 5 or 10 waves.
(3) making simulacrim constant fast pace fighting with basically no downtime between waves, think like ultrakills endless mode/cybergrind level.
(4) the ability to toggle what interactables and or items/equipment can/can't spawn because why the hell not.
!feedback I was wondering if the UI Back button can be bound to the Escape key instead of clicking on the Back button all the time. Just allows for quicker navigation of the menu's. Sorry it sounds like a small issue to complain about.
The same for scrapers...
!feedback
Scrappers and Printers should have a 2% (white) 5% (green) 15% (red) 50% (yellow) chance failing and deleting your item. They're absolutely broken right now and trivialize the game
!feedback
Have a Survivor Concept.
The Blade Dancer
Passive: Momentum of Form -- Gain 1% Attack Speed per killed enemy up to 20% AS. Lose Momentum upon taking damage.
Primary: Dancing Blades - Fire a volley of 1-7 blades, dealing 75% dmg per blade.
Secondary 1: Form 1 - Leapslice - Dash in a direction, slicing all enemies for 125% damage towards a target enemy. If the target enemy dies, heal back 10% health and refund the cooldown.
Secondary 2: Ease and Pull - Drop a blade pillar that lingers for 1.5s. The pillar rushes to your direction, slicing all enemies it passes through for 200% damage. Enemies that die add Momentum stacks and heal for 1% HP.
Utility: Form Two - Swift yet Graceful - Gain 100% speed and 35% damage reduction for 3 seconds while being enveloped by blades. Enemies that attack you take 35% dmg back.
Special: Pirouette of Blades -- Dance in a circle, releasing blades in a sunlike pattern, each blade is guaranteed to crit the first e enemy it lands and ricochet off once. Holds up to 3 stacks of this ability. Has a 6 second cooldown per stack.
!feedback
Alternatively, make scrappers take 2 items to print 1 scrap. Would make scrap harder to get more of without just randomly deleting your scrap
!feedback
Scrappers and Printers should have a 100% (white) 100% (green) 0.1% (red) 95% (yellow) chance failing and deleting your item. They're absolutely broken right now and trivialize the game
!feedback give artificer some sort of visual for her primary reloading, like how bandit reloads his gun. Artificer's primary seems like something her bracers have to charge up again (probably also a cool reason why attack speed doesn't make them recharge faster, albeit a weak one ig). Not much of a mechanical upgrade, I just think it'd be cool!
Could be a bar on her bracers that slowly charges up and reduces when using some of the charges. It should be placed in a way that when her arms are at her side the player can still see it.
You could do this for other attacks of hers, but I think the primary would work best for this. If you did add an effect to other attacks, it should probably just be a visual flash on the bar, and not a charge-up like the primaries would have. (Electro overcharge effect on the bars when using electric attacks like nanobomb would be really cool to see for example)
!feedback
when a Scrapper or Printer is supposed to spawn on a stage, instead delete a stack of the same-rarity item to make the game more balanced. They're absolutely broken right now and trivialize the game.
!feedback
Scrappers and Printers should have a 2% (white) 5% (green) 15% (red) 50% (yellow) chance failing and uninstalling your copy of the game. They're absolutely broken right now and trivialize the game
!idea
Scrappers and printers should have a 40% (white) 8% (green) 90% (red) 0.1% (yellow) chance to spawn 30 elite larvae with the berserker’s pauldron buff. They’re absolutely broken right now and trivialize the game
!feedback
Scrappers and Printers should have a 13500% (white) 13500% (green) 13500% (red) 13500% (yellow) chance to fail and open up the most recent Woolie stream in a new tab. They're absolutely broken right now and trivialize the game
!feedback
Either a Standalone game or a prequel DLC expansion for the risk of rain universe centered around the old war, and learn about what went on back on earth that makes people bring up the old war so frequently.
!feedback
rusty hourglass (green item)
during a teleporter event/holdout zone, gain 10% per stack skill cdr.
!Idea
!feedback
!feedback
give providence a cookie idk I think he'd like one
!feedback
Have Beads of Fealty not be locked behind the True Respite achievement so it's possible to get both merc and fight twisted scavs in the same run
!feedback
Make it so Blind Pests are unable to spawn in locations that have roofs/ceilings. It comes off as weird that Blind Pests are capable of spawning in the caves of Siphoned Forest despite that their spawning animation has them falling from the sky. Alloy Vultures have a similar spawning animation in where they fall from the sky and they have it so that they are unable to spawn in areas that are roofed, so it only makes sense that this trait be consistent between the two monsters.
!feedback
Can we get a change with artificer? I feel that her plasma bolt ability is incompetent compared to her flame bolt. Plasma bolt does the same damage with barely any increase in AoE. Flame bolt has a slight bit of AoE with same base damage but adds fire. I think that plasma bolt could be something different or something better?
!feedback
add back evolved lemurians as a melee-only flying enemy
!feedback
catagory multishops.
displays 3 different item of the same color as the multishop itself that all have the same catagory type of either damage/healing/utility.
catagory multishops can be white, green or red.
!feedback
Another day of asking for the return of Ancient Scepter from RoR1. Upgraded fourth abilities makes it feel like it's your birthday every day.
!feedback
lotus of rage (red item)
during boss fights (aka whenever there's a boss hp bar on screen), teleporter events and holdout zones, you emit a enraging aroma around you that gives % lifesteel and a small flat base damage increase to yourself and nearby allys. radius, lifesteel % and flat base damage boost increase with stacks.
!feedback
A remastered version of Risk of Rain 1 on the Risk of rain 2 engine, making the entire game 3D
!feedback
Make a portal that allows the player to loop if they accidentally go to commencement without touching the prongs.
!Feedback
Otherworldly Chip - Lunar tier
On hit, gain or lose 3 (+3) gold, 50/50 affected by luck. Scales with time
!feedback
An extra effect for the Beads of Fealty to give it use for Eclipse and just more use in general.
For each stack of Beads, reduce the amount of pillar sequences needed to access Mithrix or Voidling by 1. If you have four stacks of beads, you instantly gain access to the arena jump pads/deep void portal.
!feedback I think it would be neat if there was something like Vampire Survivors's Banish mechanic.
For those who are unaware, in Vampire Survivors, you choose an item when you level up. However, you can unlock the ability to skip getting an item, and instead select an item to be removed from the selection pool for the rest of the run.
Getting something like Warbanner on somebody like Commando can be annoying, and it would lead to more choices like banishing the item, or keeping them as a source of scrap.
TLDR have a way to remove items from the chest and multishop item pools for 1 run.
!feedback
!feedback
add a setting or something of the sort for ror1 osts to show up during normal gameplay
maybe random chance
!feedback
Add an option to continue the teleporter's soundtrack even after fully charging it, cauz most of the time the teleporter finishes charging before the music even finishes
!feedback
buff blind pests it would be funny
!feedback name the chronobauble bot chrono'bot'le
!feedback
Make us able to stick pressure mines to teammates and turrets so we can make things into moving bombs
!feedback
Buff huntress by letting her sprint in all directions as her passive
!feedback
nerf huntress it would be funny
!feedback
scrollable Prismatic Leaderboard, a separate leaderboard for each survivor, and a quick restart button. Simple ways to increase replayability and urgency to play
!feedback
sell the game on gog you sell ror1 on there, and it would be nice if ror2 was on there
!feedback
More acrid NOW
Hey take a page out of drg's book and update your game instead of selling merch
!feedback
Since steam is adding the ability to buy startup animations for the steam deck with steam coin things make a risk of rain startup
!feedback
!feedback
Add a Rex Planter to the merch store so I can have Treebot grow herbs in my kitchen.
!ideas suvivors of the void on switch I’m sorry but it’s been along time coming
!feedback
!feedback
golden wok (lunar item)
regular stages also contain 1 (plus 1 per stack) cauldrons (33% chance to be either white/green/red) to replace the same amount of 3d printers and shrines that normally would spawn. hard capped at 9 stacks among all players.
!feedback - item idea
desperate hourglass
adds +30% (+30% per stack) to your base damage. breaks if a teleporter isn't entered into in 6 minutes after spawning on a stage. corrupts all delicate watches
note: broken variant of this item doesn't corrupt delicate watches obtained later
!feedback
Look I can understand the lore and game feel reasoning of Captain's skill removal in the hidden realms. He's meant to be strong but only when he has access to ship, I can understand that. However I feel like this is ultimately somewhat unfair, especially considering how it seems likely that DLCs will emphasis the hidden realms further. I think most people will agree that being just flat out reduced to only two of your moves (with taser being taser so really just one) is just too harsh. No other character is purposefully hampered this badly for balance or lore reasons within the game.
My suggestion: Give captain weaker alternatives to his ship skills that work in the hidden realms. You can still keep the idea that captain is stronger with his ship to back him up while still giving captain players options in the hidden realms.
!feedback
Cancelling Captains normal shift before firing it should not put it on cooldown
!feedback
Beating E8 should unlock small permanent buffs for the survivor that you beat E8 with
Ex: Beating E8 with Commando gives a small QoL buff that increases his proc coefficient by 75%
man who has never seen a game release out of early access circa 2022
!feedback
Beating E8 as huntress should increase her damage by 200%
!feedback
Beating E8 as bandit gives him a dynamite for m2 and he can shoot it like V1's Marksman coins for beeg explosions. Also gives him alt passive called frontstab - crits are guaranteed from the front
!feedback
Beating E8 with MUL-T should give him a melee m1
!feedback
Beating E8 as Loader doubles the damage boost of the heavy modifier
!feedback
Beating E8 as acrid makes it apply 2 blight stacks
!feedback
beating e8 as artificer replaces all of her skills with ion surge
!feedback
beating E8 with REX gives a small QoL buff that increases commando's proc coefficient by 75%
!feedback beating e8 as engineer raises the maximum number of turrets you can place to 4 and gives turrets 8x health 😼😼😼
We need the gup plushie.
Release it... NOW.
!feedback
Beating e8 as void fiend changes suppress to suppressive fire, giving him more survivability and consistency
!feedback
Beating e8 as Railgunner should give her a small QoL buff that makes all of her M2 shots work like Supercharge without the cooldown
!feedback
ritual syringe (void red)
on kill spawn 3 syringes that seek out the nearest ally or yourself (prioritises players) to give them a random temp item/equipment buff for 6 (plus 2 per stack) seconds and heals them for 150% per stack of their base damage. corroupts all ceramonial daggers.
!idea
Beating e8 as mercenary should add +1 expose to all attacks
!feedback beating E8 with Huntress gives a very slight QoL buff that turns Acrid’s crits into AoE instakills 🤤
!feedback beating e8 should remove the crappy mode from your memory and game so you can live in peace
!feedback
buff flamethrower
compared to ion surge, it isn't that strong
!feedback
beating E8 as rex should make his primary attack give allies hit by it a syringe for each shot they take
!idea
Add him
His name is gulliver
!feedback Arrow Rain buff suggestion #1294214
!feedback
Beating E8 as REX should make his robot alternative skills not dogshit
!feedback
nerf stone golems
they're way too powerful as-is
they can snipe you out of nowhere, have nearly zero charge up time, and have absurd damage and health for their credits
they're effectively wisps and blind pests combined, with the health of a bighorn bison
!idea
Beating e8 as void fiend should get dubstep music in the game to make the experience of fighting large enemy groups more intense
!feedback beating e8 as bandit should unlock the playable wisp character that instantly explodes when the grovetender spawns?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/?/
!feedback beating e8 as huntress should unlock 13500% 3.0 as a character
!feedback
Honestly, Railgunner is an underwhelming survivor. She was hyped up with the SotV update, but she actually really sucks. She's really just a Captain reskin, but worse. Hopoo, please fix this.
!feedback
Buff Cryocharge or nerf Supercharge. Cryocharge does HALF of Supercharge's damage for almost no payoff. The freeze debuff doesn't even work on most bosses. Cryocharge should get its damage increased to 3500% so its DPS wouldn't be so grossly outclassed by Supercharge
!feedback
rename the beetle guards summoned by queens gland into beetle buddy. also allow us to pet them for being loyal to you and helping you kill stuff or distract stuff long enough for you to kill it.
!idea
Void Planula
Whenever you take damage, take damage
!feedback
Giving feedback on the discord server should permanently lower your in-game stats by 5% per suggestion made.
!feedback
This except only if the feedback agrees with an opinion Woolie has
!feedback
sell the risk of rain IP to another developer
!feedback
give gup 1984 base health
LMAO
!feedback
nerf commando.
compared to the other characters, commando is incredibly strong. he is so consistent and reliable that every single run is a win, whether you try to or not. the insane proccage is unfun to play with
!feedback
I believe a small nerf of 75% less proc coefficient would work
!feedback
fire gearbox and get a new publisher for console
!feedback
rework or replacement for Artificer's Ion Surge. it currently doesnt fit with her character, for multiple reasons, and believe it would be much improved if it got an overhaul. I have a rework idea and 2 replacement ideas, which I will make new feedbacks for individually.
!feedback
rework idea for ion surge: initially behaves the same, exploding in an area, but then continues going up for an amount of time dictated by the player, though for a maximum of say 2 seconds (depending on rate of ascent). while ascending, the player hits nearby enemies with tendrils, identical to the ones on nano-bomb. while the ability is being casted, the player can either cancel it with sprint (leaving them in the air, like before) or slam down, dealing massive damage (not dependent on height).
this would be a skill that can still very much serve as mobility, but can remove that benefit entirely in exchange for much more damage (greater risk, greater reward).
havent thought about precise damage values too much, but 800% proc 1 startup, 100-200% proc .3 tendril damage, and 1200% proc 1 slam damage sounds fair to me. startup and slam would of course inflict stun.
I also suggest this be a utility alt instead of the special alt as this ability would benefit flamethrower the most, and having an alt for snapfreeze would offer more reasons to use nano-spear
!feedback
replacement idea 1: I would also call this ability ion surge, but to differentiate I'll call it "pylon"
pylon would have a brief startup, similar to flamethrower, then fire 2 bolts of lightning with a brief delay between each. these bolts would deal large burst damage on impact, around 500-700% with proc 1, stun, then create a small lingering electrical field in a small area. these fields would deal around 50% a tick for 10 ticks, also at proc 1, each. this intentionally adds to the same amount of hits as base flamethrower. the range on pylon would also be similar to flamethrower to maintain that close range risk and reward dynamic.
this would provide a rival special for flame that has similar power, but unique strengths and weaknesses flame does not have.
!feedback
replacement idea 2: ring of fire, utility alt
this would create a pool of fire at the selected point, casted identically to snapfreeze. this deals an extremely low base damage, but each damage tick is multiplied by the amount of fire stacks an enemy has, in addition to applying fire itself.
since the damage has insane ramp up potential, these starting numbers have to be extremely low. I suggest either a small aoe (around 5-7m) at 10% base damage, or a larger aoe (around 13m) at 5% base damage. proc co of around .5 per tick, and similar cooldown at around 12 seconds, with a total of 20 ticks. numbers could be higher if the chance to burn is lower, like on flamethrower.
I again believe an alt utility is better than an alt special for Artificer because otherwise, nano-spear and snapfreeze overlap roles, so having an alt for snapfreeze would open up the playing field more than an alt for flamethrower
!feedback
Make Umbra clones able to be frozen, I fought my Railgunner Umbra clone when I was using cryocharge. I couldn't freeze them but they could freeze me.
!feedback
coin of tainted morals (equipment). base cooldown 60 seconds.
when activated flip a coin and do one of the following with a 50% chance for either outcome. both attacks have a proc co of 1.0
(heads) call down a tatical eco friendly nuke in a wide 30 meter area to where your curser is looking at which after 5 seconds will land and explode dealing 8000% damage to enemies.
(tails) unleash a giant 360 wave of ice from yourself that travels 60 meters dealing 1500% damage and applies frozen to struck enemies.
!feedback
Price labels (and similar entities) should be facing the camera rather than the player, to be instantly readable at all times
!feedback
How is Captain spawning without his specials still a thing? please fix
!feedback
Bandit's Hat or a Tougher Times plushie for merch (I hope using the channel like this is acceptable)
!feedback
Add the ability to destroy a certain engi turret. Sometimes you place two and like the position of the first but not the second, but placing a new turret will always destroy the first. Also maybe make it easier to tell which turret is which, sometimes you can see a turret is at low hp but don’t remember which one it is.
!feedback
how interactable prices not scaling in multiplayer is still a thing? please fix
!feedback
Make engis "jetpack" give him a double jump for a bit of mobility
!feedback
unstable hivemind (lunar item)
every 60 seconds summon lunar chimera allys up to a max of 3.
non player allies on your team deal 50% per stack more damage but their all affected by artifact of death.
!feedback
unstable hivemind (lunar item)
every 60 seconds summon lunar chimera allys up to a max of 3.
non player allies on your team deal 50% per stack more damage but their all affected by artifact of chaos.
Unstable hive mind [Lunar]```ansi
[0;32mSpawn a lunar chimera once every 60 seconds up to a max of 2(+1 per stack)
[0;31mAll minions share a combined health pool
!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
Eclipse rework:
If you've completed a level of Eclipse with a character, then you can either:
- go back to it whenever you want (promotes multiplayer)
- have to complete all 8 levels before able to go back to previous levels (promotes singleplayer)
I enjoy some of the lessened stages of Eclipse and having the option to go back would be nice. Plus, who wouldn't want to use their main character (who's likely to be higher in Eclipse level) when helping someone else (who is probably on a lower level than your main)? Unsure if this is already a mechanic, I haven't tried to change levels in a few months but I was thinking about it while doing homework (LMAO).
!feedback
The alternative secondary skill of the railgunner is called "HH44 Marksman". At least in germany "HH44" is normally unterstood to mean "Heil Hitler" (HH) and "Division Dirlewanger" (44) and would be used and definitely recognized by neonazis...
(Here would be an article about it, unfortunately it is in german: https://www.dw.com/de/rechtsextreme-sturmbrigade-wolfsbrigade-44-verboten/a-55781141)
Maybe this could be worth changing?
!feedback
Beating E8 should unlock small permanent buffs for the survivor that you beat E8 with
Ex: Beating E8 with Commando gives a small QoL buff that increases his proc coefficient by 75%
!feedback
unstable hivemind (lunar item)
every 60 seconds summon lunar chimera allys up to a max of 3.
non player allies on your team deal 50% per stack more damage but their all affected by artifact of vengeance.
!feedback
void artifact of sacrifice
chance for items to spawn at enemy spawn
void artifact of frailty
heal instead of taking fall damage
void artifact of vengeance
a friendly umbra with +500% health and +500% damage spawns every 5 minutes
void artifact of dissonance
only enemies from this map spawn
void artifact of kin
only different enemies spawn
!idea
Void artifact of spite
Enemies drop healing orbs on death
Void artifact of honor
No elites
Void artifact of metamorphosis
You can only use your chosen survivor
Void artifact of glass
5x hp 10% damage
!feedback
artifact of ignorance
you forget certain historical events
you live a life full of bliss
!feedback
Void artifact of evolution
Enemies gain tonic afflictions each stage
!feedback
eclipse 9 (new mode for when you have e8 all survivors)
if you deal 13500% 3.0 or more damage you die instantly and you get a bsod
!feedback
make mercenary do double damage when he uses suppressive fire for like 30 seconds
!feedback
crown of wealth (equipment) 60 second base cooldown
for 5 seconds, all enemies killed drop a ghors tome gold nugget.
This, but it drops a nugget for every enemy in a 10m radius immediately
Or something like that
!feedback add unique dialogue for mithrix to address a used tricorn equipment drone
!feedback
Make the portals that teleport you back out of the mithrix arena after you beat him more obvious as your escape method
Adding a visual marker, like what offscreen bosses and void infestors have, or simply adding them to the objective list ("Take the portal out of the arena!" or what have you) are some ideas that come to mind
To add onto this, the portals are the only ones that move and don't need an interaction to go through.
I heavily recommend
- having a group of 4-10 portals in a circle with a large radius
- removing their ability to float around, and
- make the portals have slightly visible pictures similar to the dreams in the bazaar so you know where it'll take you. This is both for the new player who doesn't know what they do, and for the experienced player to learn what picture will take you where.
!feedback
add The Hit List into RoR2
!feedback uhhhh uhhhh fix huntress
!feedback
Artifact of Console
All bugs from console version get activated
!feedback
artifact of homing
makes all projectiles home on their targets, enemy projectiles will home on the player or players depending on which is closer, player projectiles will home in on enemies and can be set to home on, closest, farthest, least health, most health, this can only be changed in the start menu when selecting the artifact and cannot be changed until you start a new run
!feedback
Artifact of Wealth (name-pending)
This is an idea for an Gold- centered Artifact.
I've been toying with this for a bit because it has always felt like the gold and / or leveling system isn't represented or affected much with the current artifacts.
See, Brittle Crown, Ghors Tome, and Roll of Pennies aside, this would make it near impossible to open chests before you beat the first teleporter event or before a boss-tier enemy spawns in.
The artifact of Wealth would only give you gold by attacking Boss-tier enemies.
Now, what is the point of killing normal enemies?
Well, I'd garner the XP gain would be doubled or raised incrementally to account for the loss of gold.
Scaling shenanigans apply to make it balanced of course.
To avoid circumvention through ROP or BP, they would essentially be useless scrap to pick up or grey out akin to Power Elixir and the Delicate Watch; though immediate and not tied to a threshold.
Ideas for the naming conventions of the exhausted items are as follows:
Empty Roll
Shattered Crown
Burnt Tome
etc.
In addition to that,
It is generally considered all most always a horrible idea to rush TP before grabbing items.
So, this would embrace that, because why not?
Survivors would have to make it a priority to kill the boss or any enemy of a boss tier for gold.
Grabbing a mountain shrine for that extra $ from killing the multiple boss spawns now has extra benefit, stacking the shrines for a risk vs. reward situation in conjunction with the tp boss item rewards.
The limited gold means that the amount of items you get per stage is tied to the amount of boss enemies you kill.
Which is neat, because it makes what chest you choose to purchase very important to the survivability of any character.
!feedback
you should be able to scrap void items but they shouldn't give you anything in return. so you waste an entire stack of items but in return you can once again start collecting the uncorrupted versions.
!feedback okay but instead of this make it so that scrappers can convert void items back into their non-corrupted forms
!feedback
I think we should already get the next patch with fixes for multiplayer to singleplayer player count, missing captain beacons, zoea void allies in logbook and wrong interactable scaling in multiplayer. ||Sorry, no one cares about console players and sotv probably never comes to consoles either way so it would be nice to have the last patch already as there is no reason anymore to delay it||
!feedback
This but keep the multiplayer to single player count bug. Make it a feature. It’s funny.
!feedback Make Cleansing Pools spawn in all stages (except Commencement and Planetarium), and be guaranteed to spawn if at least one player has at least one Lunar item.
!feedback
change icbm pickup tip to "for each missile fired, fire 2 additional missiles"
!feedback
Survivor idea: Blind verminator
His passive: Every blind vermins within 60m from Verminator will shit themselves in fear and have their speed reduced to measly 3%, what are you going to do now lmao
His m1: Shoot special chemical substance he made for blind vermins to suffer and die(it is very slow death)
His m2: Force captured blind vermins to sprint at enemies (cuz thats all theyre good at)and detonate the bomb he had attached to them, causing massive damage to surrounding area
His utility: Take blind vermins family hostage and ride on a blind vermin now which is very obedient, allows him to move very fast until the vermin dies of exhaustion
His special: Break and shatter blind vermins' pathetic legs with an immense force
!feedback
Corpsebloom rework
New effect: All healing is increased by 75% (+75% per stack) but applied overtime for a max of 15% -25% per stack of your HP per second. The first 10% of this healing doesn't go to you, but to the Corpsebloom flower. After the flower gains HP equal to 10% of your own, it releases scents to attract small insects to feed on the enemies around you for a small constant X% +X% per stack amount of damage for 5s. Has a 10s cooldown
!feedback
Alternative Corpsebloom rework
New effect: All healing is increased by 10% (+2% per stack) and goes to the Corpsebloom flower, including regen. When the flower absorbs healing equal to 500% of your max HP, it summons a beetle guard (+0.2 per stack, would need 5 stacks to summon 2 beetle guards). Has a 3s CD
!feedback
New Character: Steve from Minecraft
!feedback
Make the Engineer's Carbonizer Turrets move much faster, and sprint towards the player at a much shorter distance.
!feedback
Item idea: Veteran's Combat helmet
Each kill grants a temporary boost in attack speed for 10 seconds starting at the last kill you get. (Each kill resets the 10 second duration)
Initial first kill gives +10% attack speed and kills afterwards within the 10 second duration adds 5% more up to 50% attack speed boost.
Stacking helmets adds +10% to the first initial boost and raises the maximum attack speed boost from the helmet.
Example 1: 3 helmets = +30%+5% for each additional kill for a total of +70% attack speed boost from the helmets
Example 2: 5 helmets = +50%+5% for each additional kill for a total of +90% attack speed boost from the helmets
!feedback
with artifact of command all lunar purchases should be free but no lunar coins drop
!feedback
combat shrines should be harder but reward you with a 1-2 lunar coins
!feedback
encrusted key should have more chance to replace one of its choices with itself (and possibly even replace multiple choices at once) so:
- it has more of a downside
- a gimmick of you holding onto it longer than expected is kinda cool
!feedback
alternatively, just have a 4th option that is always crusted key so if you don't like the three regular options, you can choose to wait another stage for a potentially better one
!feedback
Move the position of the Hardlight afterburners on the commando to the actual spot where the thrusters are on the back of his chestplate. It makes less sense to have them on his shoulders instead of the spot where he actually rolls or slides from
!feedback
this but also make it drop the same amount of overall gold as the usual combat shrines
!feedback
add cross platform multiplayer for the console rework.
!feedback
add green item printers
!feedback
playing artificer on controller is quite the task considering you pretty much can't aim while floating, at least not in a comfortable way since you need to hold the jump button and use the right analog stick. My idea to fix this would be to add an option in the menu to automatically hover with her without the need to hold jump
!feedback
Instead of a toggle that can only be accessed in an options menu, how about give a menu option for Hover to toggle on and off by jumping in midair.
With multiple jumps, a system could probably be implemented where holding the jump button for a moment longer after a midair jump toggles the hover, so you dont have to use all your jumps and you dont have to really hold the button for any period of time where it would cause problems with aiming
!feedback
idea for an unlockable secondary skill for void fiend
Downpour. 7 second cooldown
Non-corrupted: if an enemy is in range (approximately 1.5 times focus crystal's area of effect), dashes to their position and grabs them, very briefly stunning and dealing 500% damage. If a non-boss enemy is grabbed when they are below 50% health, does a small explosion that instantly kills them, healing you for 30% of your max health
Corrupted: if an enemy is in range (approximately 3 times focus crystal's area of effect), dashes to their location, grabs them and explodes, instantly killing them and dealing 700% damage to all nearby enemies. This attack also deals 20% of your max health of damage to you
Equipping this skill also gives you an enemy marker (like huntress' lock-on or items like trophy hunter's tricorn or royal capacitor) that indicates if an enemy is in range.
!feedback
An Empty Stash - Equipment (Lunar? Maybe?)
Permanently removes a non-lunar, non-scrap, item from the drop pool. Single use like the Trophy Hunter.
(To prevent griefing other players; Chests opened by other players can still drop removed items... unless they remove them too.)
Also, because someone will surely just remove all items from the drop pool:
A Pocketful of Dust (White, Green, Red, Yellow, Orange, Void)
Does nothing. Can only be obtained after there’s literally no other item left in the appropriate item drop pool. Cannot be removed by An Empty Stash.
Has all tiers because otherwise people would remove whites and greens to increase the chances of them getting reds and yellows.
!feedback
happiest mask ghosts should stay until they die/leave the stage instead of dying after 30s
this would make happiest mask ALOT more actually useful
!feedback
Give E1's modifier (-50% starting health) an exception for allies summoned from items, most of which (
,
,
) are already very underwhelming.
!feedback
shrine of order should assort items by their tag (all dmg items into multiple stacks of 1 dmg item, etc.) per tier
!feedback
3 Ideas for Lunar Items, I have no ideas for their names
Idea 1: Doubles the length of all buffs, also doubles the lengths of all debuffs, (doubling might be too much, i haven't run the numbers on balancing this is moreso a concept) This could lead to constantly active tesla, never-charged bands, or safer spaces, you could also make it to where it inflicts an extended time for all debuffs applied to enemies. Definitely needs some tweaking but its a cool idea (imo at least)
Idea 2: Doubles attack speed, Halves damage. This is practically a meme item, the numbers would certainly have to be tweaked but this would certainly be one of those items thats cracked on one survivor (commando for example) but terrible on others (artificer)
Idea 3: (The inverse of Idea 2, I'd suggest not adding both bc then what's the point) Doubles damage, Halves Attack Speed. This is practically a meme item, the numbers would certainly have to be tweaked but this would certainly be one of those items thats cracked on one survivor (artificer for example) but terrible on others (commando for example)
Edit: Currently 2&3 are clearly not balanced at all, but I do still like the concept of an item that messes with damage and attack speed to make an alternate play style so i'll leave them here for molding the concept into properly balanced item(s?)
!feedback
Arrow Rain should scale with Attack Speed, Similarly to how Flamethrower currently does, increasing ticks in the duration.
!feedback add another primary to the lovable void pupper that is ranged to make ranged acrid offcially a thing without visions of heresy
!feedback
Lunar Equipment: Chronopack
Effect - Holding the equipment button will charge the Chronopack, and releasing will send you back in time 5 seconds for every 1 second held to a max of 60 seconds. When this happens, you create a rift in time, splitting your screen in 2. After you go back to the original point in time you used the Chronopack, the 2 screens merge together along with all enemies, effectively doubling them. You additionally become 'Fractured' for half the time you went back in time. While fractured, your attacks have a random chance of slowing down, accelerating, teleporting, or disappearing entirely.
The cooldown is double the amount you went back in time
!feedback
for the love of god fix collapse on survivors 
!feedback
Make the black and white screen filter only appear if you're inside of the void reaver bubble. I get that the idea is to make it apparent that it is close, but due to the filter appearing when youre outside of the bubble, it can make you want to dodge when you don't need to.
!feedback
Rarity: Common
Busted Tape-Measure: Increase all your and holdout radi by 40% (+40% per stack) in 2 directions. Group stacking for the holdouts. Circles become more oval East and West to the players orientation at that point in time.
This effect could be very beneficial to survivors that have skills that benefit from a radius, such as REXs tangling growth or Captains beacons and Diablo strike.
The effects of this item puts it in a unique position as the majority of items with radial effects just stack their radius already but some of those items are rarer to come by than others, making this more of an intermediate item that helps boost items before you come across another.
This is the equation ||(r being radius, s being stacks of Busted Tape-Measure)|| for the elliptical area of a brilliant behemoth:
!idea
New equipment: skullseeker blade
Visuals: a thin, curved blade made of light grey metal with a dark green highlight going down the middle.
Effects: activate to throw a blade, with similar movement to a singular sawmarang but faster. The thrown blade pierces and deals medium damage with the slayer tag. 15 second cooldown
Passive effects: translucent blades orbit around you in a tight circle, damaging enemies nearby. Killing any enemy with either the thrown blade or the passive ones makes the dark green highlights start glowing lime and gives the equipment a ~50% total damage buff for a short time along with reducing the cooldown of the active ability by 3 seconds.
Edit because I forgot to put a cooldown
!feedback
Rarity: Common
Sack of Cement: Standing still slowly starts to encase you with cement that can absorb up to 400 damage (+200 per stack) per stage. You take 0 knock back while encased in cement.
Cement doesn’t disappear when you move. Cement is consumed first when hit rather than barrier or health.
This item would help promote standing still items whilst giving the benefit of being able to take more damage than thought possible.
!feedback
Item Idea: Rabies darts
Rarity: Green or Red
Makes attacks have a 1% chance to inflict Rabies on an enemy, causing them to attack other enemies in addition to the players.
!feedback
In multiplayer, having a button/option to view what killed you and/or have a mini stats page similar to when you die while you are spectating other players, can help with identifying what happened when you die out of nowhere or just be a fun extra HUD thing. should be configurable (on/off) in the settings
!idea
Acclaimed sequel to the original
Of Risk of Rain fame
Gulliver 2
!feedback
Sounds dumb but it would be funny if theres an enemy (or a boss) that can just throw smaller enemies at you
!feedback
A equip that silences(prevents them from attacking) enemies in a radius around the area. Call it "the talking pillow".
(No, I wasn't watching breaking bad wdym)
!feedback
Single use equipment, some sort of machine gun / smg or whatever
- Consumed on use
- quickly fires an extremely high ammount of shots with tiny dmg%, lasting a very short duration, activating tons of on-hits and dealing massive damage
||inspired by the Typhoon from Crysis 3, basically a P90 with 720 pellets and 9 barrels, emptying its magazine in about two seconds||
!feedback
Perhaps with the Void DLC stages, there could be Void DLC artifacts to be unlocked as well? 4 more artifacts could be added to keep the nice grid shape already in existence.
!feedback
On april fools add in the most shitposty feedbacks into the game for one day
Like the one above
Bad item suggestion? Add it.
Really unbalanced character? Hopoo better start making it.
Completely redundant feedback for a thing that already exists? Remove it in spite 
!feedback
Add "Detailed Item Descriptions" option. I could already accomplish this manually in the item.txt file, I shouldn't have to.
Just make it output ITEM_x_DESC instead of ITEM_x_PICKUP when picking up items
!feedback
If you use a hacking beacon on a player it should display their ip address and current irl location
!feedback
Reskin cleansing pools to be clams because everyone knows pearls only come from clams
!feedback
Work with the Starstorm 2 mod team to make a fully flushed out and balanced dlc
!Feedback
Put a little icon at the bottom of the scraper ui that shows how many of each scrap you have
!feedback
To expand, also show how many stacks of an item you have in the scrapper menu
Change
Artifact of Honor to be +1 elite aspect to enemies. This allows for an enemy to spawn with multiple elite aspects, and I think that'd be pretty cool
!feedback
Saddest mask
Void red item
Makes enemies spawn ghosts on death. Ghosts attack you but also enemies. Stronger than standard happiest mask ghosts
!feedback
Happiestest mask
void red item
All past and future happiest masks are turned into 5 random greens when you pick them up. also turns any additional Happiestest masks into 5 random greens when you pick them up.
!feedback
Artifact of Kin change: monsters are now of one family per stage instead of one type per stage. Name would still make sense and it would add some monster variety to runs with AoK active.
!request
“Sub-artifacts” that you can use when you unlock the main artifact they are derived from. You would choose them by rightclicking the main artifact, and it would cycle to them.
Some ideas/examples:
Artifact of potential: variant of command that makes all items into void potentials
Artifact of family: variant of kin where every stage has a family event
Artifact of mutation: variant of metamorphosis where loadouts are randomized
Artifact of greater enigma: variant of enigma where along with the base effect, your items are also randomized every stage
Change stun mechanic into a "fumble" mechanic.
Stunning an enemy now stops any animation they were doing, reseting them to "default", taking additional damage from the attack that proc'd fumble and any other damage for the next second.
After fumbling, enemies have a 1 second immunity, but can still take additional damage if reapplied.
This would be a much more balanced version because it allows stun grenade to stack linearly without being overpowered, it makes captain's taser have a lot of use (proccing items off vulcan right after a stun now has a huge impact), and it shadow buffs suppressive fire, by giving it a niche in stunning multiple times in quick succession.
!feedback
Happiestest maskest
Void red item
Corrupts all red items. Spawn a bingus every time you kill a enemy, every bingus that spawns gives you a red item.
!feedback
make your friends dead body throwable when they die.
when you throw the body it has an area of effect which is 1000 meters. it will also have a 100% chance to instantly kill anything in the 1000 meter radius. i think this will give more of a use for your dead friends.
!feedback
Okay, hear me out. You know how Dead Cells [another indie roguelike] has been doing crossovers with other indie games for a while now? Personally, I think it'd be awesome if RoR2 and Dead Cells had a crossover. Nothing too major, just an item or 2. I don't really have the best ideas, but here's some [of many possible]
Prisoner's Collar [like the item from Dead Cells]
-5% damage taken up to 50%
Like I said, not too great of an idea. Somebody could probably come up with something better.
The Beheaded [skin for Commando]
Basically it looks like the Beheaded. Both the starting costume and the trailer costume would work well imo
I posted some ideas for their end in their server, and to be honest it would work better for Dead Cells than it would for RoR2. Still tho, maybe somebody could come up with something better than me.
!proposition
Let Railgunner's Polar-Field slow the Spite Bombs down, pretty please with a cherry on top?
!feedback
if the timer after defeating mithrix runs out you get the vanished ending and the cutscene shows the ship not leaving with the big void death pool still taking the moon
currently you just die from what seems like a heart attack ( yes i tested)
!feedback
Option to toggle content inside SotV. For example, I only want 3 new stages, so I can disable items, enemies, survivors and a new route.
!feedback
lepton cleanses 1 debuff on activation. Doesn’t stack.
Sorry I’m slow didn’t realize typo
!feedback
Fix dryad on the turrets. Why are they using fuel array and elite aspects, but don't use dryad's passive healing effect?
!idea
A survivor with a similar gimmick to Tainted Isaac from TBOI:Repentance. I.e. limited item slots and when you pick an item it swaps with the one you have in your inventory similarly to swapping equipments. Also regular items and equipments from chests and barrels cycle between two choices. This could also be a Lunar item
!feedback
!feedback
Survivor: The Horseman
Visuals: heavily armored dead Skelton. Skeleton eyes and hair + horses eyes and mane replaced by glowing green flames (looks like disease and stuff)
Ability 1: Potent Axe swing (like a big scary axe)
-Small AoE (like mercs 3rd swing)
-Applies 1 stack of pestilence
Ability 2: Bottle of Disease
-Does X% damage.
-inflict pestilence on enemies using a projectile bottle of disease.
(kinda like a splash potion from minecraft lol)
Ability 3: Stampede
-Increase Horse speed by 30% for 3 seconds, applies pestilence to enemies it touches during stampede. At the end of stampede the horse will stomp in an AoE effect, doing X% damage and inflicting pestilence to enemies in affected area
Ability 4: summoner (long cooldown)
-Bring forth the remaining 3 horseman for 6 seconds. Each horseman does X% damage (with their respective weapons) to enemies and applies pestilence to all enemies damaged. Upon death each horseman erupts in a cloud of disease, applying pestilence to all enemies in the AoE vicinity.
Passive: Pestilence
Decrease enemy attack speed by 30%
Decrease armor by .5 for every stack of pestilence applied
1 stack lasts for 3 seconds
Not permanent. Must be continuously applied or armor resets to full.
I like status effect survs, plus the idea of another surv like Rex who can supply the ability to do increased damage within their kit (pestilence armor debuff)
!feedback
Lepton daisy needs a rework. (big surprise i know) Some ideas to replace it:
- Every 20-ish seconds, (-20% interval per stack (based on the current cd)) release a healing wave that heals 30% maximum health.
- Get 5 kills in 1~ second and send out a healing wave that heals for 10% health (+5~ percent health per stack)
- Make it a white and have it release a healing wave of 5% hp (+5 percent per stack) of a healing wave in health every time you interact with something. essentially healing fireworks.
- remove lepton
I know these probably aren't the best ideas but pretty much anything could be better than base lepton at this point.
!feedback
Bazaar rework:
- Five lunars now gain for mountain-like shrine(maybe few additional enemies credits for spawning more elites, not boss credits) spawned on the teleport when the newt altar is on
- Newt altars are free now
- Lunars doesn't save between runs, but saves between all stages
- reroll now always costs 1 lunar
- Items can duplicate in one set, but after reroll they can't appear in this bazaar
This will fix "9999999 lunar" and "where's the 1 current item?! I already spent half of my coins for watching on meteorites!" problems
!feedback give this mans a cookie
!feedback
With Artifact of Dissonance, allow all enemy variants to spawn on a stage.
Ex: on Rallypoint Delta, only the green Vermin variants spawned, it should allow both the white and green variants on that stage.
!feedback
Let us use the journal (logbook) while playing, not just in the main menu
!feedback
plush acrid skin
Ingame skin of plush acrid
!feedback
acrid's melee regen (third hit m1 and bite) stacks
its healing is slightly lowered

!feedback
blacklist the term !idea from this channel and make dyno permaban people for it
!feedback
lunar
adds +1 to the player count
!feedback A new lunar item, Crystal Azalea (open for better name ideas). On pick up, increases luck by +1 per stack, but upon health going below 50%, the Crystal Azalea shatters, reducing the player luck by -1 per stack. Basically a much larger risk vs reward item that can easily make a survivor stronger, but they must be careful or else they might end up ruining themselves instead. Also specifically below 50% health so that way you can hit void cradles and blood shrines, but you better be careful that you don't get sneezed on afterwards. The damage threshold for the Crystal Azalea is a light blue, so that way you can tell the difference from the damage threshold and shields.
!feedback
Bandits passive, "Backstab" is awesome, and its an important part of his playstyle. One thing I avoid at all costs on bandit is lens makers glasses, because he can already guaranteed crit from behind with Backstab and guaranteed crit from anywhere kinda sucks the fun out of his passive. My idea is that it should function similarly to Railgunner in that the backstab stacks at least a bit with crit.
It could stack to:
2.5x
3x
Or even 4x
Maybe some other numbers would be better for balance
Another idea is that it could still grant some kind of bonus, but I dont know what that bonus would be.
I think that changing this will be important for Bandit to make him even more powerful while still maintaining the fun and risk of his passive.
However, a con with this is that it might be a buff that makes him too OP, however the numbers could be adjusted accordingly.
Another con is that the newly added void item for lens makers could negate the need for this change, however i still wish for lens makers to provide this extra powerful option of guaranteed crit with a bonus if you attack from behind, as it also gives you a reason to keep using lens makers.
Thank you for reading! : )
Edit: @quick adder has made me realize that there are two options.
Keep crit from the front as-is, but make it more rewarding to use backstab
OR
If you get any extra crit, you cannot crit from the front but instead backstab is somehow buffed
!feedback
Have lunar coins be given to everyone in a multiplayer game when one gets picked up. Beating Twip-Twip only for an engi that joined two stages ago swoop in and grab all of them isn’t fair to anyone, even if it could probably be exploited in some way (not like people don’t do that already)
!feedback
Bandit's backstab becomes a large damage bonus instead of a guaranteed crit.
Encourages collecting crit items and encourages the player to go for back hits at any point in the run.
!feedback
put
in acrids mouth and if possible have him throw the disc when activated like a frisbee
!feedback
New Lunar Item: Controller & Keyboard
When playing with controller, you deal AND take 200% more damage
When playing on keyboard, you deal AND take 200% less damage
!feedback
Void item:
purple salami (void bison steak)
gain 5% (+2.5% per stack) chance to gain 1 maximum health on hit
!feedback
New Void item: Egomania
Corrupts all
s
Attack speed, attack damage, and movement speed increased by 100% (+50% per stack), and skill cooldowns reduced by 5 seconds (-1 second per stack)
!feedback
Don't include or separate times collected for items when using Command
I want to know my average item distribution but I used to play Command and so now I have zero way of knowing 
!feedback
When you die, you spontaneously combust
!feedback add toggleable ragdolls
!feedback
Eclipse 9
If you die your pc blows up
!feedback when you do the trial of metamorphasis, when you finish the trial revert back to the character the user chose, instead of the one swapped to during the event. For me, it is quite annoying having my character swapped instead of the one I would rather play as.
!feedback
I'd like to change some stuff
taking the rename back. Rocketeer he shall stay
M1, I feel like his rocket would fire a few times before needing to reload. (preferably, he would be benefitted by attack speed, like bandit) I'd say it deals about 430% damage.
M2, I still haven't thought of a good idea. I'm thinking a commando phase round-type thing.
Utility: He's a paratrooper. I'm keeping the jetpack. 5-second flight is good enough for me. (
would either act normally or increase flight time.)
Special: "Cluster Blast" He fires a larger rocket that tracks, deal higher indirect/explosion damage, create a cluster of bombs that would explode, each leaving 2 bombs that also explode. I think the first explosion would deal 560% damage, the second set of explosions dealing about 200% damage each, while the final set deals about 120% each.
"And so, he left, his lust for explosions finally quenched."
"And so, he vanished, leaving his destructive rampage to finally cease."
Probably will edit him more
!feedback
Lunar item concept
"Gambler's Deck"
Appearance: A stack of cards, slightly folded out in a fan-like shape. Half the cards are blue, and the others are either red or green [or an alternative color to green] When picked up, the cards appear on your character's wrist. If they have sleeves, the cards will appear half-sticking out of the sleeve, like "a trick up my sleeve" [which I think has origin in cards idk it's too late for me to think about all the details]
Effect: Upon pickup, all future items have a chance to do one of 3 things
50%: Nothing
25%: Double the item, spawning another one next to it
25%: Make the item disappear, not being able to be picked up
Not affected by luck either, if so this item would be far too overpowered
Every stack takes 10% away from nothing, and equally distributes it to both double and remove, eventually capping out the stats to 50% double and 50% remove
!feedback
genesis loop should have a 3.0 proc coeff since vagrant explosions have a 3.0 proc coeff
!feedback
Lighter - Equipment
Turn into smoke and teleport (or just quickly move) between predetermined locations scattered around the map (you can choose which spot at will). Deal huge amounts of damage to enemies inside your teleport zone. Can only be used when standing in one of the predetermined spots.
The spots could be either randomized each time we enter the stage, or simply be a part of the map. Depends which way the devs prefer to do it.
Note: This item is a reference to Deadbolt, the Hopoo Feather other game. The Lighter allowed the player to turn into smoke and move through the vents… and toilets. Any enemy sitting on the toilet would be instantly killed if you teleported there.
!feedback
scavengers should be able to spawn early on all stage 4s instead of just sundered grove
!feedback
*Cut the damage of all the Elder Lemurian's attacks in half. *
At level 30, its fireball attack deals a total of 1,120 damage if all five fireballs hit, enough to instantly kill any survivor standing close enough to the enemy. The Elder Lemurian's fire breath attack (not counting the application of Burning) also deals 560 damage over its duration, which is still rather immense. I can't even count how many runs got ended early by these damn lizards.
!feedback add a random survivor option duuring the survivor select screem
!feedback
Acrid poison should reduce enemy defense like REX. Blight should kill instant kill enemies after 10 seconds of it being applied (for bosses its 25 seconds)
!balance
Make infusion give 150 hp instead of 100. Also make the hp gained from infusion red instead of just the entire healthbar. These changes will make infusion more noticeable and less likely to just be scrapped by anyone who likes to use printers.
Why did half the shit get wiped wtf
!feedback
!gupbetweenbread
one of the upcoming dlc items has to be a sandwich in some way
!feedback
survivor idea
horse
!feedback You know how when you beat Mithrix on Monsoon you get the Mastery skin for a Survivor, well what if when you beat Voidling on Monsoon you get a Corrupted skin. A possible idea for the next DLC maybe.
i have no idea how it happened i have no idea why it happened... but we started a game with no mods and one of us was a bug... like actually just a bug. I think they had merc equipped before and we were having network issues before. this was after about 4 hours of the game being open.
!feedback
this goes in #ror2-bug-reports-pc or #ror2-bug-reports-console
!Al2SiO5
voided boss enemies should drop zoea when killed with tricorn
makes thematic and logical sense
!feedback
[Idea of shrine]
Shrine of Friendship
After a friend dies, all left survivors could active this shrine (about the same time) to resurrect the dead player
A general idea of what could be taken is: A medium negative effect for 1 dead player plus some % for each dead player.
-> The Attributes like life and damage could be divided to maintain the equilibrium (2 players, one died. When he resurrect, both will have half of life (permanently, like glass artifact) and half of damage) until stage is over).
!feedback
changes to the collapse/voidtouched status effect
The collapse effect deals 400% of an enemies base damage after 3 seconds so getting hit by any voidtouched enemies that have enough base dmg (which are a lot) without having absurd amounts of hp and/or regen will just instantly kill you, since the hit that applied collapse will have probably done more than 10% of your max hp, thus removing osp from the equation. To give the player a chance to get rid of the effect without any very specific items you could make the status effect get removed when the voidtouched enemy/void infestor that infected the enemy that hit you is defeated. This would make collapse feel a lot more fair while not really changing anything for any collapse that the player applies whilst still keeping voidtouched enemies threatening and adding a sense of urgency.
!feedback
[character idea]
It would be really cool if there was a character that could throw enemies (and other objects) SMB2 style
!feedback
Change to the Collapse debuff
Instead of the current percental damage we have now, Collapse now makes your character fall down and ragdoll for 2 seconds when it procs, along with some lesser percental damage
!feedback
Lunar Equipment: Moon Rock Statuette
a small but beat up statuette bearing some resemblance to providence
upon activating: deal 100% increased total damage but take 200% increased damage for 15sec (im fully down to tweak number values)
!feedback
Shrines of Combat should give 1-3 (based on how far you are) items when you kill the enemies with the same drop rates as normal chests
!feedback
New Captain beacon: Item Delivery Beacon
Once per stage, have your ship send you a random item with varying chances. White is 80%, green is 18%, red is 1.9%, lunar is 0.1%. If an enemy is below the beacon, the enemy will receive no damage and "steal" your item, applying its buff to itself while taking it away
!feedback
would be cool if engineer had a reusable zipline harpoon, only 2 can be activated at once.
you can only go down and not back up so
is still useful.
!feedback
Make Huntress' arrow rain have a longer vertical hitbox so it's easier to hit flying enemies with it
!feedback
Allow the beacon showing the safe orb thingy in the Void Fields to be visible through terrain (or have a safeguard to prevent slower characters from unfairly dying)
!feedback
All stage 2s should have something guaranteed, like how aquaduct has random spots for buttons that you'll always get 2 of. Maybe give wetlands a handful of spots a cleansing pool can show up in?
!feedback
The DLC stage 2 should have guaranteed gold altar then
!feedback
Void Fields should have a low chance of replacing monsters with Void Touched elites. This chance becomes higher the longer you stay in Void Fields
!feedback
Can we have a aim assist setting for controller, I find it really hard to play railgunner on my steam deck
!feedback
Remove 
!feedback
Please remove Tesla Coil from the item pool for void field enemies. Incredibly unfair especially on higher difficulties. Goes straight through engineer bubble shields as well :/
!pro gamer tip
at least make it not go through bubble shield
proof that hopoo reads the feedbacks
!feedback
new white item: box of gears
removes hopoo feather from the item pool
!feedback
Buy the IP back from Gearbox
!feedback
make a channel where people can whine about gearbox
(I didn’t steal this idea from @marble thicket. No.)
!idea
add some fortinte items in the game, like maybe the legendary scar
!feedback
Make the backup (
) passively buff allies because:
- It would make the equipment more interesting and fit into more builds
- It’s a nice buff to a below average equipment
- It makes the equipment more unique by having a passive effect, something not many equipments have
!feedback
remove the 3 clone cap on goobo i want to amass an army of little commandos
!feedback
make the escape key close scrapper, void potential and command menus instead of just opening the pause menu on top of it
!feedback
make newly hatched zoea allies not take damage in simulacrum/void fields
it'd be good because most ally-based items can be unpredictable and it doesn't make sense for them to take void damage
!feedback
Engie's turrets have all of Engie's items, why not also give them Equipment?
!feedback
Since the gearbox acquisition, i think we need to make it absolutely and abundantly clear that THEY SHOULD NOT ADD MICROTRANSACTIONS. Anything else is fair game, at least in my opinion, but this is the one thing I think I and every single other person in the community would never want to see in any capacity and should never be introduced
!feedback
skin dlc
!feedback
I think it would be cool if legendary printers were a bit more common so you have more control over your legendaries, and so there was more of an incentive to scrap reds
!feedback
Just finish the console port and bugfix the game. Gearbox, we all know anything new you do will be half-assed, unpolished and buggy . So... just bug fix the game and let it rest.
!feedback
Alien head becomes a mix of Wing (Wicked Ring from Risk of Rain 1 - Crits reduce ability cds by 1s) and Satalyst (Soulbound Catalyst - Kills reduce equip cd by 4s) and give a chance on kill to reduce ability cds by 1s
!feedback Gox Of Bears
You get 2(+2 per stack) free grey and white items such as consumed elixir, broken watch, bison steak, and stun grenade on stage transition,
BUT
Your character and camera uncontrollably spin at a rate of 10 rpm (+10 per stack)
!feedback
please make it so captain can use all his abilities in hidden realms its super annoying not biased at all pinky promise
!feedback
loader's pylon should visibly break or fall apart instead of just disappearing when it runs out
!feedback theres too little control over your items so it would be cool a modifier thats like command but you chose the quality
!feedback
Make some enemies have destructible areas on their bodies like a void crab's shell or a vagrant's tentacles. Credit to @rocky peak for the idea
!feedback
nearby drones/turrets attack enemies you ping.
they're somewhat expensive so it would be nice to have some control over what they do
!feedback
an item that allows you to do more damage the less health you have
!feedback
Gunner Turrets should be able to walk and follow the player instead of sitting still in a random spot every stage
!feedback
This game would be valuable addition in every CPU benchmark chart if it had a benchmark mode 🤔
!feedback
ahem......
RELEASE A CONSOLE PORT IN UNDER 3 YEARS
!feedback
Keep Chris Christodoulou as the composer for Risk of Rain games
!feedback
bring back singularity bands infinitely proccing themselves it was funny and didnt really affect balance since it wasnt very practical to achieve without command
!feedback no battle pass please
!feedback
Add a fortnite character as a survivor.
This survivor can also crank 90s.
I think it would make the game 10 times more fun.
!feedback
An artefact that turns all items into ?
you don't know what you picked up and have to guess by what it does and rarity
!feedback
add paid drop pod skins 
!feedback
newt shop should have 3 lunar seers so you can always choose any of the 3 stages you want
!feedback
fix the loading time when you start up the game because this minute of black screen really discourages me from playing the game
Add an option to the newt shop that acts as a stage remover.
There are certain stages that favor singleplayer, multiplayer, or certain playstyles such as rallypoint delta having TC-280's, some stages having more drones in general, and Siren's call having more shrines of the woods and spawning a legendary per player.
Not to mention some stages have a completely different mob spawning list, meaning you can potentially get three stages in a row with golems and never see a decent chunk of mobs for more than half a loop.
Obvious exceptions are stage 5, gilded coast, and being able to remove all maps in a stage selection (ie all stage 4's)
Squid polyp's 30 death timer should not drain health, instead being an instakill switch activated after 30s of life.
This is because
A) if an enemy comes into view after 15 seconds, the polyp has half the hit points to survive attacks. Since it can't move, it has no way to dodge either.
B) on eclipse, the VERY FIRST modifier is "spawn with -50% health" which means you have to go through a minimum of 8 games per character with every summoned minion being twice as easy to kill. They get no recovery, unless a player has bungus or woodsprite, and polyp is hit especially hard since it now has a 15s lifespan instead for no reason with no way to remedy it without specific items.
For those that want to still build around polyps, another alternative is instead of -3% (1/30th) health per second, how about polyps have no health drain until 30 seconds and then their health drain is more severe, like -8% (12.5 seconds for full drain). This would save polyps from dying without having a large timer to get something done and still let bungus havers use it to their minions' advantages
Counterpoint:
In the Funky Purple Land of Many Items and those Weird Bubbles, Polyps spawn when you interact with the cell vent. If you have a Bungus, you can stay near it and heal it, allowing you to keep it alive and making it a ton more useful
If they were to instantly die at 30 seconds, it would greatly reduce their viability.
I hope agree that simple idea:
Artifacts : now have another 2 mods
the glow that highlights the artifact
Green = base
Yellow = simple change
Red = more change
I will give an example of the command artifact
Yellow = you can only choose items from a given category Attack, Medic, Support
command will appear only in the form of a given category. so if have Attack you can chose gasoline, tridagger etc if choice support you can choice move speed, topoz brooch, personal generator etc... med use Medic like frist Acit, muschrooms etc
Red = randomly draws 5 items of a given rarity, you can choose 1
!feedback
add a tower defense gamemode 😎
!feedback disabling content from an expansion should not lock that expansion's characters.
!feedback
holding tab should allow you to hover over buff/debuff icons and show what it is and what it does
!feedback cool game but support cant help me fix the unity crash bug
!feedback
!feedback, lunar item idea: Warped glasses, doubles crit damage, but halves crit chance (each crit glasses equals 5% crit chance instead of 10) halves the amount of crit chance.
!feedback
make obliterating yourself on monsoon unlock the mastery achievement if u have beads of fealty
!feedback make that there is guaranteed to be no duplicates for commencement's cauldrons (I understand that the odds are small, but it still happens :/ )
!feedback
New Lunar item: Eternal Cardio
Effect:
100% increased movement speed (+50% each stack) BUT sprinting causes 3 damage per .5s to yourself (+2 damage per stack)
!feedback
A reverse deathmark type thing that gives you another buff/does something else cool ig. It would make things like warbanners and pauldrons at least a little better
!feedback
[Idea of shrine]
Shrine of Friendship
After a friend dies, all left survivors could active this shrine (about the same time) to resurrect the dead player
A general idea of what could be taken is: A medium negative effect for 1 dead player plus some % for each dead player.
-> The Attributes like life and damage could be divided to maintain the equilibrium (2 players, one died. When he resurrect, both will have half of life (permanently, like glass artifact) and half of damage) until stage is over).
!feedback You could give huntress a third primary, the primary would be similar to the three arrow volley, but instead of a volley it is three arrows in a spread horizontally. this would be helpful with huntress not being able to take out large quantities of monsters at a time when her glaive is under cool down. i think that it would also give huntress a whole new world of applications as a more support character who could shred monsters really fast.
!feedback
not paid but achievement based pod skins
!feedback
Make the drop pod kill everything in a 15 meter radius to prevent unfair damage/deaths
Do something like that for Acrids spawn too
!feedback
Give engineer the polar field device because it would fit with his setplay elements
!feedback
make hovering over an item in the tab menu display its actual stats and stacking behavior like the log does
But his music was electric
!feedback
!feedback
In the intrest of transparency and ongoing community involvement,
Id like to see some kind of official statement regarding who exactly is taking over as the team handling Risk of Rain at gearbox and what we can come to expect from them.
!feedback
Risk Of Rain: Pocket Edition
!feedback
it would be cool if u could delay throwing commandos grenade by not releasing r. the explosion countdown would still be active so u could better influence where it explodes
!feedback
Add an artifact that in multiplayer shares all items collected between all players but make them 50/33/25% as effective based on 2/3/4 players.
!feedback
reduce the cooldown of singularity bands to 10 or 15 seconds instead of 20
!feedback
Artifact of Wholesale
Monsters that damage you collect gold. This gold scales with damage dealt, monster level, player level, and stage number. They can now buy interactables around the map and inherit their items and effects
!feedback
Loader should be able to pick up other players in Multiplayer and then be able to throw them. The throwee can still shoot while being carried, but takes damage when thrown. Loader also can't use a few of her abilities while carrying someone.
Edit: Autocorrect hates me and put a space between the ! and Feedback. Sorry
!feedback
!feedback
Add an multiplayer item and money sharing system pls
!feedback
New item
Deep Roots: Standing still increases armor by [To be determined] (additional stacks increase armor by [To be determined] percent) & gives "Rooted" buff which negates knockback from enemy and self fire. Moving manually removes said effects.
!feedback
Artifact of swiftness
allies and enemies have 400% attack speed and 400% movement speed
!feedback
Remove OSP.
!feedback
Predator's Hook
Killing an enemy grants a stack of Blood Lust for a maximum of 3 (+2 per stack). Corrupts all Hunter's Harpoons.
Blood Lust
Increases all damage dealt by 10% and fades after 1 (+0.5 per stack) second. Gaining a stack of Blood Lust will also refresh the timer on all other stacks of Blood Lust the player has (similar to bleed).
This would make Hunter's Harpoon less of a scrap target since it's speed boost can be more of a hinderance so a stronger corrupt form would be nice.
!feedback
Change the current way of showing the death messages to the old version of showing death messages just like in the first game contrary to just being displayed in the chat
RoR1 version:
After dying, there will be a slight pause before showing the moderately large death message text in the screen
Reason: The way death messages shows in the first game were funny
!feedback
A fight vs N’kuhana similar to the gilded coast, or could even be on the scale of a boss fight.
!feedback test
edit: what the fuck
!idea test
johnny test
johnny from ggxrd rev 2
!feedback
Make N'Kuhana's opinion heal a % of your max hp on kill to make it more viable
!feedback
give nkuhana's a 1.0 proc coeff why is it 0.2 what
!feedback
nerf hooks DoT damage but increase its proc coefficient (currently 0.2)
!feedback
MORE SKILLS
especially for lean man
alt special, increase armor, decrease damage and corrupted would be opposite
alt secondary, peircing beam that charges to increase diameter and corrupted would make it not have to charge but limited range
alt huntress secondary
instantly fire a seeking arrow that explodes with 5 charges, recharge is 45 seconds but whenever it hits an enemy they get a debuff called stuck (+1 per arrow hit) lowering their speed very slightly and whenever you kill them it gives you that arrow back, giving you +1 charge per arrow retreived
ill be adding more soon also sry for long last one
!feedback
New survivor/dlc/both
The Crystalmancer/Infected
She would look normal but have purple crystals coming out of her body like a disease
Primary, Crossbow that shoots slower crystals but has a 1.2 proc chance
Secondary, Spear that can spin around damaging all nearby enemies or throw tp create a temporary wall
Util, destroy current wall and tp to it
Special, Summon a crystal that can be damaged and give gold or boost nearby allies attack speed
Alt Util, Dash forward, creating crystal spikes on the ground behind you and launching nearby enemies away, dealing damage
Sry for typing errors, typed on mobile
edit: ik the special is bad but i couldnt come up with anything lmk what would be better
!beedfack
Give console a button to access the tab menu like on pc where you can hover over items to see their stats, kinda sucks that you can’t do it on console
!feedback make executive card able to "work" even when on cooldown (which can happen after switching equipment) (sorry if that's already been mentionned 😦 )
!feedback
laser scope should secretly give crit chance just like every other crit based item in the game. since its a red i think 10% would be a good amount
!feedback
New Lunar item: Chortle Fungus (Chungus for short)
Sprinting creates a cone of wind around you, dealing damage based on movement speed. Standing still for 2 seconds evaporates you, dealing 2% (+2% per stack) + 5 (+5 per stack) damage every .3s
!feedback
Make Unstable Tesla Coil not be given to enemies in void fields (let Mithrix and Scavengers still use it)
!feedback
Accessibility optimization
When selecting different tabs such as in Create multiplayer game it would be nice if hovering over a segment didn't automatically select it, because it is annoying when you are for example typing a game name and your mouse moves a little and that causes you to be unable to write in the game name tab anymore.
In other words, make tabs clickable instead of hoverable to interface with (ideally make it optional in settings)
!feedback

I feel as if DIRECTIVE: Harvest needs to be changed in some way. Whenever I play Rex I never want to use the ability because Tangling Growth is just so much more useful. Unlike Tangling Growth, DIRECTIVE: Harvest doesn't provide CC and its healing is a lot more inconsistent because you have to walk around chasing fruit. Maybe you could make it so DIRECTIVE: Harvest entangles whoever it hits? Or you could make it so DIRECTIVE: Harvest deals enough damage to proc bands so you could run DIRECTIVE: Drill and have an ability that can still proc them? Or you could even make it so you could fire DIRECTIVE: Harvest while Rex is using his primary without interrupting his fire rate? I don't know exactly what should be done but I believe it should be buffed somehow because as it stands DIRECTIVE: Harvest feels like a massive downgrade.
!feedback
rework how stunning works in the game
with high stun chances you either stunlock an enemy or it's immune to stuns and they're completely useless
!feedback
New Void item: Waterlogged Battery
Increases the damage of electricity-based moves by 50% (+25% per stack, stacks linearly). Corrupts all Ignition tanks.
I think it would be nice to have an alternative to building around fire, and there’s a good deal of electricity-based attacks and items. (ukulele, polylute, royal capacitor, Arti nano abilities, tesla coil, charged perforator, captain m2, overloading bombs, genesis loop). Players who prefer to play Artificer with her plasma bolts will love the item just as players who play fire Arti love ignition tank.
!feedback
Alternatively: make harvest fruits heal teammates for more as well as "overhealing" them with barrier like Aegis, that way it plays a better role in Co-op/ helping beetle guards and all that. Let them pick it up from further away too, that way drones can grab them.
(maybe also make them drop a special colored fruit as well that only rex can pick up, that way he's not screwed out of healing)
!feedback
add an item that is the third degree from TF2
and by "medibeams" I mean mending elite heals and clay dune strider sucks
!feedback
No TF2 crossover
!feedback
Add a third skin for Engineer that's just the Engineer from TF2 and the turrets turn into TF2 Sentrys
!feedback
Remove m1 cancelling as acrid, but buff his m1 in return.
m1 sprint cancelling is a tech that heavily increases acrid’s damage for no cost, except for discomfort and joint pain. It’s completely unintuitive to both discover and perform. It also makes neurotoxin deal more dps than bite when m1 cancelling, due to bite interrupting m1, another unintuitive trait that was most likely unintentional. Accessibility is also an issue, with some players physically unable to use the tech without hurting themselves or worsening a condition, while no other character takes physically intensive inputs to play optimally.
Of course, removing m1 cancelling will also be a heavy nerf to acrid, so a large damage or attack speed buff to m1 will be needed.
!feedback
PLEASE KEEP MAGMA WORM AT SPAWN. LIKE GEEZ, WHY DOES HE HAVE TO GO OUT 1000 MILES AWAY FROM THE TELEPORTER? WORST BOSS TO EVER EXIST NGL. Thank you! 🤣
!feedback
Rewording for this guy
Make Magma Worm AI target players more then drones or turrets so they don't leave the teleporter area as much
!feedback
Some buffs to acrid’s bite:
- Make regenerative stack, this would make bite a very good healing tool when facing multiple enemies and also not make the healing capped
- Make it not interrupt m1, neurotoxin doesn’t interrupt m1 so bite shouldn’t either. The interruption is the reason why bite has lower dps when m1 cancelling
- (optional) Make it agile, same reason as buff #2
If these are too much, neurotoxin’s damage can simply be increased to balance it out
!ideas
!feedback
The achievement to get it should be
"Engineer: Erecting a Dispenser"
Find and fully activate 5 Shrines of the Woods
!feedback
Aegis should give passive regen (enough to make barrier consistent) so it doesn't 100% rely on any healing items
!feedback
Infusion Reimagined 
Infusion is an excellent item, giving up to 100 HP per Infusion. However, it could use a bit of work.
The way Infusion currently works, you have no idea if you've hit the cap, and you can technically go over 100 bonus health if you're lucky. I don't like this.
I believe that when you pick up Infusion, your Health bar turns red and "shrinks." It won't actually shrink, you'll have the same amount of health as previously, but now it shows how long until you've hit your Infusion's limit. Also, your health should change back to green when you hit said limit. The "lucky extra health" thing is such bullshit, and I think it should be deleted - but Infusion should in turn bump up to 120 health instead
!feedback
When picking up infusion keep the hp bar green initially but as you get closer to the cap change the hp to red proportional to how much extra hp you’ve gotten from it so you can see it “fill” overtime and once the whole hp bar is red its considered full indicating that you dont get anymore extra hp on kill.
!feedback
Do this but the opposite. Your health bar starts red, and then when infusion is filled, it turns green. No gradient because it may be hard to tell for those who need accessibility (color blind, mostly)
!feedback another infusion change,
change infusion to be like how it was in ror1 where there’s no cap to the health increase, but change it to be a red item
!feedback
Make a game mode where you start with a new tier of item that gives you a quest. When you complete a quest you get another stack of the item and every 5 tiers or something a boss spawns that upgrades each time you fight it.
!feedback
Don't let players use lunar coins to revive theirself
!feedback
allow a type of permanent ping so that its easier to backtrack to loot that you werent able to grab earlier
!feedback
autosprint
!feedback Vent channel in discord, where people can spill their salt in a civil manner.
!feedback
make purity keep it's -2 second cooldown reduction on subsequent stacks, makes no sense how you get the full downside but you only get half the upside
!feedback
Add more mod related channels, such as a "Modded Tech Support" or "Mod Promotion"
!feedback
Add a new item, "Transmission"
It does literally nothing but tell Hopoo to buy the IP back when you pick it up
!feedback
Buff some of the elite aspects, they are too underwhelming
Make an "Ahoy!" Channel
With like a 1min cool down so we can all be 
!feedback
!feedback
Kjaro and Runald (the 2 Elder Lemurians you fight for Death Do Us Part) should have their own unique textures
!feedback Console update this year
!idea console update tomorrow
!feedback
Do what Portal did and re-release your game 14 years after the original to make it look prettier only for it to get shat on because people's computers are too weak
But only if the Egocentrism channel gets reinstated
!feedback
Let us switch the appearance of enemies to each elite types in logbook
!feedback
Artifact of Vampirism
When killing Elites, have a small chance to absorb their power. Also has a small amount of
thrown in.
However, you have less health/armor
!feedback
Add an indicator for Tesla Coil area of effect, similar to focus crystal
!feedback
ok how has this never been a feedback before but allow MUL-T transport mode to clank off grandparents for the large hit damage
It has been
!feedback
Equipment idea: Vampire’s Rat (i know, weird name)
CD: 30-45s
’Takes 1/3 of your max HP in exchange for a 50% boost in atk speed, damage and movement speed’
!feedback
pls make eviscerate not get cancelled by allies. its incredibly annoying when it just doesnt do anything because there was an ally within 30 meters of reach
!feedback
Give Solus Probes, Alpha Constructs, Solus Control Unit, Xi Construct, Alloy Worship Unit, Empathy Cores, and Brass Contraptions immunity to Void Infestors.
If biological allies are still going to be vulnerable to infestors, at least be consistent with the rules for infestors, and give EVERYTHING that isn't biological immunity to the infestors.
!feedback
Buff Huntress damage
!feedback add a character with a “slam dunk” ability big damage maybe an ult jump into the air and slam down for massive aoe damage / stun maybe pull people in as well ( bonus points for having a funny sound effect when you do it)
!feedback
Change the way percentage stacking bonuses are displayed in the logbook based on the type of scaling they use.
Right now, everything says +(percentage) regardless of whether it scales linearly, exponentially, or hyperbolically. This means that there's no actual way to determine which scaling is used in game besides meticulously recording the results with multiple stats.
I propose:
+(percentage) for linear
x(percentage) for exponential
/x(percentage) for hyperbolic
(So, for example, ATGs would still say "...300% (+300% per stack) TOTAL damage," while Shaped Glass would say "Increase base damage by 100% (x100% per stack)..." and Tougher Times would say "15% (/x15% per stack) chance to block...")
This would allow a proper distinction between these different scaling types in game without disrupting too much, and would only require a few text changes. Maybe it doesn't immediately communicate what type of scaling corresponds to what symbol, nor how they work, but it at least categorizes the items based on scaling in some way, which makes it much easier to figure out on your own as a player; rather than having to check each item to see its scaling, once you figure out how scaling works for one exponential/linear/hyperbolic item, you know that's how it works for all of them.
!feedback
So I was up in #ror2-discussion and now we're adding a new item
A chicken
Just
A chicken
It has a chance to cluck on fire
The cluck might re-trigger on-fire effects or something idk
But when you activate an AOE attack, it generates a Down Feather Shield, boosting your Armour
It might gain more effect the more
you have or something
Let it be known that I am fully aware that this is a dumb idea
!feedback - item idea
dna photocapture device - equipment
targeting an enemy and using the equipment on it grabs its dna sample and grants you +75% total damage against that enemy type. can only store 1 sample at a time. cooldown: until the next stage
!feedback item idea “ n’kuhanas wrath” mythic item when player kills a elite monster spawn a greater wisp to fight for you for 10 seconds plus 5 seconds per stack can stack up to 10 wisps to fight for you
!feedback
New Void Tier Item - Lobster's Claw
Gain a shield equal to 10% of your maximum health. While you have a shield, hitting an enemy, heal yourself for 4 hp (+2 hp per stack). Corrupts all Harvester's Scythes.
!feedback
Rework
(kind of); given that it's a red item despite having such a weak effect, it's a contender for the worst item in the game right now (I'd say).
Instead of only getting elite effects for 8 seconds, it could instead give up to 2 (with the cap being raised by either 1 or 2 per stack) elite effects permanently. Killing an elite gives an effect, killing a different type of elite gives the second effect, and killing a third, still different type of elite would replace the first effect.
Elite effects are somewhat weak, but some of them are more powerful, and having multiple can be quite strong. The (main imo) problem with WoV is that you only get its benefit directly after killing an elite, which is a very niche and uncontrollable condition; combined with the general weakness of its effect compared to something like
, it just leads to a somewhat weak bonus at an interval the player can't do much to control. You'd still need to kill elites in the reworked version, sure, but the benefit of the effect does not require that you recently killed an elite for it to do anything.
The cap on elite effects (where there was none previously) is mostly to just make sure there's some actual benefit to stacking. Also, as weak as some elite effects are, getting all of them permanently is probably too strong.
So just Plasma Shrimp but HP
Joke 
yeah also the point of the joke is that you rarely have missing hp if you have full shields so like it's funny if you think about it hard enough also makes fun of transcendence plasma shrimp synergy.
Joke explained, Peter Griffin out.
!feedback
Hunter’s harpoon rework
Killing enemies gives a stacking buff that increases your speed by 15% (+15% per stack). Taking damage removes stacks proportional to the percentage of max hp you lost +1
This would make it an actually useful item, and a movement item in the green category. It would also make it a more skillful item, keeping theme with ones like oddly shaped opal and plasma shrimp.
!feedback
Steam Workshop Support
I have no idea if anyone has already suggested this, but I was wondering if Risk of Rain 2 would go on the workshop as many other titles are starting to all hop into the workshop too for modding support. Again I am just putting forward a simple thought, I have no idea what the developer's thoughts on modding are. Just thought to share.
!feedback
I've got this game on switch first and it was alright. I've enjoyed it, got more than 80% of achievements and wanted to play more in better quality. So I've bought it on PC... It was a mistake.
The multiplayer of the PC version is unplayable. The ping meter is broken and** I couldn't finish a single session since I've bought it**. It loses connection more than it actually finds a playable lobby. Sorry for saying it like this, but the state of the multiplayer is unacceptable guys.
The load times are terrible as well. I've installed it on a 1000 gbps SSD. No other game has the audacity to make me wait so long. I wouldn't care about this if the game were not crashing all the time. It literally crashes out to windows. Can't even close normally.
I've also tried to verify the integrity of the game files several times, but all the files were validated successfully.
EDIT:
A lot of these issues come from the cross-play being turned on... After turning it off everything's alright. I recommend at least a warning message next to it that it can cause these kind of issues.
Thanks for the friendly folds who helped realize the problem.
!feedback
New item idea
Ben's raincoat(Green)
gain 25 max health
What happened to the one above
nothing its just too good of a feedback
!feedback
Ben's Raincoat buff/rework
Getting inflicted with a debuff removes that debuff and grants you immunity to all debuffs for X seconds (+ X seconds per stack)
!feedback
equipment, pocket scrapper
allows you to convert one item into scrap or another item once per stage or every minute
This but as a recycler nerf ^
If there are no enemies within a 50m radius of the player, the director should get increased credit generation so it can spawn in more for you. this goes away when the enemies spawn in, but can be reapplied if enemies die too quickly.
And for reference, maps are around 300m², so a 50m radius is about 1/36th of a map
!feedback
New Movement ability for Captain that leans into his drone theme. The ability would have a drone swoop over Captain's head and Captain would grab onto it's underside. The drone would lift Captain up, giving him a small period of temporary flight. The ability can be canceled early by activating the skill again.
Notes:
- I could see this either being either an alternate secondary or utility skill. I know people consider Cap's secondary to be a weak skill, so I am hesitant to put a skill that covers Cap's greatest weakness as an alt for that Taser. But at the same time, I think both his utility skills are really important to his kit and I wouldn't want to replace them, personally.
- The ability could possibly require you to own a drone to use the skill, or maybe instead it just summons a temporary drone just for the animation.
- If you want to mod this, you probably could reuse the code for Milky Chrysalis for the flight and reuse the animation Captain uses where he holds his hand up when he's calling down a Beacon/Orbital Strike.
!feedback (guh!?)
!feedback
!feedback
Following suggestions are aimed at making green and red item pools, which are widely considered to be highly diluted with extremely niche items, better, and making baseline survivors more interesting by giving them new passives which go well with their themes.
First, remove
from the game and reimplement it as Huntress' passive. She doesn't have a passive and Huntress' Harpoon is literally in the name.
Additionally, remove
from the game and reimplement it as Engineer's passive. Engineer doesn't have a passive and bungus is green so he can get more of them.
Also, remove
from the game and reimplement it as Mult's passive. It would make taking Rocket Launcher worthwhile
Lastly, remove
from the game and reimplement it as Commando's passive. Commando looks like someone who would be called Ben.
!feedback
replace wungus with like 5 bunguses
!feedback
Super Massive Leech (
) rework
SML is currently a forgettable equipment with a lackluster effect, so forgettable in fact that I forgot it existed until I started writing this post. The 20% lifesteal is very inconsistent compared to other healing equipments, and doesn’t stand out at all. I propose a complete rework, changing it to a damage/healing hybrid.
It now throws the leech forwards in an arc like the Molotov, when the leech hits an enemy, it deals constant damage to it (150% as an estimate) and gives you 100% of the damage dealt back as health, it also makes a small field around the enemy that gives 500% of the damage dealt as healing (think of the ultrakill screwdriver). When the enemy dies, it leaps to the nearest enemy in range (around tesla coil range) until the life timer runs out (around 20 seconds).
!feedback
acid rain equipment 😎
rains acid dealing 100% damage and adds an acid debuff. Just like the meteor shower, it can affect players aswell
!feedback
Engie's turret timer is too long
Edit: why the fuck does everyone hate me
On the topic of buffing minions, Goobos should get items. It has a little over 3x the cool down of Engineer's special and has half the minions it can spawn with the same minion cap, but it gets no items??
Plus, most minion AI are pretty weak, and that is exceptionally true when you give a minion the skills of the playable characters.
!feedback
Helloooooo, I'll be quick, i was searching an announcement channel to with all the game updates but the #announcements channel is mixed with server news and other irrelevant things :(
I will leave a follow to that channel on my server to keep me and my community more aware of game updates. 
!idea
just had a idea while playing with friends
Make shiny versions of the enemies and have the full shiny chance of Pokémon with like 1:4069 that one enemy can look different. Was thinking about how the void crab would look like with different colors just cuz of curiosity and friend told me to get here and suggest this.
oh and please nerf the Brass Contraptions they have way to powerful with their godlike aim literally every run i do they kill me nothing else
!feedback
!feedback
If you disconnect from a lobby, there should be a way to rejoin the game
Edit: on console, apparently it’s already a thing on PC
When a perfected enemy dies, have the halo break/disappear
Not a huge deal, but when you look through your model, your body disappears but ego does not. It'd be nice to keep consistency
!suggestion
Increase the fonts size of Risk of Rain 2 please.
I mean, you did a remake for risk of rain 1 (incredible game) and you didn't increase the fonts on ror II 😦 but I can't play on Switch to ror 2 with that font size.
!feedback
!feedback The screenshake on commando's M1 is not toggleable in the options, and is nausea-inducing
!feedback
Void Bison Steak:
Trade 30 hp (+30 hp per stack) for 1% proc chance increase (0.5% per stack)
!feedback
Void Bison Steak:
Lose 25 hp (+25 hp per stack)
Stun Grenade Rebalance ```ansi
[0;32mOn crit: Stun target for 1(+1 per stack) seconds
+4% critical strike chance
[0;37mEnemies who have been stunned are immune to the effect for 50% of the time they were stunned
!feedback
Void Bison Steak:
Trade 30 hp (+30 hp per stack)
Add small QoL change of +75% proc coefficient
Cry about it 
!feedback
!feedback
artifact of illusion
when picked up, items have a chance to turn into another item of the same rarity
Please #devs , I have got RoR2 in Xbox S, I cant play it because the fell playing as controller is sh**, brings us keyboard feature like CoD bring to us with his last game. Thanks you I love you.
!feedback
!feedback
let us use our mouse in ror returns 🥺
!feedback
Add fsr in the graphics options, it's easy to add and update
!feedback
Also add ray tracing
!feedback
I know it isn't out yet and I could be making this for nothing, but when risk of rain returns comes out please let us bind our skills to the mouse, as you couldn't do it in ror1 and in the small snipets of game play shown in the dev thoughts the primary and secondary skills are binded to z and x and its very inconvenient to play the whole game on keyboard and lock us out of lmb and rmb
!feedback
rex
!feedback
Void void bison steak
+25 max hp(+25 per stack)
Corrupts all void bison steaks
!feedback
when playing with the artifact of Evolution, entering a void-based hidden realm (fields, locus, planetarium, etc.) should grant a void item to monsters, while still respecting the upgrade progression of Evolution based on stage numbers
!feedback
Void void void bison steak
+26 max hp (+26 per stack)
Corrupts all void void bison steaks
!feedback
Use this design for Acrid's Crudely Drawn Buddy in Risk of Rain Returns. It is too perfect to not be used
!feedback
In RoRR it would be cool to choose a route to either Providence or Mithrix
!feedback
You could probably make Mithrix a secret or unlocked route after defeating Providence X amount of times, since i think the progression from provi to mithrix still makes sense
!feedback
Allow for manual selection of survivor id through the dev console when selecting a character for people who wanna try playing as other non character entities such as the larva
Being able to rejoin if disconnected during a match
!feedback
what if there was an alternate game, where providence takes over the ship instead of destroying it and goes back to the planet it came from and tries to take over, and the playable characters are the monster we often see in risk of rain and risk of rain 2
!feedback
!suggestion add cursed toner
!feedback standalone game with ship-to-ship combar
!feedback
mithrix with cloaker sfx
!feedback
as you unlock characters they should appear alongside the dead commando’s on the title screen
!feedback remove Telsa coil from void fields monster item pool. Why? its too strong with any item in the game. video proof: https://streamable.com/jg1zoi
Void jailers feel really powerful. The combination of their root and pull ability and an instakill ball that follows you is absolutely atrocious. Here are my thoughts on two- independent- nerf ideas:
• Change Jailer's root and pull ability to just root. Standing still is already incredibly dangerous, standing still right in front of an enemy is a death sentence. This will just change how jailer's root interacts with its void implosion, making the moving bubble actually make sense
• Change the void bubble to basically be a small, instant implosion. This will also tie well with the now untouched root and pull mechanic while still being dodge-able with items or well timed skill use.
!feedback
buff aegis or make it green
!feedback
Stop suckin da meet of pc players and give console players more love
!feedback give release date for survivors of the void on console Calm down, there’s no need to dislike all I’m saying is that they should give a real ease date I’m aware that this is gearboxes job all I’m saying is that we should get a update and I’m not being disrespectful I’m just asking
!feedback add some sort of optional forced turns for items for multiplayer
!feedback
make it so if the host leaves the game Dosent end
!feedback discount on Risk of Rain Returns for Risk of Rain 1 owners
!feedback
add a in game shop with skins with a currency that can be earned through by doing challenges but not by being paied
I think it would cool if it was cross play between console and pc players
!feedback
!feedback
Players that complete a certain challenge (a really high
score, or top x% of a Prismatic Trial) get RoRR keys/discounts
I'd never be able to win lol
Edit: free stuff tho. Why you no like?
Not much free stuff, and it will be very skill based. The best of the best get rewarded.
!feedback so not a super big thing but would suggest changing in-game description of N'kuhana's Opinion to reflect the actual effect. Currently all it says is "fire haunting skulls when healed" (which led me to believe the healing amount didn't matter) but the actual effect is much more complicated, maybe something like "stores healing and fires a haunting skull after 10% max life is stored in healing" or something?
!feedback
currently hungering gaze (
) just makes the projectiles be shot faster with more attack speed which is kinda useless since it still has to recharge. i think it would make attack speed more relevant with visions if it effected either the explosion timer for a shorter detonation time or decrease the recharge timer.
!feedback on console all the in-game menus (ie:picking items in command) should be traversable with the stick AND dpad
!feedback
Lunar Item: Ethereal wings
Movement speed increased by ×1.5
The drawback is you take damage for every second you aren't sprinting. Think void field damage
!feedback Lunar item Soul grass, -30% healing, but 2x speed