#ror2-feedback-and-ideas
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Make a new discussion or chat or whatever in the discord just for memes
I need to speak to the creator about a glitch:(
!feedback It’s been done before but got out of hand so they took it down 😦
!feedback Add a new skin for players who beat Eclipse 8 on a character (maybe a gold skin?) Just some way to reward those who did it, but not keeping important skills behind eclipse
Yeah, also one skin for each way you beat the game. One for beating mythrix, one for obliterating, and one for beating the voiding. Only unlocked if done on monsoon.
!feedback
I'm sad people don't like my idea lmao, I just think there should be some reward for eclipse players that shows in the game. Even an achievement would be cool
!feedback add a toggle for controller aim slowing on pc, as it can be actively counterproductive when gyro is enabled. I play the game either on switch pro controller and steam deck, and it is very unpleasant both to play with, and to have to manually change it through the cfg file or through console commands every time I change a setting and the cfg gets reset.
!feedback
There should be a special animation for MUL-T that makes it flip Mithrix off when you beat him on Monsoon or Eclipse 8
!feedback new MUL-T skin where he is a literal shopping cart
!feedback if a skin is too much, then maybe just a small eclipse sticker/logo on a character you beat eclipse 8 on. I think it would be a nice subtle way to reward players without gatekeeping anything too important behind eclipse.
!feedback Stop requesting eclipse rewards, we won't get any. End of story.
!feedback
Void Fog was a bit over tuned for the release of the DLC, which given how easy it was to almost completely negate before is understandable. However it now has a few issues making it frustrating more often than not. Things like watching drones die to the fog, dying because you got knocked off the stage, and dying because your character lacks the mobility to get around are all really discouraging. I think with the removal of being able to reduce the damage of the fog making it nonlethal might be a good solution now.
!feedback
Hello, I've made a list here of things I think would be cool to add.
-Delay timer (10s?) of loot ownership. Make it optional?
-Similar ready up prompt in the lobby but for portals also.
-Better visibility of what's being selected in the menus, log book for example.
-Remove visibility of the light after looting.
Thanks for reading.
!feedback More options for display
I play on console and have some issues with certain colors I think a brightness slider would be nice.
!feedback a separate slot for items that give some sort of effect, like low gravity or maybe one that shrinks you a little bit. You can only have one of these items, and it will be in the slot. I suggest this for the sake of elite equipment items because they are really cool but nearly useless. You know, if you have a decent equipment item you never pick up the elite equipment, now you'll be encouraged to. (This would also allow items for this slot to be added in the future.)
!suggestion add option to vote kick someone like in amongus
!feedback so the whole reason void fog kills survivors is because they suffocate in it right? So drones should be immune to the fog given that they can’t suffocate. Mul-T is an obvious exception due to being a playable character.
Especially given how much harder/less rewarding void fields are now I feel like allowing drones wouldn’t break it.
give drones void fog immunity
!feedback
As someone who mainly plays arti these days, I've seen a lot of suggestions and particularly mods for having ion surge go towards the cursor. However, I feel like it's more natural to have it send you away from where you're looking.
Adding on to that idea, maybe it could send you forward if you are walking forward and backwards if you're walking backwards.
this is said as if any feedback or ideas here will ever be put in the game
!feedback
!suggestion
(for the server)
an item description channel for all the items? this would help a lot of new players trying to figure out which item is razor wire or which is shatterspleen
!feedback
!feedback
!feedback
Void version of 
Seems to do nothing... but grants you a temporary barrier.
!feedback
A possible adjustment for Captain's Diablo utility to not be put on cooldown if you don't actually use it. The ability is pretty niche as it is and requires proper placement and timing. So canceling it with another command such as sprint shouldn't stop you from using it if you are checking for a possible deployment area.
!feedback
You should be able to use Dios on a teammate in multiplayer so long as you can find their body.
!feedback
!feedback
Resupply Beacon Rework:
Instead of 3 times only it works as Healing beacon - while in area of effect the cooldown of your active item is reducing additionally by 1 second every 2-4 seconds
!feedback
Make it so that void item color gets darker with rarity. You know, legendary void items would be a darker shade of purple that common void items.
add dog
!feedback
dlc idea: the red plane
I think it could be a good dlc we already know it exists theres already a couple monsters from there and its another dimension
!feedback
I would love to see an expansion to the "imp dimension", possibly a secret stage similar to the gilded coast.
!feedback
Add emotes, something fun to use with friends like a dance or "hello" emote of some sorts, etc.
Maybe some character-exclusive emotes for different survivors
!Feedback
Could we possibly outfit MUL-T with a blowtorch primary that acts as a mini flamethrower? I feel the only Survivor that get any real use out of Ignition Tank is the Artificer.
!feedback
!Feedback
Can we see some Idle animations later on? I know standing still is usual death, but in rare instances it does come up it would be cute to see something.
Like Acrid rolling over or chasing his tail, MUL-T powering down for a nap, Engi pulling out a potted Bungus to water. Arti using her flames to roast a marshmallow, etc.
!feedback
New active item: Water Bomb
Effect: Throw a Water Bomb, dealing 55% damage and debuffing enemies with Wet. Wet enemies are immune to fire damage but move 10% more slowly. 25 second cooldown
!feedback
shield kill (red)
enemies dont have ome shot protect
!feedback
Time stop item
Duration: 5 seconds
Synergizes with energy drink and tonic
Synergy: 10 seconds time stop
!feedback
You can rejoin a match if you dc
!feedback
Add Beads of Fealty as the "unique" item drop for Scavengers, so that you can use a Trophy Hunter's Tricorn to get beads if you're having trouble getting them via the bazaar or lunar pods.
!feedback
Increase projectile speed of artificers M1 significantly. Artificer just needs to be buffed, they are too inconsistent in runs compared to like every other survivor
!feedback
hello. please fix shield one shot protection. make OSP count from 90% health not 90% health and shield. yes. thank you
!feedback
Double Elites. Why? Because I've been getting one enemy every couple minutes on Simulacrum Wave 225 and I'm bored.
Double Elites have two different Elite modifiers at the same time. This means they're twice as dangerous, so hopefully the director will actually spawn them reasonably often.
Add this, but slightly nerf elite aspect modifiers (damage and health multipliers)
T1 currently has 4x health and 2x damage
T2 currently has 18x health and 6x damage
nerf these to
T1 3x health and 1.5x damage
T2 5x health and 4x damage
this will better balance how elite aspects stack and will overall make elites less of a damage sponge
!feedback
Complete Bandit rework:
Holding down his Lights Out or Desperado key makes him continuously spin his gun while making whooshing noises
!feedback
Give Captain an alternative skill in hidden realms to compensate for him losing half of his abilities. This could be in the form of something you choose before you start the run instead of beacons/airstrike or something you just automatically can use in hidden realms.
It just feels a little crappy to lose half his kit because of lore reasons.
!feedback Mercenary but with katars
!feedback mercenary with a big cleaver that has a slow but unstoppable swing (similar to m1 3rd hit) that deals 500% ish (idk) damage and procs expose.
!feedback
Add status effect icons to the big health bar for bosses (probably not for hordes though, since that wouldn't really work). It's just a nice Quality of Life change, but I'd really like it and it would make it a little easier to get the Sadist challenge done for Bandit
!feedback
New piece of merch: polyute. Tuneable and playable. It'd be ridiculous, I know, but it'd be awesome (and expensive)
!feedback saddest mask: void legendary item that spawns a ghost for every ally killed.
Would pair well with items that spawn minions.
Edit: as discussed in feedback-discussion, The ghosts would be able to take damage unlike the ones spawned by happiest mask (to prevent the item from being a straight upgrade) and stacking the item would increase the length of time the ghosts are alive for.
!feedback death mark lasts for as long as the four debuffs last and stacking it increases the damage bonus instead
!feedback void death mark that when 4 or more buffs are on you at once increase their power for their duration
!feedback
child as a survivor for risk of rain returns, its like the parent but tinier
i discussed this and it seems pretty ideal
!feedback
Bandit rifle rework
Ammo increased from 4 to 6
damage decreased from 330% to 250%
This would encourage more lights out ammo fuckery, and make bandit rifle more distinct from bandit scattergun, and just make the playstyle more distinct.
!feedback
New Lunar active item: Collapsing Star
Effect - (This item scales with the amount of Lunar items you have)
The default effect has you throwing the "star" (a small blue orb) a short distance before it explodes, dealing 1200% (600% to players) damage to EVERYTHING in a medium radius and leaving a pool of blue fire after that deals 300% damage per second. Every Lunar item increases explosion damage by +300% and fire damage by +50%
Having a certain amount of Lunar items adds new effects. Having X amount of items adds an additional blue pillar of flame, dealing 200% damage per second to everything (+40% for every Lunar item after the unlock threshold). Having another X amount of items adds 8 additional rotating Lunar Orbs that deal 250% damage each hit to everything (+50% for additional Lunar items). Having a final X amount of Lunars makes the initial explosion pull everything around it before exploding
!feedback
increase the chase range (not their actual laser range) of mobile turrets, is pretty annoying how they wont even attempt to go after something until it gets within their laser range
!feedback
add this dude from the original ror to the lemurian family
Skill: run around and slap you 5m far away
!feedback
New Lunar item: Gravity Boots
Increase jump-height by 200% (+300% per stack) BUT all falls from any height triggers fall damage (+0.5x fall damage multiplier per stack)
!feedback
New Lunar item: Pulsating Reunion Photo
Yellow items are 100% more likely to drop from Teleporters (+50% per stack) BUT family events are 4x more likely to occur (+3x per stack) and have a chance of occurring every second while in a stage (+chance per stack)
!feedback
A level on a (space)shipwreck would be cool, or even a secret where you can run around the safe travels.
!feedback. stop sucking da shit out of pc an announce Xbox and PlayStation updates maybe your game would get more sales and popularity
!feedback
Add a way to save your runs to the "previous runs" section so that you can look back on your best runs. Currently the page selects completely random runs to save.
!feedback
New Lunar item: Amalgamated Fungus (Amungus for short)
Your attacks have a 15% chance (+15% per stack) of having spores around them. Dealing damage with spore attacks inflicts "Deceiving Plague" for 6 seconds BUT all health regeneration is reduced by 20% (+5% per stack)
Deceiving Plague inflicts 5% of your base damage per tick and enables friendly fire to those who are inflicted with it. This cannot be stacked by normal means, it can only be stacked via spore explosions. Spore explosions occur when an enemy that is suffering from Deceiving Plague dies, causing them to burst into a cloud of spores that inflicts Deceiving Plague to EVERYTHING around it (drones, players, enemies, etc)
!feedback
Make auto sprint a native feature of the game except in cases where you don’t want it
I.E flamer, placing beacons (iirc) and etc.
There’s almost never a reason you wouldn’t want to sprint except in those cases above when it usually cancels some ability. It would be a nice qol and not require a mod to be used. It’s kind of petty but for those who don’t want to use mods or can’t or don’t know how, it could be useful.
Just make it a toggle in the settings
!feedback
Let us place Effigy of Grief on Effigy of Grief. It'd be really funny for us to be able to play Minecraft Skywars in Risk of Rain 2.
!feedback. stop sucking da shit out of pc an announce Xbox and PlayStation updates maybe your game would get more sales and popularity.
!feedback. stop wageslavin on da console remake and get to workin on a new dlc for pc, its gonna yield so much mulla like fr ong.
!feedback
Artifact of Evil Undetectable
- Artifact of Evil Undetectable has a chance of replacing interactables with mimics. These mimics are impostors imperceptible and have very small changes that distinguish themselves from regular interactables (a small flicker that happens every few seconds, a small wiggle, or a growling noise).
- Different mimics have different effects
Chests, Printers, Pods, Cleansing Pools - Using these mimics makes a weird noise and permanently gives the item to the enemies (printers give the printed item to the enemies)
Equipment Barrel - Gives the equipment as normal, but using the equipment will instantly cause it to malfunction and destroy itself
Drones - Repairing a drone mimic makes a weird noise, begins flying, and starts attacking you/healing enemies depending on the drone type
Barrel - Opening a barrel mimic makes it steal 25% of your gold
Scrappers - Takes your item without giving Scrap
Altar of Gold, Shrine of Blood, Shrine of Chance - Takes your gold/HP without giving anything in return
Shrine of Combat - Spawns many more enemies that all do not drop gold
Shrine of the Mountain - The additional teleporter boss spawned by this does not drop an extra item
Shrine of the Woods - Heals enemies, not you
- Shooting the mimics 3 times before using them causes them to crumble into pieces. After interacting with the mimic though, they become invincible. Beware of these extraterrestrial freaks
!feedback add skins for characters that can be unlocked from quests
!feedback plzzzz updat console i so sad it unplayabl men plz rush the consol fix (like the conlsole relese) so consol will becom even moar brokken (you will lose the entire console playerbase)
!feedback homie speak English
!feedback an official art book of concept art and monsters, items, stage layouts and the like.
!feedback make lunars unstackable and slightly enhance their effects. No more gesture, transcendance, purity, light flux, etc. stacking. This balances lunars that have a negative that does not affect you the second stack, but the benefit keeps piling up.
Alternatively, add a new type of rarity 'modifier' that is "only stacks once".
This isn't just for lunars, but can be used for any rarity, it'll just be the most useful for lunars like this. Additionally, this could be how aspects work. Not an equipment, but non-stackable.
Similar to equipment, but goes in your inventory
!feedback
honestly my solution to lunars would be this: ~half the individual lunar item effects besides equips, make lunar pods force the item into your inventory (equipments will stay a choice, in multiplayer itll drop normally and if nobody picks up the item itll be forced into the inventory of whoever purchased the pod when going to the next stage) and make the bazaar pods cost items instead of coins, maybe the pods could have a random price between 5 whites, 3 greens or a red or something of the like, this would make lunar items actually be a risk reward choice without ending your run instantly on a bad one, while having the choices locked behind an actual price that isnt spend coin become stronger without much downside
!feedback
PLEASE give us an item that does something with ice, the only survivors that do anything with ice in the game are artificer and railgunner. i dont care what it does. a proc ice item, a gasoline-like ice item, i just want it to be used more 🙏
Bumping my old thing Artificer needs to some help. Also she has the trifecta theme going on so all of her abilities should have 3 versions.
!feedback
Alright so hear me out. An interactable that turns a green item into 2 stacks of white scrap and a red item into 2 stacks of green scrap. Obviously, busted. But could be really fun and actually engaging with some limits. First of all a limit to how many times you can use this Converter. 3? 5? 2? No clue, but just getting rid of all the yeeyee ass greens and turning them into something actually useful would go too hard. Second, you should either pay a red chest or 75% of that value to use it, or fight an aurelionite or higher tier enemy. Maybe even mithrix. So yeah, that's it, high risk high reward item tier converter, reverse bazaar soup if you will. ||or make 2/3 of green items useful idk||
!feedback
New Lunar item: Gracing Wind Totem
Effect: You have a blue totem on your back, blessing you with winds that surround you in a 40m radius that grants +50% (+35% per stack) movement speed. However, enemies in this 40m radius also gain +50% (+35% per stack) movement speed.
!feedback
Artificer needs to some help. Also she has the trifecta theme going on so all of her abilities should have 3 versions.
Alternate abilities that fit with theme.
Utility:
Fire — Over heat: Dmg boosted by 20% All attacks also inflict burn and knockback ; (fire bolt deals 2 stacks of burn per hit) holding jump allows jetpack to fly and leaves burning trail like fire elite.
Ice - Deep Freeze: Gives Ariticer and armor buff and temporary barrier that doesnt decay but doesnt regenerate. Proc coefficent buff +.15 to abilities only.
Ice - Cold Conversion: Artificer selects target and deals large single target damage and has a very long freeze but renders target immune to more damage during the duration. If target can be executed and is executed it becomes and a Ice Elite ally for this stage only, cant convert teleporter boss.
Electric — Flux wave: levitates all enemies except for bosses off the ground in a large area for 10 seconds.
Electric — Galvanize: boost movement speed, attack speed, and decrease cools downs by 50% for 15 seconds
!feedback
!feedback
Am I the only one who thinks malachite urchins are one of the most undertuned and overshadowed things ever
You fight an enemy that has almost 20x health and 6x damage for it to spawn something with the health of a jellyfish or something when the malachite dies with none of the bonus stats of being malachite.
!feedback
Add the ability to pet beetle guards please :)
!feedback
This is my first one of these, pardon me if it sounds dumb
What if loader's second utility was an uppercut? I know charge can also act as an uppercut, but I mean an instant non-charged uppercut that does doesn't pierce, but deals damage in a small area around loader and doesn't immediately stop when the uppercut ends so you can use the vertical momentum
I feel like it would complement the thunder slam ability pretty well
!feedback
New Lunar equipment: Bottle of Galvanized Limestone (Ultra Edible)
Effect: The Bottle of Galvanized Limestone (Ultra Edible) takes the form of a small white bottle containing a sticky substance
- Drinking this gives you +20% attack, +5% movement speed, and +20% attack speed for 2 minutes, BUT your screen becomes distorted for the 2 minutes. Drinking this multiple times during the 2 minute buff increases the buffs and resets the duration BUT also makes your screen more distorted
- Ex: You drink this once and gain the buffs for 2 minutes aswell as a distorted screen. During these 2 minutes, if you drink it again, you stack those buffs and reset the duration but your screen becomes more distorted
Cooldown: 10 seconds
!feedback
Give loader double tap because it’s the best ability in the game
!feedback
players should be considered bosses for enemy armor piercing rounds
!feedback
make it so that when you walk into a gesture or transcendence while you already have one in your inventory, it picks it up automatically instead of requiring you to press the interact button because stacking transcendence or gesture has no downside for some reason unlike every other lunar
!feedback
New Lunar item: Double Tap
Effect: ALL ability projectiles are doubled (+1 per stack), BUT cooldowns are increased by 50% (+25% per stack), attack speed is decreased by 50% (+25% per stack), the delay between attacks are increased by 2x (+1x per stack), and enemies also fire double the projectiles (+1 per stack)
!feedback
up the gesture cdr stacking to -35% and give gesture a 0% (+10% per stack hyperbolic) chance for your equipment to fail and do nothing
!feedback
Local Co-op for consol players. We don’t have mods and this game just seems perfect for co-op.
angry upvote. Makes sense even though I hate enemeies when they have good items. I got clapped by mocha wisps. AP rounds would have not made a difference
!feedback
New Artifact: Artifact of Karma
Effect: You have a "karma meter" next to your HP that shows the karma you have. You start off with 100 karma, and going below 100 will inflict debuffs while going above 100 will grant buffs
- Enemies have a 1/75 chance of being friendly, meaning they won't attack you. This is indicated by a peace symbol hanging above their heads
- Killing friendly enemies will make a blue downwards arrow appear below your HP, reducing your karma by 25. The lower your karma is, the more expensive items become and the stronger the enemies become
- Sparing the friendly enemies via going to the next stage without killing them places a red upwards arrow below your HP, increasing your karma by 15 which decreases item prices and weakens the enemies
New Map: Sunbathed Peninsula
A part of the planet that always is basked in rays of radiation from the sun. Zones of radiation are everywhere to be found in this desolate waste.
Enemies in this zone will be from previous zones but mutated in crazy ways.
Pockets of harmful radiation can be found all around.
New red item. Gas Mask and a bundle of grenades. In random intervals shoots harmful bombs that create radiation zones. Can damage allies if they don’t have the gas mask.
This should be a stage 4 zone. Just a cool idea I thought of with the whole other planet stuff and all.
can we get a streams channel so that i can mute it and not have it clutter announcements.
can we get a streams channel so that i can mute it and not have it clutter announcements. x2 (plea)
!feedback
Alternate main weapon for captain that makes it so instead of charging the shotgun for longer range shots, holding down the shoot button will make it shoot automatically saving us from hand cramps
!feedback
Change shaped glass to be hyperbolic instead of exponential.
Current stats:
[0;32mMultiply damage by 2 every stack
[0;31mDivide health by 2 every stack
``` Suggested stats: ```ansi
[0;32mMultiply damage by 2(+1 per stack)
[0;31mDivide max health by 2(+1 per stack)
This also helps with shaped glass' extremely relevant problem of insta-killing you at 128 stacks
Currently, mercurial rachis soft caps at about 8 stacks and can mess up the game with >30 stacks. Given there are already items that hard cap, including one lunar, I feel that rachis becoming an item that has a cap is not a bad idea.
The formula is a little complicated, but the short answer is that it is still exponential, just slower and a little closer to tougher times than shaped glass. For those interested, the exact formula is 10x(x+1)/2.
In layman's terms, this means
1 stack has a radius of 10m
5 stacks has a radius of 150m
10 stacks has a radius of 550m
And it caps at 10. The max length of a map is 530m, so this is more than enough to cover that distance
!feedback
New Lunar item: Pnuomeiac Rachastazin Faros
Effect: Elite enemies have a 10% chance (+10% per stack, max of 50%) of having a blue beacon above them. Killing a "blue beacon Elite" spawns a pillar that can be consumed by both players and enemies to grant buffs
- Killing a "blue beacon Elite" will cause it to shoot off a pillar. The location of this pillar is mostly random, but it tries to go to a place moderately close to you with the least amount of enemies
- This pillar has a fat blue beacon above it. Touching the pillar makes it disappear, restoring 50% of your HP, granting a 50% damage buff, a 75% speed buff, and a 50% attack speed buff for 30 seconds. After these effects wear off, one of the buffs will become permanent with 1/15 of its value
- Enemies can also touch this pillar and gain its effects, however. If an enemy touches the pillar, they will gain a random Elite modifier, restore 50% of its HP, get a 100% damage buff, a 75% speed buff, a 50% attack speed buff, and 100% more HP for 60 seconds. Enemies that already have an Elite modifier who touch the pillar will gain its effects while ignoring the random Elite modifier gift
!feedback
make the chains in abyssal depths 0.023m wider so they're easier to climb
!feedback
Patch the numerous bugs on console and get SotV done already! For some people this is the only way that they can experience this game, so you shouldn't leave them left out!
!feedback
Loader alternate M1 - Load(?)
-Hold to stun and pick up a target directly in front of you (same criteria as spiked fist, also works on allies)
-Release to let go. Enemies released will take damage based on velocity upon impact.
Enemies hit by thrown projectiles will also take damage based on projectile's velocity.
!feedback windowed borderless and a in game fps counter
!feedback
Laser Scope increases projectile speed by 40% and negates damage falloff on the first stack
!feedback
Change the mercenary’s challenge.
Completing a prismatic trial with 100% health isn’t “fun” after hours. Being tediously hit by one of the eight hundred wisps that spawn in during the boss portal is infuriating.
This is more feedback for Gearbox, but when rorturns comes out, do a promotional thing in-game with limited edition skins or skills for those that have ror1/rorturns
this can either be permanent, or just simple stuff only available for a month
!feedback
I wish I could tell hoppoo this, I think the best thing they could ever change about risk of rain 1, is to not be tail-based
Organic fluid maps, unleashing their art, it would be astonishing
Gameplay would change but I think for the better
Just seeing how great their designs are for enemies and the drawings in the devthoughts, I think they are limiting themselves by having everything fall into a square grid
Gameplay even could benefit from this, making this change would mean shooting left and right wouldn't work, letting you point with mouse where you wanna aim could open some windows, imagine being loader and swinging by, by grappling into where you want
I think this is just positives, and I'm sad that this isn't gonna happen
New Item: Lunar Pill
Adds 300 health, you do 25 more damage per attack, but enemies deal 5% more damage than they usually would. Malachite, fire ect included.
For co-op this affects friends aswell (not the buff just that downside)
Challenge: Have seven steaks and syringes active in one run.
!feedback
Heart Meds ```ansi
[0;32mGain temporary max health at stage beginning; temp base health gained = level 1(+1 per stack) base health
[0;37m(110 for commando, 90 for huntress, etc.)
[0;32mTemp health increase scales with time, increasing by 5% multiplicatively per minute (equal to +100% every 20 minutes)
Better mastery skins could be nice. I wish acrid was full yellow with a secondary of blue and shoots blue
!feedback
New Common item: Duo-Tip Dagger
Effect: Every second attack has a 9% chance (+9% per stack) of inflicting stun
!feedback
Add daily/weekly challenges and/or gamemodes that'd give Lunar Coins upon completion in addition to them being RNG.
!feedback
!feedback
Artifact of Impatience (feel free to call me a dingus if this already exists in eclipse or something)
Spending longer than 5 minutes in a stage spawns an alloy-sized "reaper" that is relatively slow but always moving directly towards the closest player it spawns near and kills them instantly if they touch it, moving on to a random player afterwards.
!feedback
make broken watches repair themselves when the run timer reaches a multiple of 12 hours
it’s right twice a day !!!
!feedback
Shattered Visor
Attacks that deal critical damage pierce enemies. Already piercing attacks instead gain bonus damage
!feedback
!feedback
On a scale this is pretty minor, but...anyone else feel that its a shame the "vanished" text is underused to a criminal degree? There's plenty of solid instances in the game where it can be used to great effect, like winning via voidling and lunar scav? Its a cool extra flair to the characters that nobody will see...
and with the way its in the game...nobody will WANT to even see after having already sitting back and doing nothing after dying against mithrix in multiplayer
!feedback pls add some clarity as to which equipment bottled chaos randomly activated so that us players can more effectively use the item
!feedback Chef in ror2
!feedback
When RoRturns comes out, lock Providence Trials behind RoR2's Eclipse. You have to beat E8 to unlock Providence Trials. This would reward long time fans of RoR 😊
!feedback rorr should lock characters behind the ownership of ror and ror2. this would incentivize supporting my favorite indie game company studio gearbox
!feedback
Add a shrine of gambling addiction that makes all your money disappear and serve no purpose whatsoever
!feedback
When placing chests, printers, et cetera, add a check that rotates the object such that it won't send items into bottomless pits.
!feedback
Risk of rain themed cookbook
!feedback
At least add a banner in ror2 that says "ror returns is out" that brings you to the steam page when clicked
!feedback
Let the Host be the one who has total control over artifacts and DLC, sucks when a person who joins get the control and my decision doesnt matter as host
!feedback i know we’re probably never gonna get any more void items but i had a mildly neat idea
Loneliest Parasite
3% chance (+3% per stack) for an ally Void Infestor to launch from an enemy on hit and turn an enemy Voidtouched, also turns them into an ally. Corrupts all Happiest Masks.
!feedback felt like we needed more damage increasing items and i love the idea of mocha being a sort of 2 in one so i thought it would be a goot idea for something like that for damage silver monocle increase crit chance by 7.5% (plus 7.5 per stack)and damage by 7.5(plus 7.5 per stack)
!feedback
Blacklist some more items from being given to Scavengers, enemies in the Void Fields or Simulacrum, and all enemies with Artifact of Evolution enabled. Note that this blacklist doesn't have to apply to Mithrix, though in many cases it should.
I list lunars here -- while they ordinarily never show up on enemies, Eulogy Zero can cause enemy items to be replaced by lunars.
and
: These two items cause unavoidable damage if you get close to enemies with them, which is pretty much inevitable with many survivors. Under many conditions, enemies getting one of these items is basically an instant loss.
and
: These items give static healing on hit, which is pretty useless, since enemies have much more max health than players and hit less often.
: Mithrix can't get these; the wiki says they're blacklisted, but I've personally seen enemies get Visions before, and it is just as BS as it sounds.
: Completely useless.
: Almost never procs on players, and even if it somehow does, it's a far lesser damage bonus than something like Crowbars or Sticky Bombs, which are much easier to proc, (in most cases) do more damage when they do proc, and are much less rare.
!feedback
Add a banner to RoR2 that shows players other Gearbox games like Borderlands 3 and Tinny Tina's Wonderland
!feedback
Additionally,
falls under unavoidable damage and often useless, so it should also be blacklisted
!feedback
New Lunar item: Stellar Smash
Effect: ALL hammer-type attacks deal 150% more damage (+150% per stack)
Idea:
!feedback
RORR should have a OST vinyl set sometime after release.
!feedback
Overgrown Printers shouldn't offer boss items prior to the boss' earliest possible appearance (like getting a Planula or a Charged Perforator on stage 2)
!feedback
Not the most original idea, but: add items from some of the best community-made mods (like Starstorm 2) in the game, rebalancing them around the vanilla item pool if necessary
!feedback
New Artifact: Artifact of Generosity
Effect: All picked up items have a 5% chance of also being given to the enemies. For printers, this is lowered to 2.5%
!feedback
Artifact of Reincarnation
Effect: When you kill an enemy, a meter is charged by 5%, when this meter reaches 85% a beetle guard with +10% to all stats will spawn, and if you resurrect with a
you become said beetle guard. (
does the same but you become voidtouched)
!feedback ror2 split screen?
!feedback possible red idea: a red item that increases the AoE of all AoE skills by 25%, i just think a slightly bigger diablo strike could be funny 
!feedback void item idea: corrupts all predatory instincts and after going 15 seconds without attacking anything (maybe like minus 1 second every stack) your next hit will deal like 300% extra damage feel like bandit mains would like this one
Nerf Larva. On E7 and E8 they are the most un fun thing in the game. I'm considering uninstalling the dlc. They auto lock on you like a heat seeking missile and unless you got lucky and have a lot of speed or feathers they are almost impossible to dodge.
!feedback
!feedback artifact of rng
Double chance to get reds from chests but if a red doesn’t drop, nothing drops
!feedback
As we all know, Brilliant Behemoth is one of the most controversial items of all of RoR2's history, which is why I present the
NEW Brilliant Behemoth rework:
Effect:
On Crit, unleash an explosion that deals 50% damage (+50% per stack) subtracted by the amount of HP the enemy has (-10% damage per 1% of the enemy's HP, to a minimum of 1% damage)
!feedback
Transcendence is one of the most underwhelming items in the game so I've come up with a rework for it that will hopefully make it worth 2 lunar coins:
Turns 25% (+15%) of your HP into shields and increase Crit Chance by 10% up to 20% (+5%) depending on how much shield you currently have. Halves barrier decay.
!feedback
B-Side Survivor Concepts (Just like tBoI: R)
Crazy Commando:
Commando with several mental illnesses.
Passive - Imaginary Enemies
Additional enemies that deal no damage spawn in random intervals. Killing them grants experience only.
Primary - Triple Tap
Unlike regular Commando, Crazy Commando bashed his helmet open and now wields a third pistol in his mouth, dealing 3×300% damage per second
Secondary - Panic Round
Crazy Commando charges up a powerful shot for 1500% damage, but as his hands are trembling, the shot can go in any direction in front of him, limited by a 60° cone. 3 second cooldown
Alternative Secondary - Panic Burst
Crazy Commando Shoots wildly in front of him for 12×200% damage with buckshot fall off. You can't use your guns for 5 seconds after using this skill. 3 second cooldown
Utility - The Voices
Activating this skills spams loud Malachite spawn cues, making Crazy Commando crouch and cover his ears, making him invulnerable for 2 seconds. 5 second cooldown.
Alternate Utility - Panic Attack
Gain 300% movement speed boost for 2 seconds, but lose control of your movement keys. 5 second cooldown.
Special - Anger Outburst
Leap onto an enemy, dealing 9×200% damage and applying bleed over 3 seconds, stunning it. 9 second cooldown
Alternatíve Special - Med Nade
Explode a nade in your hands healing yourself for 7% max hp and damaging enemies around you in 13 meters for 700% damage. 4 second cooldown
!feedback
Syringe is pretty fucking broken and most people here can agree. Here's my proposed rework to it:
Killing 4 enemies in quick succession grants the Adrenaline buff for 6 seconds, increasing attack speed by 25% (+25% per stack) and movement speed by 15% (+15% per stack)
!feedback artifact idea don't know what to call it. all items have double effect saying that syringe would get you 30% instead of 15% however all intractables only spawn 25 percent of the normal amount on a stage if you're playing with sacrifice same thing only a quarter of the original drop chance
!feedback
Berzerker's Pauldron is in a very weird place where it's hard to activate consistently and it does stack well so I propose it is reworked into:
Upon entering a stage increase attack speed by 15% (+15% per stack) that lasts until exiting the stage
!feedback
Lunar that lowers shield cd by 25% but halfs hp regen?
!feedback
there should be a few (random amount, no more than 3) void cradles on the lunar island on commencement. it would give more incentive to go there if theres no pillars or you can skip pillars, and void touched chimaras will make commencement more interesting while still having no voidtouched mithrix since the infestors cant get up to his arena
!feedback
i find shields to often be underwhelming and a negative addition to the game, so i suggest it be removed and have its items be reworked:

+13% to barrier gained while outside of combat
+50% (+25%) hp but +50% (+25%) barrier decay
now shoots missiles while barrier is up and lowers barrier decay by 25% on first stack*
remove original effect and cause it to reduce barrier decay by -50% (-50%)*
*barrier decay reduction stacks like alien head
!feedback
is honestly quite bad as it is now so i suggest a rework
15% (+15%) chance to increase armor by 100 against attacks. Spawns a beetle guard after 10 attacks are reduced
and same for
, so i suggest a rework for it too:
After applying 4 debuffs to an enemy, gain 150 barrier and spawn a beetle guard
(would work well with octavias suggestion)
!feedback
is honestly quite bad as it is now so i suggest a rework
-2 seconds per skill cooldown (-1 per stack) and -0.1 proc coefficient on all attacks (-0.1 per stack) also grants 13.5 barrier
icbm is also quite problematic beacuse it can be completey useless (also we should not be encouraging nuclear warefare!)
I suggest changing it to fire a missile at 10% chance for 300% damage. I think it should also give more fireworks when you have fireworkds. Each stack can keep the +50% missile damage like it has already
I think this would go a long way towards making teh game more fun and balanced for everyone! 
!feedback im gonna ruin the current theme of sharing item reworks by sharing a void item idea 
Ocean-Hearing Shell
upon using your special, gain barrier. the barrier scales with how long the cooldown of the special is, 1 second equaling 5% of your maximum health. corrupts all warhorns.
example: if merc used eviscerate (6 second cooldown) he would gain 30% barrier.
would look a little something like this, but more horn shaped at the end since its a shrimp-turned-horn
!feedback
can honestly be a disappointing pickup, i suggest you lower its damage to 18% and remove its ability to break
!feedback
i never find use for
and scrap them, so i think they should give you a damage bonus equal to how much barrier you have and a base 20 (+10 per stack) barrier every 5 seconds
!feedback
is honestly quite bad as it is now so i suggest a rework
upon killing an enemy, gain 15 barrier (+15 per stack)
!feedback
Risk of rain returns is a bad name gearbox i have a better idea
Risk of Rain 1 (2) Returns 2 (2d)
!feedback
Since knurl is the best item in the game and is 2 white items give the player a merf and a cherf every 2 white items they get, i think this would better improve the whelmingness of all whites including bad ones like




!feedback
20 stages is far too long for Commando's Incorruptible and The Long Road challenges. At the pace of seven minutes a stage on average, that's still over two hours.
!feedback
spare drone parts is a very underwhelming item that is usually auto-scrapped by most, so i propose a rework to let it better compete with the other legendaries
purchasing a drone gives 5% (+5% per stack) max shield as temporary barrier
!feedback
Make a channel for stream announcements. I get let down seeing the announcements channel lit up just to get pranked 🥺
!feedback another void item idea. these are pretty fun to think of and i havent had a ridiculously bad one yet
Slowly Closing Pincer
elite enemies gain a debuff that makes elite effects reduced once they hit 50% (+%5 on stack) hp. (you have to get the enemy to half health yourself for it to proc!). corrupts all 
by elite effects i mean like, malachite spike damage, burn damage from elites, not their actual attacks.
ex: a blazing beetle with the debuff would have lowered fire damage, but their little headbutt attack would do the same damage.
!feedback
is really too strong, so i suggest a nerf:
increase crit chance by 30%, gain 10 barrier per crit (+10) and halves barrier decay
alternatively:
increase crit chance by 5%, after 59 crits spawn a friendly beetle guard and gain 10 (+10) barrier
!feedback
New Lunar item: Custom Flux Pauldron
The way the item works is simmilar to the Stone Flux Pauldron and the Light Flux Pauldron but you get too choose what the 2 stats are
Allows you to choose between increasing/decreasing Damage, Crit Chance, Movement Speed, Sprint Speed, Armor, Health, Shield, Barrier Decay Speed, Ability Cooldown, Equipment Cooldown, Secondary Charges, Burn Damage, Crit Damage, Healing Amount and Barrier Amount
!feedback
Topaz Brooch seems to be really underwhelming right now. I suggest it grants you barrier on kill instead of its current effect!
Hope this makes the game actually playable
!feedback
Not sure if this is has been said before and if it has or is already considered, I'll delete this
But for Risk of Rain: Returns, I would absolutely love it if there was a legacy music option for all the stages if they were in the 1st game.
So many of the 1st games tracks I'm hugely nostalgic for and I can't really name a single track I dislike
I noticed similar remastered project games did this like with Spyro's Reignited Trilogy and thought it would be fun if this was a option as well.
!feedback
Change Hooks of Heresy to a supportive skill
Heretic is a very fragile character because of her negative regeneration making her die extremely easily
I suggest changing her secondary into an ability that grants barrier something like 15 barrier per kill in order to counteract her negative regen
Now why her secondary specifically? It's cause hooks of heresy is a really weak attack in general and I feel like this buff would make it more useful
!feedback
Item idea: thorny vine
Rarity: void
Upon taking damage, retaliate with a deadly vine that whips the nearest enemy for 380% base damage (+380% per stack) and a proc coefficient of 1.0 within a range of 18m.
Corrupts all razorwires.
Differences between this and razorwire are that razorwire hits up to 5 enemies (+2 per stack) within 25 meters (+10 per stack) for 160% each. You lose out on the aoe from razorwire for higher single target damage, but it also increases damage with each stack instead of the number of enemies hit and range. It’s also a smaller range, being barely larger than focus crystal. I think this would be an interesting alternative to razorwire as it is better and worse in some ways and I tried to take into account the balance between other void items and their counterparts like
and
or
and 
!feedback
better void razorwire
the longer you don't get hit the more often razorwire procs at a 1% faster increase every 1 second of no damage
more stacks = more damage and +1% growth per stack
there is no cap
😼 ||the one above is better||
!feedback
possible lunar item: Contrarianism
all debuffs become a random 5 (+5 per stack) second buff, but all buffs become a random 5 second debuff
probably shitty but what lunar item isnt 😹
doesnt apply to braincoat because that would turn braincoat into a perma debuff
blacklisted possible buffs/debuffs:
desperado tokens
immune
resonance disc charge
tesla coil
corrupted lean fiend buff
Allow braincoat to remove band cooldowns.
Now that it's not an overpowered infinite cleanser, it now has an actually good case for band cool down removal. This will also heavily buff braincoat out of its very sad excuse for a rework.
Will it completely restore braincoat? Absolutely not.
Will it be much more fun, engaging, and interesting? Yes.
!feedback
for all the contributions ive made to this game, i think i can do with a dev item!
hazels brick (red)
blocks debuffs, +100 (+100) max hp, spawns a friendly beetle guard for every 5 debuffs blocked
Add an ending cutscene for when you don't get to the ship in time. Just add a 2 second clip of the ship exploding with the void reavers around it and then it zooms out to the original clip of the moon imploding, but without the ship escaping.
!feedback make game .......... bigger. not more content just larger file sizes with no quality improvements
!feedback
MIMICS!
Probably my most horrfying idea yet; see, after the first stage (looping), mimics will have a rare chance to replace one of the chests you find. (They can only disguise as regular and large chests.)
The chance would be something like 1/1000, but would [temporarily] increase every time you open/buy a chest.
How do you detect them?
Well, a radar scan won't mark them, and neither can you.
They're also somewhat deformed.
And they won't display the right price tag, either.
Thoughts on balancing them?
!feedback the void hermit crab guy in simulacrum movies p a i n f u l l y slow, it's really boring slowly following him, I don't really get why he moves that slow, maybe the option to speed him up would be good
!feedback
Make betterui native to the game as a setting it’s just so useful
!feedback pretty please with a cherry on top gearbox? 
!feedback please tell gearbox to add literally anything to the game im begging its been almost an entire year with no patch not even a bugfix. 💀 Man im dead.
Following?
Yes?
!feedback
let frenzied leap apply blight/poison. the 10 second base cooldown is enough of a downside, the inability to blight/poison just makes it 
!feedback
PLEAAAASE make a dlc around the red plane (where imps come from)!!!!! Its untapped potential that was only really looked into in the first game. There could be be new imp variants, a portal that could potentially lead to a part of the red plane that would offer rewards similar to void fields
!feedback
during any of acrid's leaps, he should be able to cancel them with any other ability, including another leap. this would stop you from getting softlocked on the sky meadow gravity things sometimes and would make it alot easier to kill flying enemies by canceling your leap and clawing at them.
!feedback
Acrid leaps are too good of a mobility move rn. I suggest reducing air travel speed by 45% but increasing damage by 8% to compensate
!feedback
Scrumpulous Gumption
Gives you 5 megashits per gigafart
Picking up an item give you 1 megashit token. When you reach 5 megashits, using your special skill will cause you to release a gigafart, damaging and poisoning enemies in an area around you. Stacks increase damage and radius of the gigafart.
I spent way too much time thinking out this item because I thought it would be funny to make that one gif into an actual item
!feedback
REX's Harvest ability feels pretty weak right now, so I feel like it could do with some buffs
-Damage increased from 300% to 400%
-enemies inflicted by the debuff will now drop fruits over time
This way Harvest will be able to heal more effectively without being a straight copy of
and gives REX another way to proc bands
!feedback
REX weak rework
This sort of goes in hand with the robot REX buffs
Instead of reducing move speed and damage by 40% and armor by 30, weak now reduces move speed and damage by 8% and armor by 6, but it can be stacked on enemies. It also decays fast enough so that using his primary with no attack speed is only enough to apply 4 stacks of weak at a time (the debuff lasts about three seconds I think), whereas 5 stacks is equal to the current weak values.
Directive: drill now has a 33% chance to apply weak on each hit (averaging to roughly 5 stacks if every hit lands) and directive: disperse now applies 3 stacks of weak to all enemies hit and stuns them for one second.
The aim for this is to make REX’s robot abilities specialize in applying weak. They already do decent vs crowds, so you could weaken a whole group of enemies and severely limit their strength, as they’d be slower, less damaging, and more susceptible to damage. The stackability would also heavily nerf plant REX’s ability to apply weak, as he can only consistently have it on one target at a time instead of hitting several different enemies and having them all be weak for a bit.
I’m not sure how well this would work, but I think it would be an interesting change that opens up more possibilities for robot REX. It might end up being too powerful, I’m not sure. Just a possible idea for buffing his robot abilities.
!feedback
make squid polyp ignore the ally cap so having too many drones doesnt make polyp useless
!feedback what about an offline game mode or make the game playable while having no internet
!feedback
Fix void barnacle homing projectiles being able to track Bandit while he's in stealth.
!feedback
This isn’t necessarily about the game it’s about the dev team and communication. I’m on console and I think I can speak for most of us when I say we aren’t upset about how long it’s taking to get the update, well maybe a little bit, but rather the lack of any and all information about the update, and the progress that’s been made. I’ve seen several games slowly die because of a lack of communication with the player base, and I don’t want that to happen with this game. I think it would be a healthy change to add an update every now and then to the dev notes on how the console update is coming along. This would help establish a more positive view on the future of the game instead of just complaining about the update not being here yet. If any of the higher ups see this please consider building better communication with all the player bases, and for all the console players if they do see this or anything like this and decide to start telling us more don’t comment and be toxic because that’s how we lose their communication.
TLDR: start communicating about the console update in dev notes.
!feedback I would love to be able to remove drones somehow ither kill, de-spawn, or dismiss... idk just remove somehow.
When you open your inventory, you can see the list of your minions (and only your minions) on the side. Hovering over one gives you an X with the text "relieve [drone type] of its duties?"
Clicking this will remove the drone from your minion list and immediately break the drone, returning to an interactive form that you or a team mate can then buy with money to regain.
!feedback
They should really add the Heretic in the selection screen once you unlock him. It is very annoying to get and cause I beat the game on Monsoon but while the heretic, I didn't get anything
!feedback
!feedback
her*
!feedback Turrets should spawn near the teleporter once you find it and not across the map
Have the ally cap only affect interactable drones and items that have an uncapped ally amount.
Examples include
which spawn 1(+1) ally beetle guard,
which lets you get up to 4(+4) defense nuclei, and
which spawns 1 per interactable.
This would make the ally cap not affect
which only spawns 1 drone,
which only spawns 2, and
which only spawns 1 during teleporter events.
!feedback
a void equipment that is the void counterpart of
, "Forget Me Never". upon pickup, the player is given an invisible item that corrupts any non-void equipment they have/pick up, turning it into forget me never,
would automatically turn your equipment into forget me never, and it would count towards void fiends max corrupt gage. instead of procing your on kill affects, it would instead proc your on-hit affects with a 1.2 proc coefficient in the same radius of forgive me please. while crit on its own would be useless, as forget me never does no base damage, it would be able to proc bleeds with shatterspleeen, scythe/instincts, and crits for atgs or other on-hit item with a proc coefficient. it would have a 60s cooldown, compared to the 45 second of forgive me please. it also gives you 15 barrier
!feedback
Item idea: demon targe
Rarity: void red
Taking damage gives barrier equal to 150% of the damage you took (+75% per stack). This doesn’t include barrier damage.
Corrupts all aegis (aegi? Idfk)
This would serve as a brief period of protection after you get hit by an attack.
Give us void aegis give us void aegis give us v
!feedback
Item idea: petrified face
Rarity: void red
Upon dying, become a ghost. While you are a ghost, lose hp at a rate of 10% per second (decay rate is halved with each stack) and start at 50% of your max hp. You cannot interact with any interactables. You are unaffected by healing items. Killing an enemy heals you by 20% of your max hp, and completely filling your hp bar revives you. Can be used an infinite number of times, and if you die as a ghost with an item like dios, it will activate and fully revive you.
Corrupts all happiest masks
You can think of it like your hp turns to barrier
!feedback
ok this is a stinker I’m not gonna lie
Make collapse nonlethal or fix it in some way
I know the biggest argument against this is that you just shouldn’t get hit, and for basic void enemies this is true, but voidtouched ones are a different story. It sucks to get hit with collapse by some random enemy and have to watch the collapse timer tick to your death. You can heal it back in the hopes of osp, but that’s not always possible or reliable. Some lesser wisp could say “fuck you” and knock you around before that happens.
It would still keep collapse as a dangerous status that makes you want to watch out and be careful, and would still do a shitton of damage, just, give us a chance to play against it.
I don’t think anybody thinks collapse is well designed but I’m sure I’ll ratioed.
||yes I know about the voidtouched hp debuff that doesn’t justify killing you in one hit via a single damage status||
!feedback
make collapse a guaranteed one-shot unless you have barrier
barrier
i certainly wont get ratiod
!feedback
egoradicalism - red
gives 2 egocentrisms, cant be turned into egocentrism, every minute turns egocentrism into a random item (with slightly higher than normal chest odds), extra stacks summon 1 friendly beetle guard per
!feedback
have the overview page be affected by what skills you have equipped
might not be useful to people with hundreds of thousands of hours, but it might help new players out a bit
!feedback
replace merc with Vergil it would be infinitely more based
!feedback
I will not stop talking about MED-E until it's added to either 2 or returns
!feedback
Make Tougher Times affected by Luck
While Tougher Times not being affected by Luck used to make sense before SotV now it's just one more reason why it is worse than it's void counterpart Safer Spaces. Making it affected by Luck would give it more of a niece in the current meta and would also nerf it's synergy with Purity, which has been dominating the meta with the addition of void items like Plasma Shrimp
!feedback
!feedback
rework transcendence.
Most lunars have an upside and a downside, and some lunars have an effect that is both positive and negative. Examples of the first category include shaped glass, you gain doubled damage but halve your hp, brittle crown, you have a chance to gain gold upon hitting enemies but getting hit loses you gold, or tonic, you get a massive stat boost but there is a chance to get a permanent stat reduction every use. And for the second category, with egocentrism the effect is that it turns your items into more egos, which is good because it makes it deadlier, but bad because it can take away items that help your survivability or damage, defiant gouge summons enemies when you activate shrines, which is good because you can gain lots of money from them, but bad because the enemies could kill you, or meteorite, which is good because it hurts a lot of enemies but bad because you can get hurt too if you aren’t careful.
Transcendence needs a rework because it is trying to be both. It has an upside, you gain 50% more hp, but then it has a downside that is both positive and negative. In some scenarios, having all shield is bad. If you have lots of healing or are constantly taking damage, the shield will be negative because it cancels healing items and won’t regenerate when you take damage. But in cases where you have little to no healing, it can be hugely beneficial since you will get a full heal after 9 seconds of not taking damage. It also makes plasma shrimp easier to use and cancels fall damage. I hesitate to bring up eclipse, because I don’t believe the game should be balanced around an unfinished game mode, but transcendence breaks eclipse because having a full bar of shield negates some of the heaviest modifiers, AND you get the bonus of extra hp.
Im not saying shield is always better than hp, but in many cases it is, so I ask why is this the downside when it is often an upside? Remove the hp gain, let it only turn your hp to shield.
!feedback
new red item: Eurocentrism
If you live in Europe, convert all your items into Eurocentrism, gaining gain 23 temporary barrier and spawning 1 friendly beetle guard per item converted. The first stack grants 5% crit chance.
!feedback
I think it would be cool if lunars could be chosen before a run but were limited to only one stack and maybe buffed to be more significant, like shaped glass could for example quintuple your damage but you only have 20% max hp
!feedback
loader is by far the weakest survivor, just gets absolutely obliterated in melee range, so i propose the following buff to make her more viable:
kills with spiked fist spawn an ally beetle guard while you have exactly 29% barrier
!feedback
Imagine how cool it would be if there was a difficulty above Monsoon with like 8 different tiers. It would be called Solar Eclipse and each tier would have increasing debuffs that make the game harder
Example:
SE (Solar Eclipse)1: -50% HP
SE2: -50% teleporter radius with -50% HP
SE3: Fall damage +100%, -50% teleporter radius, -50% HP
SE4: -50% healing, +100% fall damage, etc etc
But to make it more balanced you aren't allowed to use JimKas's Lunar-before-the-run idea with Solar Eclipse mode
!feedback
curious crustacean - void polyp
using an interactable spawns a crab on your back that fires a laser that does 50% of your base damage every 4 seconds, which has innate plasma shrimp and polylute effect. when using an interactable and a crab is already present, it does not spawn more crabs like polyp, rather it buffs the already existing crab for 15% (+ 10) attack speed (stackable) for 30 seconds when reaching a certain threshold of attack speed (undecided), the laser will change to a laser similar to that of a polus probe, but darker and purple.
!feedback
Delicate Rolex - Void Delicate Watch
Increases damage by 100% (+100% per stack) breaks and KILLS YOU when bellow 50% (+50% per stack) of your health
!feedback
as it stands, the omnipresent
is dominating the meta right now
i propose a fix
make
a 1/100000 chance to drop from any enemy (it is omnipresent) but the drop chance is put to the power of 1 - however many bad items you have (based on woolie tierlist)
anything below c counts towards the exponent
i.e 2 bad items is a ^0.98 decrease to the drop chance
having a worse alt according to the woolie tierlist also drops the power by 0.10 per ability
i think this would make
far more balanced as it is currently the best item in the game, besides only mask and aegis
Literally just shaped glass but weird.
!feedback
!feedback
bruh
!feedback
loader is a very undwrwhelming and slow character, so i believe there should be a new character that plays similar to loader called "Robo-Boat"
its peak........
!feedback
Primary - "Grappling Hook" is a versatile and powerful ability that allows players to close the distance with enemies and interact with the environment in unique ways. Robo-Boat's Grappling Hook is instant, and can either be pressed to pull you to terrain or enemies, or be pressed to pull enemies and items to you, along with automatically opening up chests from a distance. Grapplig Hook has a 2 second cooldown and a proc coefficient of 1.
Secondary - "Charge" is a quick way to make groups scatter. Robo-Boat creates a long river in front of it and sails on it at full speed, knocking back and dealing 200% damage to anything it knocks back, while dealing 600% damage to anything it hits head on. Backup Magazine extends the length of the river, an jumping cancels the ability. This ability has a cooldown of 5 seconds and only starts after the ability is finished and a proc coefficient of 1.
Mobility - "Seismic Wave" is an ability made for disrupting enemy attacks and creating distance between them and yourself. A huge wave comes from under Robo-Boat that can be ridden if the secondary key is held. If it's just pressed, then the wave will seek the nearest enemy close to it and deal 450% damage, causing it to fly into the air and away from Robo-Boat. You can use this ability to get height to find a good grappling point or to save yourself from anything that's too close for comfort. This ability has a cooldown of 10 seconds and a proc coefficient of 1.
Special - "Big Beam" - will cease heavy damage to any target, killing tanky enemies in a matter of seconds! Robo-Boat takes 3 seconds charging a beam from it's mouth and shoots a 5,250% damage beam for 15 seconds at 350% damage per second. This ability reduces your movement speed by 50% and makes it very difficult to move the beam from target to target. It also doesn't pierce, instead focusing on the target right in front of it. This ability has a 60 second cooldown and a proc coefficient of .35
!feedback
!feedback
is either very strong or very weak so i suggest a rework thatll make it decent at all times:
killing an enemy drops a small yellow orb similar to monster tooth, picking up these orbs charges your lepton meter (displayed at the top), once this meter reaches 50 (-20%, stacking like alien head) itll deplete and spawn a friendly beetle guard
!feedback instead of spawning a friendly beetle guard, the neter will spawn a hostile beetle guard with 2× attack speed and damage
thatd be rude i dont think so
!feedback
New Lunar equipment: Apocalypse
Effect:
- The equipment is a bulky remote. Pressing Q will make an activation panel appear on your screen, asking "Are you sure?" with Yes or No below it. Pressing Q again will initiate the item's effect
- Initiating the item will begin a 3 minute countdown which large danger symbols flashing on your screen. After 3 minutes, a relatively "small" planet smashes into the area you are in, dealing 200000% damage to EVERYTHING that is currently alive with a huge explosion, including yourself. This bypasses OSP
- 3 minute cooldown, the cooldown begins after the planet has crashed
!feedback
lower the search radius of pressure mines to match the blast radius so they stop missing how does a landmine fucking miss what
!feedback
!feedback
One possible addition to the game could be a new game mode that emphasizes player creativity and experimentation. This new mode could give players access to a wide range of customizable options, allowing them to create their own unique challenges and objectives.
For example, players could choose the number and types of enemies they face, the environment they fight in, and the objectives they need to complete to progress. They could also choose their own loadout, abilities, and equipment, giving them even greater control over their playstyle and strategy.
In addition to the new game mode, more content such as new characters, items, and enemies would be welcome additions to the game. These new additions would help keep the game fresh and engaging for both new and experienced players, and would provide additional opportunities for experimentation and discovery.
Overall, the addition of a new game mode that emphasizes player creativity and more content updates would help keep Risk of Rain 2 feeling fresh and exciting for players, and would allow for even greater exploration and experimentation within the game world.
A potential name for this new game mode in Risk of Rain 2 could be "Custom Challenges" or "Player-Created Trials". These names would reflect the player-driven nature of the mode, where players are given the tools to create and experiment with their own challenges and objectives within the game world.
Another possible name could be "Explorer Mode", which would emphasize the emphasis on experimentation and discovery within the game world. This name could also imply a more open-ended, exploratory approach to gameplay, where players are encouraged to try new strategies and take on new challenges without the pressure of time limits or fixed objectives.
!feedback
New red item: Temporal Relic
After killing 12 enemies in succession, slow time for 12 (+3) seconds (railgunner alt shift effect but for the entire stage), during this time barrier decay is also slowed. Effect will be placed on a 90 second cooldown once it ends and fulfilling its requirement during the cooldown will remove debuffs similar to blast shower. +10% crit chance
!Feedback
Crystal Shield - Red Item
Taking a hit equivalent to 25% of your max hp or more will activate this item. For 10 seconds after activating, your armor will be increased by 50 and once the effect ends, your damage taken at the start of and during its activation are added, multiplied 5 (+5) times and dealt to all enemies in a radius similar to genesis loop. Will go on cooldown after its explosion depending on how much total damage was taken at the start and during its activation (1 second for each 5% of your hp).
!feedback
Survivor idea: The Hat Man
Passive Skill: Eerie Presence
The Hat Man's passive skill could be his Eerie Presence, which would cause enemies to hesitate and take longer to attack him due to his otherworldly appearance. This would provide a brief window of time for the Hat Man to attack enemies before they retaliate.
Primary Skill: Shadow Strike
The Hat Man's primary skill could be his Shadow Strike, which would cause him to disappear from sight and reappear behind an enemy, dealing a high amount of damage. The Shadow Strike could also stun the enemy for a brief period of time.
Secondary Skill: Hallucinatory Doppelganger
The Hat Man's secondary skill could be a Hallucinatory Doppelganger, which would create a duplicate of himself that would move in a straight line and distract enemies. The doppelganger would disappear after a short time or when it takes damage, providing the Hat Man with a brief distraction to avoid damage or deal additional damage.
Utility Skill: Phantom Form
The Hat Man's utility skill could be a Phantom Form, which would cause him to become intangible and invulnerable for a short period of time. While in this form, the Hat Man would be able to pass through enemies and obstacles, allowing him to quickly move through the battlefield and avoid enemy attacks.
Special Skill: Nightmarish Visions
The Hat Man's special skill could be his Nightmarish Visions, which would cause enemies within a certain radius to become disoriented and see hallucinations of the Hat Man, causing them to take damage over time and become stunned. This would provide the Hat Man with an opportunity to attack enemies while they are vulnerable.
!feedback
Name: Blaze
Lore: Blaze was a brilliant engineer who worked for a major corporation that specialized in designing high-tech prosthetics. While working on a new prototype, Blaze began to realize that they were unhappy with their assigned gender and began exploring their true identity. After coming out as transgender, Blaze was fired from their job and decided to use their skills to fight for justice and freedom as a survivor on the alien planet.
Abilities:
Primary Ability - Flamethrower: Blaze wields a powerful flamethrower that deals continuous damage to enemies in a cone in front of them. The flamethrower has a short range but can deal massive damage if used up close.
Secondary Ability - Smoke Screen: Blaze releases a cloud of smoke that provides cover for themself and allies while disorienting enemies. Enemies within the smoke take increased damage.
Utility Ability - Jetpack: Blaze activates a jetpack that allows them to fly for a short period of time, providing mobility and allowing them to reach otherwise inaccessible areas.
Special Ability - Incendiary Grenade: Blaze throws an explosive grenade that sets enemies on fire and deals area of effect damage. Enemies caught in the blast take additional damage over time.
Passive Ability - Genderfluid: Blaze's abilities change depending on whether they are feeling more masculine or feminine. When feeling more masculine, their abilities gain increased range and damage. When feeling more feminine, their abilities gain increased mobility and utility.
Overall, Blaze is a versatile and unique survivor that provides new gameplay options for players. Their abilities emphasize mobility, crowd control, and area of effect damage, making them a valuable addition to any team. Additionally, Blaze's genderfluid passive ability adds an element of unpredictability and customization, allowing players to tailor their playstyle to their own preferences and needs.
this is what he would look like. you unlock him by getting the new "Benadryl" equipment and using it 17 times in one run.
!feedback
blaze's alt skin has the trans flag color scheme
So does the hat mans alternate skin
!feedback
Whenever you pick up spare drone parts, just save us the trouble of having to finish the run and just give us a victory screen
We are gonna win anyways like i have things to do cmon
!feedback
spare drone parts is honestly a pretty underwhelming item, and i think maybe something like removing the ally limit on the first stack would be a way to make it atleast desirable in a run
!feedback
In the uh, Desert Biome with the Gate Buttons, have the Hidden Buttons allow Corpses to push them, at least let's Solo Players have a way to obtain said Bands
!feedback
Better yet, make pots have actual physics that work instead of being the brainchild of getting over it and the act of trying to precisely maneuver a small computer chip with tweezers within a box into which you can barely see, all while the difficulty timer increases. No. Shut up. I don't care about your goddamn skateboard tricks. Having tech doesn't prevent the thousands of daily brain aneurysms that originate from pot mechanics. They're janky, unintuitive, inconsistent, slow and obnoxious as hell in a game where you're supposed to be as time-efficient as possible. Shut up.
!feedback stacking Beads of Fealty spawning extra Twisted scavangers
!feedback
using the foreign fruit should give a temporary buff for a random stat
!feedback
for the sake of some certain equipments, we should turn barrier into a stat
!feedback
Give the equipment drone a gun, even if it's a weak peashooter. A lot of equipment are just completely useless on the equipment drone such as self damage boosting equipment like tonic and ocular hud, and survivability equipment like super massive leech, foreign fruit, and jade elephant. All are quite useless because it can't damage, or even draw aggro well without a weapon. Spare drone parts gives them weapons, but it's a red. Discounting the fact that spare drone parts wins you the game either way
!feedback
Shield of Void (Void Red Item)
Regenerating shield past 100% shield gives you barrier (corrupts all Aegis)
!feedback
make beetle queens able to use Goobo Jr.
!feedback
given that loader is an underpowered survivor, I suggest changing her m2 to eccentric vase. i think this would be a good change becasue her damage scales with her movement speed. (see picture for example)
!feedback
Add an "advanced" option in the game setup menu to set the player count scaling in singleplayer games. Alternatively, add an Artifact for it. "Artifact of Voices", maybe.
I just played a SP round where the player scaling was set to 4x because of a glitch, and it was a lot of fun--kind of like a turbo mode.
!feedback
Let healing items scale with max shield as well as max health, making Aegis+Transcendance more viable as a combination and making Personal Shield Generator more useful (by making healing items more effective when you have it).
Right now, shields are kind of, er, lame. They're theoretically useful if you're playing a survivor who has a lot of mobility, but in lategame you simply can't dodge everything. Transcendance is basically useless, because it destroys almost all sustain options--medkit and monster tooth both stack based on a percentage of health, not shields, cautious slug simply stops working because you no longer regen, IDP is entirely %HP healing, Titanic Knurl adds health but--again--can't heal because you don't regen, wungus and bungus are both %HP based, and Foreign Fruit and Gnarled Woodsprite are both %HP based.
I think it would be more interesting if the player could be rewarded for grabbing Transcendance when they have a red item that counters its downside--Aegis and/or N'kuhana's Opinion. If healing were based on max health and shields, that means most healing items would continue working when you pick up Transcendance (except for knurl and slug, anyway).
This would also make PSG more than just a way to keep Plasma Shrimp online, since now it's essentially increasing the scaling on all your scaling heals.
!feedback. 4 new artefacts
Alliance - all players share items (player count is set to 1)
Anonymity - all items are replaced with a question mark and descriptions are hidden so the player must guess what they have (positions are randomised if paired with command)
Abomination - all abilities are randomised between all survivors (as in you can have commando m1 with huntress glaive) ( if paired with metamorphosis all abilities change each stage) no passives will be included
Eternity - primordial teleporter will always face the planet and causes bosses to spawn on normal stages in weaker forms (phase 1 mithrix/voidling on sundered grove) this only happens after stage 7 ( so vields doesn’t cause a voidling on stage 6) ( voidling would have reduced health around 70% of their usual)
Hypnogic archives moment?
!feedback
New Survivor: Venom
Passive: Adrenaline Momentum
Venom moves faster at lower health
Primary: Shotgun p-p-pellets
Shoots 3 pellets for 120% damage
Alt Primary: V-Venomous the thoughts spun
Melee attack for 300% damage, confusing enemies
Secondary: Like a web and you just caught in 'em
Traps enemies in a web immobilizing them making them enable to attack
Utility: Volkswagen Tailspin
Heavy. Swaps it's legs for wheels ramming at enemies for 200% damage
Alt Utility: When I end up backin' into ya
Swaps it's legs for wheels for a backwards dash dealing 400% damage
Special: Dr. Dre said, "Hell yeah!"
Summons a mending Dre healing allies close to it
Alt Special: I latch onto you like a parasite
Latches a parasite at enemies making them your allies for 30 seconds
Mastery Skin: It would be based off Carnage from the movie Venom: Let There Be Carnage
!feedback artifact of energy
effect: gives every enemy and ally a regenerating shield, amount scales with level, elemental enemies will have %25 more shield
!feedback
!feedback
Artifact of Energy
gives every enemy a PSG
gives elite enemies 3 PSGs
!feedback
Console could benefit from keyboard and mouse support. I know not many console players use keyboard and mouse because pc exists for that, but some shitheads like myself don't have a pc capable of running ror1 or ror2.
!feedback
This has probably been done before but, steam workshop. Just to make mods more accessible
!feedback
add a minos prime secret boss
!feedback
let the solus control unit spawn on rallypoint delta
!feedback
Let the clay dunestrider spawn on titanic plains, distant roost, siphoned forest, wetland aspect, sirens call, abyssal depths, sky meadow, and commencement (he’s not on enough stages)
!feedback fix the stupid momentum bug where if you use a movement ability on a geyser you lose all aerial drift
!feedback
Clay Dunestrider should also spawn on A Moment, Fractured, A Moment, Whole, Bazaar Between Time, the title screen, and outside your house to give these maps more variety
!feedback
Artifact of...battle?
Enemies can no longer spawn normally outside of teleporter, but combat shrines become twice as common, and just for the heck of it, you have to defeat a certain amount of combat shrines before you can start the teleporter
This way, on later stages where enemies just spawn every second, or with sacrifice, you can actually use stuff like scrappers and roulette chests
!feedback
brick
i imagine it would be like the molotov cocktail but it would throw a brick dealing big damage and would crumble into smaller bricks that hurt the enemys feet when they step on it
it would be so cool 🧱
Brick
throw a brick and deal 1200% damage with a 2.0 proc coefficient
45s cool down
Similar to the above idea where it's like molotov, but instead of breaking into 6 parts and dealing additional damage, this is all the damage all at once on one single target. With a damage nerf, so there's a reason to use both.
!feedback
Artifact of the...newt...or something...
Makes it so that the newt only offers one item per shop but you can pick from any lunar item in the game
!feedback
artifact of like perseverance or something idk
after spending too long on a stage (maybe 5 minutes or so), enemies spawn more often and drop more gold
this would either necessitate going at a proper pace or give a risk/reward situation that would make the crowdfunder worth activating
!feedback
Buff Hacking Beacon so it fits better with the SotV economy
I suggest that instead of opening everything in it's range for free it instead continuously spawns Gups that the player can kill for money
!feedback
put the family event warnings on the center of the screen like simulacrum waves. they often get lost and ignored in chat
!feedback
buff drone heatlh
as it stands drones are very bad at their only usage of drawing aggro and spare drone parts doesn't help and is a bad item because it does not help aggro
they need more health to draw more aggro buff them
Give drones armor per level. Not sure how much would be balanced, but increasing armor along with health per level gives a very slight exponential increase. This also will immensely help late game when drones are basically one shot from everything.
graph attached. Green is current health, purple is +1 armor per level
Excuse me, I have just recently started playing Risk Of Rain, I started with Risk of Rain 2.
I have been addicted to it, loving it very much.
However.
For a game called "risk of rain" I don't think its rained even one time. Not yet at least. I am /very/ disapointed. I hope in a future update, there is rain.
Artifact of the Friendly Beetle Guard
Enemies only spawn in the Bazaar Between Time, but spawn more commonly and drop more gold than in normal stages. Additionally, all enemies spawn with 70 temporary barrier. As a reward for this, when buying from Newt, you can choose any item of any rarity.
!feedback
Artifact of separation
makes it so that when you reach mithrix, the arena splits into (X amount of players) segments, and each player has to fight their own (vastly weakened due to there being 4 of them) mithrix in their own arena
And then the lunar chimera phase, the arena comes back together into one big spot, and splits again at the third and fourth phase, or doesn't, either could be cool!
!feedback
this but for the entire game, like in multiplayer everyone else is on their own stage with their own enemies and chests
!feedback add family feud
!feedback
put bait suggestions in the patch notes as one of the "community ideas" occasionally to fuck with people
it doesn't actually have to be added in it would just be funny for a patch to come out that changes like the name of one file and has the note "Added Family Feud ⛈️ "
!feedback
Unplayable
!feedback
Artifact of Newt
With this artifact, Celestial Portals never appear and the Primordial Teleporter always loops. In order to end the run you have to kill the Newt. Killing him spawns a Celestial Portal and Moon Portal
!feedback
!feedback
holding the jump button (instead of tapping) as arti should hover first instead of use your double jumps
(yes im replying to a day old message) if you look closley, it is actually raining on the final stage
!feedback
elite wandering vagrant explosions should make the color of what elite they are (like a blazing one having a red explosion)
!feedback
buff hunter harpoon duration and just make each kill increase the speed effect (and reset the duration of course)
⛈️ Added Robo-Boat
!feedback
@versed tapir check this out
!feedback
fix
her kit makes no sense, why would her attacks be slow and have gravity if shes a long range character? thats like if railgunners bullets moved that slow
!feedback
using ion surge should instantly kill you when submerged underwater or on stages with rain
!feedback
Make the Voidling 3rd phase music properly loop, at the moment it is god awful while the soundtrack itself has so much more to offer for its 3rd phase.
!feedback
one of my friends said: "a feature i wish existed for multiplayer was the ability to control a drone if you died, even if it was just a healing drone" and i completely agree
!feedback since stadia is dead it would be nice to allow the game on geforce now
!feedback
add ror2 to geforce specifically and ONLY so @unique marten can get green scrap role
!feedback
make suppressive fire suppressive nader from gotce
!feedback spare drone parts should make gunner turrets walk
!feedback rename this channel to bad idea zone
I'd like to see this in general for monsters with attacks that share their color scheme -- vagrants, brass contraptions, xi/alpha constructs, blind pests, greater wisps, jellyfish, larvae, lesser wisps, void barncles, void reavers (orb attack, not implosion), grandparents, stone titan fists...or at least, as many of those as possible
!feedback
Artifact of Whimsicalness
Instead of having preset items, have violently, randomly and procedurally trashed together items with random effects (for examples, Soldiers Mark, which causes you to summon a friendly beetle guard that explodes into nano-bombs upon critical striking, or Bottled Magazine, something that changes your utility, primary, secondary, and special into Ion Surge.)
Some of these items (more commonly the void and lunar ones) would have downsides at the cost of having more effects.
The amount of effects an item can have are based on rarity
Gray - 1-2
Green - 1-4
Red - 1-6
Yellow - 1-5
Void Gray - 1-3 (1-2 downsides)
Void Green - 1-5 (1-4 downsides)
Void Red - 1-6 (1-5 downsides)
Void Yellow - 1-10 (1-10 downsides)
!feedback
Give Harvest a DoT effect aswell as 400% damage lol xD
!feedback
Give Elite Spawn Sounds to Blazing, Overloading, Mending, and Glacial. As well have a feature for everytime you kill an Elite, do a quick zoom in then out at the killed Elite for 1000% Epic Effect.
!feedback give ion surge heavy on its launch height so it doesn’t catapult you out of combat immediately every time so you can actually use it for damage. This would also be able to fix the infinite height issue by forcing you to charge it to gain more height make maybe make it semi tactical for using the middle ranges for combat situations.
Give ion surge an additional use case where if you hold your special bind, you slam down. Only works on cooldown + consumes one charge on use.
_ _
!feedback
i really dont see the need to buff ion surge as its really strong as it is, though i think a similar idea would work for flamethrower
maybe when flamethrower is cancelled itll make an explosion that the size of depends on how much time you had left of it?
i think this would help flamethrower not be a waste as you need to cancel it whenever you wanna sprint (always), and artificers aoe isnt too great since nanospear is usually the best option to take
!feedback
Either get rid of the upper-level Simulacrum Focus spots in the Abyssal Depths simulacrum or add jump pads to make them more accessible. It's really frustrating to have a run end in stage 1 because I picked Engineer and didn't get multiple Hopoo Feathers in the first 5 waves.
!feedback
Also, can we get better pathfinding for the Focus? I just had it fly through a solid cliff face that was wider and longer than the safe zone (on Titanic Plains simulacrum). I had to take a jump pad and walk around a chunk of mountain to get back to it. I understand that dipping into the void goop is a standard part of Simulacrum, but forcing health checks like this is frustrating.
!feedback
I suggest adding a new item to Risk of Rain 2 called the "Gregor's Revenge". It would be a powerful, rare item that can be found in any level. When activated, it will cause all enemies in the area to become enraged and attack Gregor from Limbus Company with extreme hatred.
!feedback
I really like the concept of the Artifact of Evolution where monsters gain items between stages, it's a unique way to increase the difficulty and very fun in my opinion, however, it feels a bit weak as the run goes on, the monsters should gain items more frequently as time progresses.
!feedback
so I'm basing this idea off a feature I already thought was in the game, I think that when you start upgrading a shrine of the woods, at any upgrade (other than the first one), it should be able to just explode or something and damage you, so the fully upgrade the wood shrine achievement is extra funny
!feedback
tricorn should have a minimum health requirement before it can be used, so you actually have to like fight the boss still
!feedback
New Lunar Equipment: Misaligned Die
Effect:
Upon activation, throw a 6-sided die on the ground. Each side has a 16.7% chance of appearing on top after finishing rolling.
After the die has stopped rolling, it begins flashing red or blue, with a 50% chance to stop on either. If it stops on red, you LOSE items based on the number of dots on the faced up side. It it stops on blue, you GAIN copies of items you already own based on the number of dots on the faced up side.
30s cooldown
!feedback
New Lunar Equipment: Misaligned Die
Effect:
Upon activation, throw an object on the ground. If the object is Misaligned with the floor you Die.
!feedback
Leeching seed should not be affected by (non-zero) proc coefficient
Seriously, what the fuck? Although the game doesnt actually display it, you are able to heal decimal amounts of health, which is exactly what the leeching seed does if you proc it off of an attack with less than 1.0 proc coefficient. I know this won't "fix" leeching seed but it at least makes it a little better and potentially a great pickup if you have a build that hits a lot.
I know no changes in this channel will ever get added so this suggestion is more something to think about/something to add to a balance mod.
!feedback
Bison steak sucks. 25 health barely does anything, and infusions are just better in every way possible.
I suggest buffing it to be like bitter roots from ror1, albeit a bit worse because they were honestly kinda busted to stack with infusions. 6% extra health per stack. By doing this you ensure that it isn't complete garbage, it's not completely overpowered, and it has the original synergy with infusions.
Honestly, just let leeching seed heal 1(+1) health from all damage dealt regardless of proc coefficient.
that includes burn, bleed, elemental band procs, everything.
!feedback
have equipment slowly fill up when below max stock like skills do, so you can see how close your 9th fuel cell is to recharging
!feedback
!feedback
make knurl have built in infusion up to a higher cap per stack
!feedback
New Lunar Equipment: Misaligned
Effect:
Upon activation, tilt your screen 45 degrees to the right
!feedback
because dyno sucks
!feedback
Let enemies rotate faster.
I'm not talking about improving their tracking, I'm talking about letting their models rotate faster so their hitboxes are clearer in melee range and enemies like Blind Pests and Beetle Guards don't shoot through themselves.
!feedback
artifact of aegis
ALL stats but healing are converted to barrier decay reduction, ALL healing is halved and converted to barrier
!feedback
Buff Commando's Frag Grenades to deal 2001% damage with no falloff, so that they are more comparable to Suppressive Fire in power.
!feedback
Making an un-official (hopefully official) list of shorthand terms for Risk of Rain 2... in case it becomes an eSport
Add an additional use to
where using on an enemy that can't be killed for a boss item instead drops the monster log.
!feedback
let us tricorn voidling so we can bullshit it back
Make it a passive effect when holding tricorn:
Enemies killed have a 3% chance to drop logs
Bosses killed have a 9% chance to drop logs
!feedback
make logbooks always drop after X amount of kills
eg.
50 for common enemies
10 for teleporter bosses
3 for special bosses
1 for final bosses
!feedback
A way to turn off particle effects like explosions, so my epileptic friend can play with me without becoming ill.
!feedback
rework the way shurikens work when using railgunners special, making them fly out after the beam is shot instead of them shooting out before the beam, stealing your kjaro/runalds band procs and ruining your burst damage
!feedback
remove the slight firing delay on supercharge
not the charge up time before you're allowed to fire but the thing that makes the actual shot come out slightly later than when you click
i see no reason why it needs to have this but its annoying and i would like to see the skill feel a little less jank
!feedback
After the Acrid plush, I think it would be a good idea to make a friendly Beetle Guard plush that grants 17 temporary barrier in real life
!feedback
Scavenger plush, gives -50% barrier decay irl
!feedback
pretty please let shrines of order give you a lunar coin or two instead of losing one
!feedback
new lunar equipment: big floppa
teleports every enemy on stage to you
no cooldown cause I got that dog in me
!feedback
make escape exit the scrapper menu
!feedback
I am once again trying to rework Leeching Seed:
New Leeching Seed
Green
On-hit, gain a stack of Health Leech which heals you for 1.5 HP per item over 1 second. The health gained is unaffected by proc coefficient--however, the tick rate of the healing does depend on proc coefficient: at 0.5 PC, the healing occurs over 2 seconds on the first stack. Stacks of Health Leech are consumed one-at-a-time, but the healing occurs faster if you have more stacks of Health Leech--for every 10 stacks of Health Leech, the healing ticks twice as fast.
This allows the item to stack harder with attack speed, but also controls the rate at which the healing can occur--making it better early on when you don't have a lot of AS, while preventing it from being way too powerful in the lategame. In addition, by making the healing ignore proc coefficient, characters who would otherwise not benefit much from Leeching Seed now gain reasonable amounts of health (although their healing takes longer).
[EDIT] Numbers subject to change, 1.5 HP per itemstack is kind of low
!feedback
give laser scope some crit chance like every other crit synergy item1!!!!!
||and more than 5% preferably because red item||
!feedback
Add the survivors of the void DLC to console
!feedback
I'm a console player, but I also know that laser scope sucks ass right now because behemoth is just 20x better, so I'd say that for a buff, on the 1st stack of laser scopes it could remove all damage falloff. It probably doesn't make it as good as behemoth, but at least it's not the most situational red in the game.
!feedback
perhaps add a shift+click in the scrapper menu to select multiple to scrap and E to confirm or something like that
!feedback
!feedback
Artifact idea: Artifact of tiny Acrid
Description: Adds a tiny Acrid who sits on your survivor's shoulder for the rest of your run(he does nothing)
yes
!feedback
add twisted scavenger as a sticker twiptwip is my fav
!feedback
add a lunar item that increases the enemies' accuracy of shots intellect and makes them faster but reduces their health by 30-35%
!feedback acrid should be able to spit while in leap
!feedback
!feedback
Literally just add more cover in Voidling's first phase arena
!feedback
A progress post on splitscreen development would be nice
!feedback
this but also make that one beam attack that goes through walls, not go through walls
!feedback
New shrine: Shrine of Acquisition
Effect:
Costs 3 Lunar Coins to use. Upon activation, grants bonus copies of a random item you currently own BUT removes that item from ALL item pools, preventing you from getting anymore of that item.
White - 5 copies || Green - 3 copies || Red - 1 copy || Lunar - 2 - 6 ||
After the first 2 activations of this shrine, every usage will have a 25% chance of destroying the shrine, deactivating it
!feedback
Allow Acrid to cancel both of his leaps into his m1- makes the melee playstyle of acrid easier so flying enemies no longer have to be killed with the long-cooldown epidemic or a perfectly spaced goomba stomp
Alternate solution: improve air strafing while leaping to make slamming into flying enemies more consistent
!feedback
Please give us an update on Ror2 on console, we still don’t have a realse date after so long
At the end of a teleporter event, have all the ghor's tome, monster tooth, and bandolier pickups automatically go to the nearest player.
!feedback Camera mode.
Press a function key to enter camera mode, which gives you freeish camera, lets you turn on and off the effects of certain items (both on character, and in game((so you could turn off either fungus's model, turn off its healing radius, or turn off both))
You could also put yourself into funky poses and funny filters. Works in multiplayer, but wouldnt stop time.
!feedback
Replace Clay Dunestrider with Solus Control unit on sundered grove, it would better traverse the biome and fits better thematically
How easy would a mobile port of the original risk of rain be
!feedback
replace category chests with category tri-shops that will have an item from each category in each of the three options
!feedback
Potential spoilers.
While the game is amazing, more could be done, such as more alternative game modes, perhaps something called "Those left behind" something like a sequel to Risk of Rain 1, and a prequel to Risk of Rain 2, where some survivors of the Contact Light who weren't able to return to the Contact Light before it left are left to survive as long as possible until either they perish or perhaps find something that places them in Limbo, similar to A Moment, Whole
Basically it starts out at Rallypoint Delta or a similar place, and you start with 10-25 common scrap, the only way to gain items is to trade the scrap at 3D printers and similar things. Depending on your results on each stage, you gain more scrap of varying quality. Perhaps have a scrap only artifact with a similar concept.
!feedback
I feel like Bandits Secondary fire and Special are the wrong way around. I want to right click to shoot the revolver and E (I re-bound Special to E) to melee.
Can we have per character control schemes? (Or swap those abilities just for my sake 👀).
!feedback
buff combat shrines and make them revive one of your teammates upon defeating everything
!feedback
ESC must close the current menu, not open new one on top of it.
!feedback
Red Item:Cargo Shield Generator
Effect: gain 25% of your max health as additional shield hp. shield hp has its own one-shot protection on top of your normal one shot protection. All shield regenerates 20% faster
!feedback
maybe instead make it so that mountain shrines revive 1 friend per at the start of the teleporter? i think the risk reward would make it far more fun
!feedback
can we just revive dead teammates by standing at their approximate place of death for some time, every damn coop game has it but ror2 just has to be special huh
!feedback
add a risk of rain when you enter a stage
!feedback
risk of rain
!feedback
make hifu stage aesthetics mod into the game
!feedback
shrine of saviour
pay a certain amount of money to revive your teamates
(Im tired of seeing people, even my friend quitting just bc they die on early stages)
!feedback
Void Focus Crystal: Misty Limestone (A radiant chunk of purple rock akin to that making up the island in the Void Fields)
Create a damaging aura of void pebbles around you, damaging nearby enemies for 200% (+200% per stack) of your damage for every second they're near you with a proc coefficient of 0.5.
!feedback
nerf the car enemy because it keeps one-shotting me
!feedback
alt engi turret that lets you control it and aim it similarly to a top down moba character, with very good stats
EDIT (i.e, click a spot to move the turret to that spot, the turret could have its own abilities, mark enemies to attack, etc)
the point is to just give engi a bit more of an active playstyle which i know isn't his thing but it'd be cool i think
i'll leave the numbers up to joomoo james though
!feedback
add the choco taco as an equipment
!feedback
engineer but no turrets and hes just a transformer like optimus prime
!feedback fix mercenary's alternate m2 giving you a shit ton of fall damage when using it to gain vertical height up slopes, just got 1shot by fall damage and left at -1100 health because i used m2 against a wall in eclipse 7
!feedback
give blight a proc coefficient to make up for its lack of consistency against poison
!feedback
artifact of what
every dot has a 5 proc coeff but you can only deal damage via dots and their procs
yes infinite bleed stacking
!feeback
the pinging system is pretty annoying, permanent pings would be nice but having an area of reach around and interactable to make pinging easier would be so much nicer than the pinpoint accuracy needed now. If it a ping were close enough to something and grabbed it i'd have a much less stressful time finding stuff on the map
!feedback
!feedback add an option to replace all of ror2's original ost with deadbolt's original ost
!feedback
In RoR2, Artificer had the bright white tabard(?) that really sold the awesome magic-like tech that she had. Nano-bombs, flamethrowers, and even projecting walls of ice just from her gauntlets really sold the super advanced tech that she has. While I think the RoRR model looks alright, the colors seem dull and much less spectacular. Also, the walking/floating animation looks more like she's hopping than levitating, maybe add some kind of pixel animation behind her, or fire from her jetpack!
!feedback
molotov should have fixed spread when it explodes
!feedback
polar field device should quickly fizzle out instead of abruptly dissapearing
!feedback
I wish I could tell hoppoo this, I think the best thing they could ever change about risk of rain 1, is to not be tail-based
Organic fluid maps, unleashing their art, it would be astonishing
Gameplay would change but I think for the better
Just seeing how great their designs are for enemies and the drawings in the devthoughts, I think they are limiting themselves by having everything fall into a square grid
Gameplay even could benefit from this, making this change would mean shooting left and right wouldn't work, letting you point with mouse where you wanna aim could open some windows, imagine being loader and swinging by, by grappling into where you want
I think this is just positives, and I'm sad that this isn't gonna happen
*
!feedback
The main menu theme is my favorite theme in the game, but it’s a shame it’s relegated to only the menu which you’re on for barely any time. The theme for escaping the moon towards the drop ship is great and con lentitude poderosa is a banger but I feel the main menu theme would be great for the escape as well. Maybe not a replacement but at least an option to swap the themes somehow or something like that. I just wish the main theme had more of a place in the game. Also EA golem where is he I miss him.
!feedback
i think it would be cool if certain enemies have different skins in different biomes:D (might just be a small change tho)
!feedback a few things
1- add a celastial portal after killing voidling if you originally came from the moon(killing mithrixs)
2- make the scavangers scale better late game
3- makes beads of fealty give a 50% multiplier to the scavangers stats and items per stack
add fricking region role
(eu, na, asia, oce)
!feedback
an artifact that raises the health of players and enemies significantly. basically the artifact of glass but in reverse, and since there's a snug 16 artifacts and I suspect that's intended, perhaps this should replace the artifact of glass as there is already the shaped glass lunar item anyways and getting one shot/one shotting enemies by the 30 minute mark onwards is already standard in gameplay
!feedback
give voidling a buff like making the black hole mapwide or smthn weak ass boss ez clap
!feedback
Lunar item idea- prestiging pyramid
Apperance- a glass glowing pyramid with lots of layers inside
Effect- up the difficulty scaling by 70%, reduce regen by 20%, all of your items are sacrificed, but your current stats are saved and halved (cannot be reduced beyond base stats from start of game). Go back to stage one. This item would be dropped by mithrix and may do editional effects like giving you a few command dust and or adding eclipse modifiers
Reasons- game can get boring after an hour or two, so people tend to end the run. This would give option to instead come back later on a prestiged run that could last alot of time without easily becoming bored
!feedback
Give chef an air fryer in rorr
!feedback
not really an in-game idea but plushies of various enemies, i would pay top dollar for a gup plush
!feedback
Bungus sucks on everyone except engie, and because I want everyone to have a shrooms addiction and not just us engie mains, I want it buffed. More healing does nothing to how horrible it is while also making it even more busted on engie, so I'd say make the aoe larger and make it so that the aoe lingers for a solid 5 or more seconds after you stop standing still. Buffs the item in a way that makes it usable on all the other survivors while not making it 10x more busted on engie.
Idk, probably a bad idea anyways lmao
!feedback
sotv port to console 😼 😸
!feedback add more use to the fuel cell like to unlock a legendary chest or something.
!feedback make chronobobble a stackable defect that does -5% speed or something
!feedback moon pilars could work like every 15mins new pilar is needed, reducing headache when there is no skip available and going for a fast run. Or perhaps adding single The Pillar that would be way harder than existing ones, but could spawn jumppads if done. reducing time used on the moon.
A couple pieces of feedback for void seeds
• guarantee at least one void cradle per void seed
• increase interactable credits per void seed + have a slight bias for spawning interactables inside the void seed
• if two void seeds' fog areas are touching, they become one big void seed visually (mechanically still two separate void seeds)
• reduce total number of void enemies in a stage that spawn in void seeds by 10% or so
!feedback add artifact of metamorphosis to RoRR, it fun
!feedback
executive card multishop terminal effect works only twice per stage
!feedback
executive card rework:
change to a red item
20 second cooldown(lowered by stacking)
!feedback
Executive card rework:
Change to a green item
Works like regen scrap where it allows you to buy am extra item from a multishop once per stage then gets consumed till the next stage 😼
!feedback
Add endgame challenges to increase replayability value, with visible rewards showing in the main menu or character select screen to show progression.
Examples:
Kill 10000 elder lemurians.
Reward: lemurian skin rug under the character in character select.
Let Aurelionite deal the final blow to Mithrix.
Reward: Golden shrine in the background of the Main menu.
The list could be endless honestly, but it would give people something to do after unlocking all characters and items and such.
Killing newt should un-freeze the void reavers near the vields portal and cause a much higher chance of specifically void family events, stacking exponentially
additionally, void reavers have a higher chance of naturally spawning, stacking linearly
eventually if you kill like 20 newts, you'll have basically nothing but void reavers and family events incredibly frequently.
!feedback

!feedback
Give Elder Lemurians a noticeable spawn noise instead of screen shake. For people reading this, yes, that is the spawn notification for Elder Lemurians. They aren't actually stealthy at all really if you have screen shake on.
!feedback
Aqueous Engine Coolant
Your drones gain all of your items, all drones gain an extra 1 (+0.5 per stack) proc coefficient.
Corrupts all Spare Drone Parts
!feedback
only feedback. no ideas.
I love RoR & RoR 2. this isn't a game! this is ART! one of the best roguelike! i played a loot of hours in RoR and a loot more in RoR2.
- gameplay = GOAT
- visual = ART
- OST = MASTERPIECE
- content (in h) = more than 250h
- content (quality) = overall top quality
but i need a savegame system! sometimes i played a round over 5h+ and i need a pause or i need sleep
I will definitely buy RoR Returns ❤️
!feedback
New survivor idea:
104E NEL2 Industrial vacuum cleaner(no hose)
Description:
Power Voltage (V)110
Max airflow (m³/h)312
Noise level (dB(A))78
Weight (kg)40
Power (kW)1,6
!feedback
New Boss Equipment: Scavenger Sack
Double the stacks of all your items for 6 seconds. 120 CD.
Additional Notes: Scavenger sacks are nerfed. They now give 5 items instead of 10.
Reason: Scavs are the only teleporter boss enemy(if we are disregarding Hordes of Many) to not drop a boss item. This idea includes Scavenger. Granted you can argue that the sack makes up for the lack of boss item but thats kinda lame. Now why this effect? It's simple, but powerful. It's powerful, but balanced. Why is it balanced? For starters, Scavenger are rare enemies to encounter before your second loop. Furthermore, scavengers are powerful enemies and this feels like a fitting item for it. It's also unique since it's a boss equipment and not a passive item. Also the cooldown for it is fair for its effect and rarity. I decided to keep the sacks spawning, but nerfing them so you can utilize the equipment even more while also being fair.
!feedback
Make the beacons of light emitted by the pillars a color that doesn’t blend in so easily with the moon, everything there is already white so at least make it not basically white. A deep blue would work well, and maybe even different colors for each type, like red for blood
!feedback
Aight so I thought about it a little, and it probably had been a suggestion around here
Can we do Artificer a favor and make her alternate utility a horizontal dash? Something along the lines of
"Snapfreeze rush" - "Dash in a horizontal direction, freezing everything in your way"
or
"Ion rush" - same thing, but with a stun
So far Arti is the most fun surv for me, but lack of horizontal mobility is insanely frustrating, even more so considering the amazing vertical dash we have. I mean, Cap and Engi don't have mobility because cap's skills are determined by the "orbital strike" or "beacon" archeotypes, Engi is all about area control, but for Arti some mobility would be gamechanging
Change the glass frog interaction to be "pet the frog (10)" and that opens the portal on one interaction.
I get that maybe the devs wanted the portal to be a secret that you only get if you interact a lot, but it already takes so much effort to get there in the first place, and spending 10 coins- which you will get net 0 from if you kill voidling- is more of a hassle than a "fun easter egg". Additionally, it's a final boss, a game changing enemy. Not a silly little goober behind a painting for shits and giggles.
just save me- and many others- the pain and get me there faster.
!feedback reduce blind pest base damage i hate those mfs 
!feedback
Make visions of heresy replace the crosshair on pickup, instead of only replacing the crosshair once you fully transform
A lot of the characters’ crosshairs aren’t very well suited for visions of heresy, and this change will make the item feel slightly better to use
!feedback
make the escape key close out of the scrapper/command essence menu instead of just the button
!feedback
Buff fireworks’ stacking
Fireworks currently launches 8 fireworks on the first stack, and 4 more for any following stacks, which doesn’t match up with other white items as almost all of them either don’t have diminished stacking, or have hyperbolic stacking. There is no reason for fireworks’ stacking to be halved, as this behavior is usually limited to green items, and the item isn’t even too powerful to begin with.
This can be solved by simply making the stacking effect +8 instead of +4, or if that would cause too much lag, just make stacking increase the damage and aoe of the fireworks themselves
!feedback
Void counterpart to the Blast Shower
140s cooldown, instead of cleansing all negative effects, hit an enemy (kinda how capacitor works) with 5 seconds of every debilitating debuff (bleed, collapse, 80% slow, etc).
!feedback make escape close the chat box
brother
HE HAS A DOUBLE JUMP AND 2 MORE MOMEMENTUM CANCELLING ABILITIES
!feedback
!feedback
Can we have more items spawn consistently in the first zone or make the Barrels not count as an item? (sometimes I find many of those and no chests) Sometimes I only find less than 3 chests after completely searching the area. It's annoying and almost guarantees the run is going to fail when you can't find anything before getting to the teleporter. It's even worse when playing with someone because then we both don't have items.
This happens so often when starting runs that it makes the game feel unbalanced. If anyone thinks I just didn't look hard enough, I found a scanner early on in a run and the only things left in the area were not item chests. I get that it would make finding items in further areas easier but that run was trash. I assumed the item disparity would balance itself out in the next area but it didn't.
!feedback once you get ec8 gold, make the actual eclipse badge in the hud gold too (ignore the terrible image, i sent this while i was at school and got it from google)
!feedback
remove shrine of the woods from distant roost (probably one of the core sources of this problem)
!feedback
I do believe that everyone would like to see more variations of skins and recolors for survivors in RoR2.
Those could be unlocked by doing certain challenges, killing bosses, achievements.
!feedback
remove eclipse from the alternate game modes menu and put it on the main menu where it belongs
Gearbox,
please do a fazbear fanverse initiative type thing where you get the community to vote on their top 3-10 favorite mods and then work with the mod creators to add them to the game.
If It's UI things, add them to the base game, but for additional content you can make DLCs, which means you make money, and I know you like that.
This will also earn you lots of brownie points with the community.
!feedback
If we could get Heretic as normal and balanced (not overpowered) survivor to unlock i would buy this game few more times just because i love how it looks and i love corvids (ravens/crows/etc). The model of this survivor is beautiful but i dont think many people can enjoy it as its just limited time and locked behind certain steps in gameplay. All players would love to have another survivor they could enjoy.
I would not even mind if it would be behind DLC-pay content.
Another thing which would be truly amazing could be to bring back survivors from RoR 1.
!feedback
please survivors of the void console pleeeease
!feedback
reduce desperado's damage bonus to 1% per stack but change it to an item instead of a buff (similar to tonic afflictions) so that it carries over to each stage
!feedback
Volcanic Egg
!feedback
Add BallerHill it is really balling
!feedback
give thunderslam the Heavy tag, it makes no sense why slamming down to the ground wouldnt do more damage if you fell faster. Would probably have to nerf its base damage if this was added though
!feedback
increase loaders proc coefficient to 2.0 on her shift so that items like atg are decent on her, and arent just far better on faster attacking characters
!feedback
fix printers that make items fall off the stage i know its funny but can be annoying in more serious e8+ runs
!feedback
gearbox should fix my marriage
!feedback
why does charged nano bomb have the stunning trait and not shocking trait when its literally a big ball of electricity and plasma
!feedback
Add the option to toggle Artificers hover with a button press to the pc version of the game
!feedback
replace e1 (that is completely unnoticeable on most of the survivors yet nerfs engi pretty hard) with a modifier that completely removes newt altars (you may or may not be able to get lunars from lunar cradles) / reroll thing
!feedback
for april fools, replace all commencement enemy spawns with perfected blind pests 
!feedback
Add drip, we need more drip
Like for sotv add challenges for corrupted skins of each survivor
!feedback
hello, I think that when using the crown, the special chests (green, purple or red) should only contain objects of that style of chest, for example the green chest should have objects such as the steak or medkit, or the slug, etc.
!feedback
just remove category chests from Command entirely
!feedback
just remove category chests
!feedback
just remove chests
!feedback
just remove items
!feedback
add the ProperSave mod to the base game
||!feedback||
Add ultrakill coin as alternate Bandit utility to replace smoke bomb. Throw out a coin which you can shoot to bounce the bullet to an enemy, amplifying its damage by 100%. If multiple coins are thrown in the air, the bullet will ricochet between the coins, getting more damage for each coin it bounces off. Can be shot by primary fire or revolver. Has 3 charges by default with medium cooldown, and prioritizes elite/boss enemies.
Demonstration: https://www.reddit.com/r/Ultrakill/comments/iqh0fy/coin_trick/
!feedback
make it so bandit crit damage is like railgunners because he has guaranteed crits in his kit so like he gets 10% more damage with crits with
instead of 10% crit chance
!feedback
Slight buffs to phase round’s ability to gain damage on pierce
- If you hit 2 enemies at the same time, instead of not applying the buff to either hit apply it to one, or maybe both
- Make it gain damage by piercing terrain, incentivizing thinking more about the environment during combat
- Slightly increase the projectile’s size when it pierces, both to make up for the issue caused by it going in strange angles when used up close, and to make it better at dealing with slightly more spread out groups
A phase round rework idea I've had for a while:
The ability is now hitscan. There's a 0.5 second delay similar to Bandit's special, and after that wind up, there is a single piercing ray that goes through everything.
With this change, the +damage on pierce affects every target equally, meaning piercing three times gives 300%+120%x3 to every pierced enemy, not just the last one.
With this change, I do think the base damage should be lowered and pierce should be raised to 250%+125%. This will make it harder to proc bands, but will also increase the band proc amount from 420% on 1 pierce to 500% on 2 pierces.
Additionally, since all pierced enemies will take the damage simultaneously, I think the last enemy hit should proc bands. This will still incentivize the mindset of "line up the fodder, and hit the boss last" with the added bonus of actually getting a band proc that means something.
!feedback: reposting my interpretation of a returning uncommon item
Guardian's heart : Gain a 40 health shield (+40 per stack). Shield recharge delay is 20% shorter (+20% per stack, hyperbolic)
!feedback
Make grandparents spawned from
not do friendly fire with their sun ability.
!feedback
Make grandparents no longer have friendly fire at all
!feedback
make grandparent not kill you if you stand in the sun for 0.0000001 second too long
!feedback just make that shit not permanent after you take cover
!feedback
Make items have their own individual ally caps, so that having too many drones won't prevent the use of some of your items
!feedback
change the base health regen for characters to actually fit with their health pools. It doesn't make sense for mul-t to have the same regen as huntress when mul-t has over double the health pool that huntress has
Immediately cleanse overheat debuff when you go out of grandparents' solar flare AoE
!feedback can we buff aspects? like seriously they're extremely rare and all i get is a new look a new debuff for attacks and it takes up my equipment slot i think ill pass next time i see one if you cant find a way to buff most of them please buff ice if i wanted to slow things i would get a chronobauble
!feedback Allow Aurelionite to spawn during the Mithrix fight
!feedback listen I know the mercenary challenge “Ethreal” has been done ALOT but it’s hella difficult doing a no hit run. Maybe make it like “don’t go below 90% health” because if it’s anything other than, command, Kin Beatles. It’s really fucking difficult
!feedback this one seems like common sense and probably won't get much use but since mul-t is a repair bot can we give him a passive that lowers the cost to repair drones and turrets not by a crazy amount but just noticeable
!idea bring the survivors of the void to console I would be happy
!feedback
new gup boss called "Gop" or "Gomp", drops a yellow boss item that gives you friendly geeps that fight for you and act as trampolines if you jump on top of them
!feedback
ASPECTS BUFF
- Increase droprate of aspects
- A temple or something like that, with a chance to spawn in the shop (like void portal) where by a cost (elite monsters souls, by killing elite enemies) you can buy an aspect
- Also aspect gives you, although your passive, an active hability
- The possibility to "consume" the elite equipment by doing a massive attack (like genesis loop)
!feedback
!feedback
Electronic Sheild Protected Ionized Coil (ESPIC) - Red item
Gain 30% (+25% per stack) of your health as additional shield. Your shield pool now has its own one shot protection, recharging when shield recharges. Shield regeneration surge [idk what its called.. when the shield regenerates to full in burst] now 20% (+10% per stack) faster.
I edited that so it's more understandable now
!feedback
plz we need underwater content (monsters, maps,etc)
!feedback
alternate to Loader's grapple where instead of having pendulum physics it behaves more like the whiplash arm in ultrakill or a grappling hook in terraria, where it pulls you towards the grapple point without swinging
!feedback
reduce the size of Gup's attack hit box to something more reasonable (or just make the spikes bigger so that the hit box on it feels legit)
screenshot from hifu for reference
!feedback railgunners m99 sniper states it activates a “long range scope” and the marksman states it activates a “short range scope”. Despite this, they have the same range and projectile speed. I don’t know what the solution for this is, but the things it states are pretty much just flavor text. Could they either just state “long range scope” for both, or maybe change one or the other to make these accurate?
!feedback
display difficulty modifiers while hovering the cursor over the difficulty icon during a run
!feedback A testing area that let you customize every stat on items and you can also add any item to your self.
!feedback
!feedback
make spiked arm do this when hitting terrain
!feedback
make the hitbox bigger but make the visuals smaller
!feedback
Make crit scale hyperbolically and maybe increase the base crit chance of items a bit so crit no longer has a cap and 100% crit chance becomes harder to obtain and cheese
!feedback
Pinging allies shows their health.
!feedback
Make Voidling not trigger on kills in phase transitions. Mithrix doesn't trigger them, so he shouldn't either.
!feedback
Recently I’ve been playing with haylcon and I’m releasing it’s not exactly worth it most of the time. It reminds me of lepton, as it’s useful once per stage. This is a pretty good use, aureonlite distraccs and attaccs. The other use is mithrix phase 4 (which is usually not the biggest deal.) and it ends there, and the risk is a leap of difficulty and a chance to die a coast.
So, here’s my suggestion: haylcon is turned into an equipment, and acts similar to a poke ball. Pressing Q throws our boi out, and pressing it again recalls him (with a short cooldown). If aureonlite dies while out, a massive cooldown of a good 120 seconds or something begins before he can be used again.
This probably would need some nerfs, as having him a chunk of the stage might be a tad strong. Overall though, I think this would make me, and others, more excited to see golden altars.
!feedback I've had troubles in the past with figuring out what specific items are used for and which synergies go best with them so I'm promoting a testing mode where you can't complete challenges are able to ramp up certain thing such as changing difficulty in a run at will test on different stages and spawn items you've unlocked and monsters you have the log for and going to stages you have the log for
!feedback
So from I know, there’s three ways to get newly hatched zoea. Get a void devastator boss during a void family event to drop it (extremely rare), pluripotent larva corruption through death (rarish item, and requires you to give an extra life) or tricorn on a void devastator during void family (also rare.) I do really like the item but feel like it’s a little too hard to get without going out of your way. So my idea was to add a fourth way, which is as semi rare drop from cradles in the locus. It’s almost never worth it to go through locus if your fighting voidling. It takes too long, and it’s pretty hard because the void police don’t like you crashing their sleepover party. So having the ability to get zoea from the area would be a nice bonus for going through it instead of petting the frog.
!feedback
Increase drop of void itens.
!feedback
Please add more skins/color schemes for the survivors with cool new ways too obtain them
!feedback
holding down the special skill key should let you "cook" commando's grenade. this could and should obviously backfire if you hold it for too long though.
who let mando cook
!feedback
!feedback
I talked about this in the discussion channel, and I think it would be a nice addition to the base game or just a mod.
Instead of the void locus being a hidden stage, it would be a variant for stage 5, along with sky meadow. This would make it a cooler stage in my opinion and also help it be easier to get to. This would obviously need some nerfs so the crabs don't delete you, and same goes to voidling, but if I start talking about changes to voidling we gonna be here a while. The dream stand for newt could just be moved to only showing up on stage 4.5 newt, and the void orb could either be removed or send you to somewhere else, like maybe a simulacrum esc area where you can get some void items.
!feedback a secret cooking minigame in risk of rain returns
Artifact of kin, but it's for items
for further clarification, the items that are chosen are switched every stage, so you're not stuck to only 4-5 types of items the entire game, just in a stage
!feedback can we give engi a new alternate primary if both my turrets are on cooldown i don't want to get killed by a wisp cause i have zero range
!feedback
Add the mimic plz
Harpoon
!feedback yesterday I suggested an alternate primary for engi and didn't specify what said alternate would be so I've decided I wish it to just be like harpoons except nerfed to the max and turned to hitscan can scan up to 5 enemies and has a .5 second cooldown for every shot fired
!feedback
Add a distinction in the ally list for different turret types/player owned turrets (Engineer)
!feedback
Lunar Combat Shrines that reward Lunar Coins on completion, all enemies coming from the shrine are elite/high strength enemies. Unlocked after beating obliteration fight once. (Twisted Scavenger)
!feedback in rorr, could you make attacking only slow you down a lot, instead of stopping you completely? although tbh im all for just removing attack slow entirely
!feedback
Item (Green): Baby Lemu
A little lemurian sits on your shoulder (plz protect him)
Effect: Baby Lemu has X(pending number) HP. And if he **unfortunately ** passes away, he'll turn into a spirit following u (more stacks means more spirits, yay!!). Each spirit blesses you and grants u a 5% boost to your speed, atk speed and dmg, and a +3HP/s regen.
- Take notes that you will not be blessed if u let the little lemu die before you proceed to the next stage
- Can also be some secret stuffs related to Kjaro and Runald
!feedback
Add a suggestions channel for all these item/artifact/whatever ideas so that we can see actual feedback in here
make diablo strike hit in a cylinder rather than a sphere
Make diablo strike hit in a cylinder rather than a sphere
!feedback make loader powerwalk when not sprinting
!feedback when you die you must be given a choice to watch an ad and get revived (or pay lunar coins to get revived, also make lunar coins purchasable with real currency)
delete bison steak 🗣️
!feedback
!feedback I feel like mul-t could use a alt skill for his secondary that pays homage to han-d it could be a mallet you find of a witherd pile of han-d units in an alt verson of the first stage you have a chance of getting to when you loop back to the beginning the stage could also be home to scavengers since it would sorta be a junkyard
!feedback hot take quickly artificer's primaries alt and normal suck so I think that giving thunder a small amount of homing and getting rid of the explosion would help with enemies far away but don't make the homing something you can rely on just like a slight turn I'm the direction of the enemy not like a lock on garunteed hit
!feedback very good game i love it but pls bring new
characters in the game
!feedback
Make teleporter take 45 seconds to charge by default at stage 16 and onwards
!feedback
instead of this, perhaps add a green/red (not sure what it should be) item that simply subtracts 10 seconds from the teleporter charge up capping at 45
!feedback
nerf captain's defensive microbots as they trivialize any enemy that throws projectiles, including the holy bell constructs.
Just bring the charge in half mod into the game
https://thunderstore.io/package/der10pm/ChargeInHalf/
!feedback Add an achievement for complete passage.
!feedback
let us shoot or dash through our minions so they stop cockblocking shots. i cannot tell you how many times i have accidentally locked onto a drone with eviscerate or my beetle guard blocked a desperado shot or even void fiend's m1 auto targets a nearby minion
!feedback
gup beanbag chair merch
!feedback
Add small rewards for playing optional game modes
Suggestions:
- add (steam) achivements for playing eclipse/prismatic trials/simulacrum
- add new skins for beating eclipse 8
!feedback
Make the damage numbers for N’kuhanah’s opinion not green because they can be easily confused for the enemy healing, especially when fights get more chaotic
!feedback
Definitely recycled, but…
Make lunar coins reset every run, if not regular game just eclipse. Everyone knows how easy it is to win with lunars, and I always feel bad whenever I buy them with my definitely 100% legit lunar coins. So, some ideas to make this happen:
-
New structures: a “lunar shrine” is added to the game, where you can pay money to get coins, increasing cost every time. Another building that would appear is the “lunar combat shrine”, which would function like the regular one, but spawn lunar enemies instead. These would all drop one coin each, and maybe if you do it again after this it could spawn a blue orb.
-
Increased drop rate: pretty self explanatory. Enemies now drop coins much more frequently.
-
Newt rework: newt could be reworked many different ways. Removing coins seems lame so I’m not going to say that. 2 ideas I had though were that newt could give “quests” to reward coins. The other one is that the bazaar could be turned into a more interesting and larger stage (that would probably only be available like, twice per run) that would function like a dungeon. You would run around killing tough elites and getting lunar coins in chests or small caches. At the end when you’re done you can cash them in for lunars, or turn them into exp or money or something.
I was mostly just spitballing things here, and I don’t know if they devs have said they won’t do this. If that’s true, some of these would be a cool mod though.
!feedback new character
!feedback
!feedback rename rorcord to riskcord
!feedback change the PC role icon from win 10 to a generic computer (linux gang)
!feedback
Make huntress ballista crosshair have either a dot in the middle or lines pointing to the middle instead of just a big circle around the middle so it’s easier to aim
that's not how ATGs work
!feedback
what do you mean feedback, that's literally not how ATGs work
!feedback
what do you mean feedback, that's literally not how ATGs work
!feedback
what do you mean feedback, that's literally not how ATGs work
!feedback
!feedback
Okay stop this (whoever feedbacks this will be warned/muted
)
!feedback
!idea
buttplug support, vibrates on taking damage
W
!feedback
!feedback
Disable the death messages "Consider lowering the difficulty." and "Try playing on Drizzle mode for an easier time." if you are on Prismatic Trials or Eclipse.
Allow "You have shattered into innumerable pieces." if the Artifact of Glass is active.
!feedback
change
to have +5% crit chance, it’d make the item a lot more viable and useful
yes this has been suggested before but i feel it’s worth saying again
It'd be kinda cool if laser scope gave +33% total crit chance. So if you have >75% crit chance, you gain full crit chance
it would make laser scope unique, and synergize with luck, since luck never reaches 100% in the same way stacking crit chance does.
!feedback
- Please add a chance for the Cleansing Pool (

) to appear in Simulacrum. Let the Cleansing Pool spawn at any location with a rare chance. - Add a chance for Hermit Crab enemy to spawn if the Artifact of Dissonance is enabled. And make enemies with alternative skins depending on the location (like golems

) spawn with different skins depending on the location if the Artifact of Dissonance is enabled. For example, snowy, mossy and sandy golems.
These small changes would add a bit more variety to the game.
!feedback
motion control compatibility would be super useful as its really difficult to make them work without official support. just a general thing that would be an amazing QOL change for me and probably a few other people.
yes I know it should be possible with steam to make the controls change but I have found it incredibly tricky and have not been able to do it so in general it would be amazing to see officially supported.
!feedback
Could we get a dedicated gallery channel? People just post in general, and that’s fine, but it would be nice to have that for discussion and have a channel where people can post images and talk about them. Like the DRG discord
Edit: I’ve been told that I use a different suggestion method
!feedback idk if its possible but could we get crossplatform once console gets survivors of the void
!feedback
this is kind of nitpicky but acrid's neurotoxin should specify that you can sprint while shooting it (with the agile tag)
!feedback
I would love an actual working delicate watch. I would spend any amount of money to have one to wear!
!feedback
buff arti, why is arti's fully charged m2 worse than railgunner's default
!feedback what if you just nerfed railgunner instead
!feedback
make lunar chimera wisps not immune to Freezing (cast nano-spear, ice wall, cryocharge). Lunar wisps on their own are very dangerous(especially perfected ones, those cause me more stress than the entire mithrix fight combined) and the fact that we cannot freeze them is kind of unfair.
!feedback Add more simulacrum maps like Sundered Grove, Sulfur Pools, Siphoned Forest, and Siren's Call to the pool for more variety & replayability for the gamemode
!feedback
railgunner's alternative kit is drastically worse than the default at least give him a new priamry if possible
!feedback
what if we just nerf her default skills so the survivor as a whole is more balanced
bring M99 down to 800% damage per shot and reduce the proc coefficient of supercharge to 2.0
!feedback
add Rainglish as an officially supported language
!feedback
at the end of eclipse 8 runs, include a bonus statistic on the win/loss screen for curse stacks inflicted on the player throughout the whole run
!feedback
if you loop during a run you get lunar coins after you die more or less depending on the amount of loops
!feedback
this but on obliteration
!feedback
railgunner's alternate primary should gain burst fire with bonus magazines, a la the battle rifle from halo. it makes the item do more than nothing and scales in a challenging way with recoil, adding a layer of skill to the character and possibly justifying a change to her numbers. it could even have infusion scaling past 1 to make it less busted and only give another shot every 2 pickups
!feedback
Impliment some form of protection for items that fall off the side of the map. Way too many times have I had a shrine of chance or chest summon items only for their placement to cause the item to be yote into oblivion. Either impliment a check to see if the item would fall off the edge of the map and rotate the orientation of the item dispenser accordingly, or have it be that items that do fall off the side get teleported back up to the main play area.
Can we get kbm support on console
can console get like anything lole, dead game fr
!feedback
!feedback
Can you **please **add a reconnect option in multi-player? I'm about to give up on this game. How many multi-hour runs do I have to throw away because the game crashes, network blip, 2-second power outage, and I'm left without a way to reconnect to my party? DOTA has had a reconnect option for 10+ years, so it's definitely possible. Thank you so much.
!feedback
!feedback
Make it so that whenever someone leaves or disconnects and cannot rejoin by the time you reach next stage, they drop all their items.
I HATE when someone hogs a load of items and then leaves as soon as they die.
!feedback
Extend blight duration to 10 seconds so it's at least comprable to poison.
!feedback
when players disconnect in multiplayer have them drop like a Scav bag of their items
!feedback
Make Blight reduce armor by 10 per stack.
!feedback
Add MacOS support for ror2. https://developer.apple.com/games/. Recent developments have made mac gaming more feasible than ever, but this is not a recommendation to prioritize this over the games rewrite.
Using the GPKT on M2 Max, 80-90 fps can be consistently achieved at 2560x1440 with minimal issues outside of multiplayer not being functional. It has potential, and since this game is using the unity engine, the tools for porting are readily available.
!feedback
Make an equipment barrel guaranteed to spawn on stage 1. An equipment is almost like a 5th skill the player can use, and with bad rng a run could go multiple stages without one showing up, so making at least 1 guaranteed to be available at the start of the run would be helpful for making runs slightly more consistent in power and fun. (excluding the unstable fuel array)
!feedback
add a selection of roles for your region in #roles
would make it easier to find ppl to play with, rn some are posting their region with their lfg message but most of the time you will have to ask
!feedback Name: Aria
Background: Aria is a cyborg who was created to serve as a bodyguard and enforcer for a powerful corporation. However, she became disillusioned with her mission and turned against her creators. Now, she travels the galaxy seeking to right the wrongs of her past and take down the corrupt organizations that she used to serve.
Abilities:
- Active Ability: Aria can activate a temporary shield that absorbs all incoming damage for a short period. The shield is also capable of reflecting some of the damage back at enemies.
- Secondary Ability: Aria can fire a volley of rockets that home in on the nearest enemies. The rockets deal high damage and have a wide area of effect.
- Utility Ability: Aria can dash a short distance in any direction, allowing her to quickly evade enemy attacks or reposition herself during combat.
- Special Ability: Aria can deploy a stationary drone that fires a powerful laser beam at enemies. The drone can be destroyed by enemies, but it provides a powerful source of damage while it is active.
Playstyle: Aria is a versatile character that can excel at both offense and defense. Her shield and dash abilities make her difficult to hit, while her rockets and drone provide strong damage output. Aria is best suited for players who enjoy a fast-paced and dynamic playstyle, as she can quickly switch between different abilities to adapt to different combat situations.
!feedback
!feedback please add a reconnect ability
i've lost multiple hour runs with my friends because my internet goes out for like 3 seconds
it's so disheartening knowing my run can just be deleted at any time lol 
!feedback Name: Accelerated radius
Info: this item causes the portal to expand at 150% but as the survivor stays in the radius the range progressively gets smaller and increases portal charge time as the radius becomes smaller
!feedback
Completing artifact reliquary should allow the player to take the artifact with them on the run. This should incentivize players to do artifacts they want multiple times, and also in the case of Artifact of Sacrifice, should stop the player from staying in the Artifact Reliquary for ages.
!feedback
Some ideas to support the repayability and amount of time you can play without getting bored.
1- (Blue Equipment) Shard of Before: this item can be obtained by killing mythrix or voidling after having completed atleast one loop (going back to stage 1/stage 6).
The Shard of Before is droped by the boss killed, and when picked up and used, the following effects will occur:
-All current stats are halved, but will not go below the base stats of your survivor, and saved.
-all current items are sacrificed, gaining a very small stat boost in the items respective category (more for item rarity)
- the timer is set to 0
- difficulty scalling over time is (increased by ALOT, maybe 2x,3x, or 4x, i am unsure.)
- maybe new a new random effect/limiting factor is applied to the run (unsure about this one)
[End]
2- daily challanges: while this may seem redundant, daily challanges with special effects on them/artificats forced/ new special artificats, with a goal besides going as far as possible or beating the game, could be quite fun imo
Some examples
- reach 600 health and with artifact of glass activated, under x minutes
- complete 5 stages with artifact of kin:always lumarians
- complete a completly randomized run (enemys, stages, loadout, survivor)
[End]
Advice in #ror2-feedback-discussion would be appreciated
!feedback
Genesis loop rework:
Every few seconds, shoot 2-4 small vagrant ball orb things that deal x% damage
Kinda like a combo of tesla and disciple
!feedback
Mando nade buff ig:
Attack speed decreases the fuse time of the grenade, but only when it bounces. So when you just throw the grenade into the air it'll always have the same distance, but once it bounces the time it takes to explode depends on your current attack speed.
I feel this would make commando more consistent with band procs and would make the nades more relevant
(Or just make them impact
)
!idea
New artifact:
Either at the start of the run only, every stage, or every x amount of time
Have all of your abilities, and passive randomized to ANY other (unlocked) survivor ability
!feedback
!feedback
Player count addition:
Make an online player count for quick play
!feedback
Improve prismatic trials:
Add a reset button instead of having to wait through 3 loading screens (for all the mercenaries out there ;) )
!feedback
Make vases starting acceleration faster and spawn you immediately in the tunnel to make it less finicky
!feedback
Please bring back 1.0 Commencement. We didn't need a slog through knock-off Teleporters before the Mithrix fight, and a massively anticlimactic sequence afterward. We didn't need Eclipse 8 to become several times more difficult than it already was. We didn't want to strategize our runs around reaching Commencement with builds capable of skipping the Pillars. All we needed was for a certain bridge to be perhaps a bit shorter.
!Feedback
Artifact of Blood
All organic creatures share one added health bar.
one person dies, everyone dies
Say if Huntress has 10 health and Acrid has 440, together they have 450 and take damage at the same time.
!feedback
Beating the game on eclipse unlocks the log entry for survivors, I dont see why it shouldnt.
!feedback Buff the Commando's Frag Grenade ability.
I think the Frag Grenade is underpowered compared to Suppressive Fire. Sure, both abilities stun enemies, but that's only useful in the first couple stages. Plus, Suppressive Fire has (very slight) aim assist and is good for triggering procs, like Tri-Tip Daggers or AtG Missiles. Some buffs to Frag Grenade's blast radius and damage would make the ability more useful, as would making it detonate on contact with enemies.
!feedback Barring a revert to 1.0, I think two simple changes could make the non-Mithrix parts of Commencement much more tolerable.
First, lowering the number of Pillar charges required to proceed (to, let's say, two) would solve a lot of the problems the final stage has. Given how popular it is to use wacky builds to skip them entirely, it would be a nice middle ground if the intended gameplay was updated to skip most of them. This would also open up a lot of new player agency:
- since only 4 - 7 Pillars spawn, lowering the requirement from 4 would make the player's choice of Pillars more impactful
- players on Eclipse 2+ could choose to avoid the unreasonably hard Pillars (Design and Soul, especially with Exploders around)
- an optional reward could be added for completing more than the minimum number of Pillars, like the gates/keycards in RoR1
Second, the "defend the ship" sequence is horribly anticlimactic, and shouldn't be in the game. Like, I've just finished an intense boss fight and satisfying victory, then raced the exploding moon to the extraction point, and now I have to sit on the ship for a full minute, shooting - if I feel like it - at enemies that can't even come near me? Mithrix is an incredibly fun final boss, and having a tedious extra bit between him and the ending just takes away from it.
!feedback
Display the status effects of mithrix, voidling, and twisted scavenger under their big healthbars. Wouldn’t happen on swarms because idk how that would work. This would help keep track of their debuffs without having to look at them while having their small healthbar visible. Reference image attached
Edit: placing the status effects above the healthbar would probably work better and be consistent with how they display on small healthbars
!feedback alternatively just have more pillars spawn (4-7 -> 5-9), shorten the charge time of the ship (cut in half? idk) and allow the monsters to actually like get close to you (this would be much less work to implement for a similar overall effect)
!feedback add a mod menu for Pc and consoles where people can publish their own mods that can be downloaded from inside the game
!feedback
More merch when? Even if it’s the old merch I’m okay with that. I just actually have money to spend on stuff like that and want some tshirts/gup plushy….
Please?
!feedback
A Beta for Risk of Rain Returns
I feel like it's been a while since we had an update on how thats doing.
!feedback
make ego a viable item pls thx
!feedback
A hidden character that is obtained when all items revolve around using minions like the Beatle guard or the Happy Mask. When all of these items are obtained you transform into this hidden character (similar to heretic), this allows to tame certain monsters like Beatle Guards or Lemurian or have the option to tame one boss as the character (not including Voiding or Mithrix of course) but it would work similarly too Aurelionite as your tamed boss would only spawn whilst charging the teleporter.
A lot of the abilities could revolve around confusing or hypnotizing enemies for a short period and your special might be you just becoming the most recent enemy you've killed for a short time (not a boss).
!feedback
Make chests go away after being looted. Sometimes I'll see a looted chest from a distance and go over to check it, only for it to be empty, and a bit of time wasted. I just think it would be a nice Qol change.
!feedback
That but as an option like how you can disable corpses
!feedback
New White Item: Classic Magnet 🧲
Increases the radius of which you attract dropped interactables by 100% (+75% per stack).
(Dropped interactables includes for example Monster Tooth health orbs, Ghor's Tome gold nuggets and Bandolier ammo packs)
!feedback
Make red whip's definition of "in combat" the same as slug (Only when you take dmg it deactivates)
!feedback
I was thinking about the void fields recently when my game design nerd brain suddenly started whirring, and I think I thought of a fun way to the rework the stage’s gameplay from being another holdout zone gimmick. Lore-wise, the void are kinda like the space SCP, capturing creatures and objects and locking them up in cells, so what if the void fields played out like a prison break?
The rough idea is this: When you enter the void fields, the cell bubbles would all be active by default, and instead of staying in the cell bubbles to charge them and progress through the stage, you need to destroy them, with the bubbles disappearing as each cell is destroyed, like the time crystals in the Prismatic Trials but with a lot more health. When you first damage a cell is when whatever’s inside it is released, progressing in the same order as the current void fields, so enemy, item, enemy, item, etc. Also, since it’d be way too difficult to skim through all the void potentials with enemies constantly on your tail, you’d now need to interact with the broken cell in order for each void potential (or set off void potentials in multiplayer) to spawn. Once all the cells are destroyed, the void fog dissipates, the enemies are teleported away, and you’re free to loot the stage unimpeded before you move onto the next stage or the void locus, just like how it currently is.
Obviously such a massive rework like this would need a LOT of testing, but I feel this could potentially make for a much more engaging gameplay experience, as well as adding some strategic variety. Do you tackle the cells once by one to slowly ease up the difficulty of the enemies, or do you try to destroy all the cells at once, circling the stage and through the bubbles with super powered monsters on your tail? Or you could just wimp out anytime once you get jellyfish with crowbars or apothecaries with chronobauble.
!feedback
Hear me out, let trophies hunter tricorn work on the Newt guy in the bazzar and give you a secret item, that is all
!feedback
turn the Meander modifier in prismatic trials into an artifact or at least let us use it in normal runs.
!feedback
Lunar item: Spacial Manipulator
Allows you to skip the teleporter event, but the next stage will be 2x the difficulty
!feedback
New alternative stage: Essence realm.
A Totem spawns after the 1st loop that costs 10 lunar coins that takes you to an alternative dimension that can vary as 1 of 7 variations.
as you spawn in you are either met with a flaming hellscape, freezing artic desert, A forest(meant to represent the mending aspect), A stormy field, A corrupted land(meant to represent malachite aspect), A lunar coliseum(similar to mthrix's arena) and a translucent rainforest. When you spawn in a god/godess of their respective aspect will spawn. You will need to kill 15 random elite enemys(of their respective aspect). Once you kill the 15 you will need to fight the god/goddess and when you finish you will gain the aspect that the god/goddess holds.
!feedback
Fix frag grenades. The bounce is so bad and unpredictable. Such a fun ability that can’t be consistently used how you need it to.
Will console get the dlc
!feedback
!feedback
Harvesters scythe void item idea:
Either remove the hidden crit or maybe even reduce crit chance by x%, also removing the healing you get from it
Have a chance to remove x% of an enemies health (maybe nerf it for bosses or something)
Edit: I'm just realizing this like a worse lost seers lol
!feedback
Randomize button for command.
Pretty self explanatory, sometimes I just want to test a quick build, perhaps something that requires lunar items (essence of heresy for true melee acrid for instance) and I don't want to waste my coins re-rolling, but I also don't want to have to use command the whole time since it just makes everything so easy. This artifact would allow me to pick the items required for the build, and then proceed through the game as normal without the extreme handholdung provided by command. It would also be great for multiplayer--did your randomly selected teammate choose drizzle and command? No problem, simply randomize all your loot, and play double bladesaw MUL-T for a challenge (drizzle is still too easy though).
As a whole, I think this would be a nice quality of life change that would make testing builds more fun and applicable to a normal run.
!feedback
Devs sell bungus in city alleyways stream when
!feedback
Lunar coins should scale with difficulty.
As of right now, there isn't much incentive to play monsoon over drizzle aside from bragging rights and some achievements. However, once you obtain these achievements, there is literally no reward for playing monsoon. Because of this, I propose that you earn five additional lunar coins when beating the game on monsoon (now 10 for obliterating and 15 for beating mithrix and an additional 15 for escaping the planetarium. The twisted scavenger coins would not change). However, you would earn five less coins when obliterating on drizzle to reflect the decrease in difficulty (1 for obliterating as it shouldn't be zero, 5 for mithrix and 5 for crab).
The goal of this change is to remove lunar coin farming by decreasing the amount you gain from drizzle, and increasing the amount you gain when playing normally.
!feedback adjust rex perma damage for self inflicted damage to manageable levels or remove it entirely
!feedback coalescence music box. I need that song as a physical song, I’m not a huge music box fanatic but even just the opening part would be amazing
(Replace a ballerina with a commando in the same pose)
Update the switch version of RoR2 PLEASE 😭
!feedback Add a glossary of terms that are actually in the game, but aren't really explained, like proc coefficients and stuff. I myself don't know what a proc coefficient is, and it would be really nice to just be able to look into a codex-like area to figure it out. You know how survivor abilities have a single word in bold and then the ability description, like Huntress' M1 saying Agile. ? Yeah, A glossary like THAT.
!feedback idk if this has been suggested before, but a one-stage survival mode would be pretty cool
!feedback
Work on bug fixes for ror2 console instead of working on the new game 🗣️🗣️🗣️
!feedback
!feedback
!feedback
Make
Egocentrism have a specific way to interact with it so you can convert items faster
Within the game's code, have the picked up egos and the assimilated egos be classified slightly differently.
Then, have orbs spawned affected by converted egos, and have the conversion timed affected by the picked up egos.
New stats:
• Spawn 3(+3 per assimilation) orbs that circle the player dealing (vanilla damage value)
• Every 60(-10% per pickup) seconds, assimilate a random item into egocentrism
!feedback
the lightning for
is so hard to see and it makes it feel like it doesnt hit as hard, i wish it was more visible and just kinda looked like the same lightning but a purple hue
(assuming it would come from the survivor, rather than just a small arc. the main reason its so hard to see is because it shoots out from the monster that is hit back onto that monster. if it came from the survivor and shot over into the monster, it would feel much more powerful and like it has more effect)
!feedback Has the humor of items getting dropped off cliffs gotten old for anyone yet? Or is it literally just me?
!feedback
Rework idea for singularity band:
Hits that deal 100% 200% damage or less also creates an mini AOE void implosion which does 300% 400% total damage and has a 1 5 second cooldown.
The idea is that normal bands benefit occasional large hits while this one would benefit rapid small hits, giving it a distinct different role compared to normal bands.
!feedback
The range of the Artificer's Flamethrower must be over 21 meters.
It's a very short distance so if you want to use this ability you have to get closer to the enemy, it puts you in more danger, it kills you, so players prefer Ion Surge to Flamethrower.
I want to mention one more thing. You can compare Void Fiend's Corrupted Drown ability with Artificer's Flamethrower. I know there are two different characters but the abilities look like same and Corrupted Drown has more range, although Void Fiend is more mobility character.
I'm not saying it should have too much range. Flamethrower just needs a little more distance, like +5 meters, at least you able to kill wisps with Flamethrower.
!feedback
item idea: Pocket E.M.P. (void I.C.B.M.)
all electric attacks are fired 2 additional times 0.1 seconds after each other and do 0%(+50% per stack) more damage.
there’s about as much electric stuff in the game as missles, and it wouldn’t be a direct upgrade so there would be good reason to keep I.C.B.M. over it
this might be too strong considering it affects stuff like polylute and capacitor but there’s no way to test it so I’m leaving it with the same stats as icbm
!feedback
Make radio scanners more common. There's no point in having the chance to find one decreased. For completionists, It's kind of a bother to keep searching over and over again to get them. Not sure what's happening for me, but everytime I search maps now, it takes me at least 5 different loops to find one. It's annoying.
!feedback
Remove singularity band entirely
!feedback
make safer spaces only start recharging once you get hit again. mainly so mithrix doesn’t get royally fucked by it
!feedback
make gups drop less gold 
!feedback
Make each level of eclipse it's own unique artifact that would be unlocked after completing the respective eclipse difficulty. This would allow for a degree of customisability that isn't present in eclipse currently.
Want to play E8 with command? Sure, remove that rng! Want to simulate E8 with mercenary since you aren't good enough to get there normally? You can do that too (and have fun dying). Want to just play with permanent damage and none of those other pesky modifiers? Easy, just enable E8 and nothing else. Want to obliterate in E8 because you can't beat mithrix? Well muscle up because you have to do it anyway (once you beat him though you can).
This does make frailty irrelevant since it is just E3, so that would have to be reworked if this were to be implemented. Maybe it could be replaced with an artifact similar to the meanderer modifier from prismatic trials.
!feedback
Voidling should be a harder boss in some way or form. I know its supposed to be an alternative boss and whatnot but it just feels so underwhelming to fight him, especially after mithrix and/or void locus.
!feedback (idea)
drifter in ror2? 
!feedback
New void item: Aspect of the Void
Corrupts all non-equipment, lunar items
Gain 1 (+1 per stack) random positive effect from the list of non-equipment, lunar item effects. Not including Heresy lunar items.
(For instance, if you get shaped glass effect, you get double damage without losing half health)
Once (+1 per stack) per stage during the teleporter event, fight a random enemy with the same items as you
!feedback just swap the adds out for actual void enemies but make cover more plentiful in all the arenas so it's feasible to split your attention between adds and boss
I say this knowing full well it won't happen ofc
!feedback
Rework of Voidling: Diviner of the Deep bossfight
15% increase in base health, as well as having a massive shield during certain attacks (kinda like the hidden boss ally of Vultures).
HOWEVER; if accessed after the Mythrix bossfight, it also gains a 4th phase. In the 4th phase, once its health is lowered to 3/4, 1/2, 1/4, and 1 hp, 4 enemies called ‘Diviner Guardian’s appear. While a ‘Diviner Guardian’ is alive, Voidling can’t take damage. Once all the ‘Diviner Guardian’s are dead, you can start damaging Voidling. While Voidling is protected, it uses a new attack that makes it gain health (therefore removing itself from the protected phase) if it hits the survivor.
After the 4th phase is completed, if the survivor has the
Beads of Fealty, this will allow the survivor to loop again. Voidling will also drop some cool items once killed this way
!feedback
Kinda dumb and not fully fleshed out but still kinda interesting.
You know how head stompers, the undisputed, objectively correct, universally agreed, best item in the game gives you another attack? Well, I think it'd be cool to see more items with this characteristic. Though the effects could stack, I don't think that is healthy for the game and they are probably better off just making a void head stompers (maybe call them shoe lifters?).
This is a dumb suggestion for sure, but I would genuinely like to see more interesting items with their own attacks like the head stompers.

!feedback
Modding support for console :/ 
!feedback
New Lunar Item: Projectile Dysfunction
Have 2x health and speed, and half cooldown time, but projectiles do 1/8 damage
!feedback
As opposed to making drones fully immune to void fog damage, make them resistant to it and when they leave the void fog, they begin regenerating the health they loss (if they lost 70% of their health to void fog, they'd regain only that 70% over a period of time, probably varying on how much damage it took)
also make the healing apply as base regeneration as opposed to active healing
!feedback
make the
refund 10% of health lost from opening void cradles/potentials/blood shrines
!feedback
make railgunner's concussion device pulse multiple times, similar to the pillar of design. although it is nice as it is now, it would be a lot cooler if it would keep enemies away longer or be viable for multiple people to use it one after another.
as it currently detonates instantly when you throw out 2, that would still apply, and it would still work like that when you use 2, so only 1 concussion device can be active at once
!feedback
!feedback
!feedback
In multilayer add a revival system that costs 300 and further once to 650, you can revive 3 times on drizzle difficulty and it decreases by 1 the higher the difficulty
Make revives cost 2 levels and have a cooldown of 5/10/20 minutes on the difficulties, but have infinite total revives.
!feedback remove revives entirely and leave people in spectator mode for the rest of the run lol
!feedback add character from rorr to ror2
!feedback
fix ror2 for consoles and release the dlcs for the consoles (i wouldnt only release rorr on Nintendo switch but if updates come out in the pace they have been on consoles for ror2, then im also fine it not coming to other consoles lmao)
!feedback
New Void Item: Broken Crystal
Corrupts all ‘Focus Crystal’s
Increase damage to enemies outside 13m but within 100m by 30% (+30% per stack)
!feedback
fov scale
!feedback
I've seen many individuals recommending a change to singularity bands to make them more viable and I couldn't agree with this idea more. However they are so ultimately messed up that it is really difficult to fix them without fundamentally changing how they function. I will attempt to rectify this, but I don't just want to make something based on what I am saying here. I would like to take feedback from all of you and make a second post in the future incorporating your ideas and changes to make a more balanced design if this one is terribly recieved. With that out of the way, let's get started.
One idea I saw in the past recommended by user "Mr-Hippoe" is to make void bands a low damage alternative to normal bands. I really like this concept as it gives an incentive for survivors like commando to take void bands, while still allowing regular bands to be relevant and hold their position as a buff to burst damage characters. This change also reflects the idea that void items are almost a reverse of their vanilla counterparts (think ukulele and polylute, or voidsent flame and will-o-wisp).
I don't want to change the base item too much, so instead I will be keeping its stats almost identical to its curent stats. However, instead of procing on attacks over 400% damage like normal bands, they will proc on attacks under this threshold. Additionally while I will keep the 20 second cool down, this cool down will be reduced by 1 second (affected by proc coefficent) every time you hit an enemy. To prevent spam and lag, we will make it so you cannot begin recharging with your attacks until the previous black hole has dispersed (you can still spam with blast shower). It would also be interesting to remove the item's proc coefficient and instead allow the black hole to do chip-damage similar to helfire tincture or the void. This last bit does change it quite a bit and could be too broken, so I would like to here feedback describing how it could be balanced.
!feedback
PLEASE increase the font size about the description of the lore/items ecc, the statistics section ecc, and in general.
The font size is too tiny to play on Steam Deck, please. I bought the game twice and there is still this problem.
!feedback
!feedback
New Void Item: “Flatbar”
Corrupts all Crowbars
Do bonus damage to enemies while above 90% health
!feedback
New Void Item: “Phase Bombs”
Corrupts all Sticky Bombs
5% (+5% per stack) chance on kill to stack Sticky Bombs
When teleporter event boss, Mythrix, or Voidling appears, all stacked Sticky Bombs appear on the boss and explode for 200% damage
!feedback
Make aspects easier to obtain since they are terrible
Alternatively, make
•Aspect of Ice have a build-up effect where you slowly freeze enemies. After fully freezing an enemy, once their health gets low enough they instantly die (like artificers Utility)
•Aspect of Earth have increased healing for allies, also make it so the person that has it also receives healing. Instead of releasing healing bombs on death, make the user release healing bombs at low health
•Aspect of Fire have more damage from fire trail, also make every attack add burning damage. When at low health, make the user release explosions like from the Will O Wisp item
•Aspect of Corruption remove the heal disabling urchins, and instead have a 50% chance to stop enemies from healing on hit, as well as a 5% chance on hit of making another elite fight with you
•Aspect of Perfection do nothing different, it’s *** perfect ***
•Aspect of Lightning have lighting strike an elite enemy a little bit after it spawns. When hitting an enemy, lightning strikes instead every 5th hit, and surround yourself in guarding lightning when at low health (with a cooldown)
•Aspect of Incorporeality turn you invisible as well for a short while after reaching a new area
!feedback
let my boy mul-t sprint in any direction considering the fact that his torso and legs can turn individually and do full 360s
!feedback
Have an artifact that when active makes all players, allies, and enemies agile (meaning they can sprint while doing any attack)
Artifact of Agility
!feedback
Make it so with command artifact on, you can choose what kind of Aspect to get instead of it just being the one that drops
!feedback
Artifact of Swarms toggle-able scale
Instead of just x2 enemies at 1/2 health, have a slider to increase spawns and lower health for further shenanigans
Such as; x16 enemies at 1/16 max health
:]
!feedback
!feedback Rework Railgunner's Polar Field Device, or replace it with a new ability entirely. There is not a single situation anyone in their right mind might take it over her default utility skill. It is everything but useless.
"Would I rather have a very potent mobility and defensive ability, or a mediocre slow field? Hmmm... Tough choice..." -nobody
!feedback Reworking blight from what it currently to could be something of a stacking weakness effect possibly, that way you could choose between a poison tick damage, or a weakening effect build to have your attacks do more damage. Also have blight stack in a similar way to bleed that it resets when triggering it, as well as adding another stack. (Blight would not directly deal damage so you would have to actually attack to do damage)
!feedback
Give Artificer more elemental abilities.
Like for her Primary, shooting ice balls that slow enemies and freeze them every 4th hit.
For her Secondary, a charged fire wave that explodes around her and sets enemies in range on fire, longer charge means more damage and longer duration of burn.
For her Utility, a wall of flames that stays in place and burns enemies, and another one that’s an electric shield to block a lot of damage
For her Special, a massive range ice attack that freezes enemies that are touching the ground
I need my full Fire/Ice/Electric Artificer loadout
!feedback
Modify the sticky msg in the various lfg channels to suggest that perhaps players could also mention if they'll be using any artifacts
!feedback
Ban swarm commando and sacrifice artifact from online
!feedback
add this as setting, text scale
!feedback
Make red whip a red item, OR rename it to "green whip".
!feedback
Add new Void item ‘Green Whip’
Corrupts all ‘Red Whips’
Increase movement speed while in combat
!feedback stupid
Redder whip
Literally identical to red whip, but it's a red item. The green red whip would still exist so this one would just be a flex. Maybe they give it some cool flavor text I don't really care.
A item that has a chance of detonating on hit, knocking back enemy's nearby.
Void stun grenade
Every 5th hit creates mini white holes, pushing enemies back 1(+1 per stack) meters and deals 100%(+100% per stack) base damage
!feedback
!feedback
!feedback
Void version of lepton daisy. Does large damage to every enemy in the teleporter zone once a certain number of enemy's enter. Amount required scales with stage. Design could be something like a rose covered in thorns, and sits like a bouquet in the thing in the middle of the tp
Crown of Thorns [Void] ```ansi
[0;32mDeal 100% damage/s to enemies under 40(+40 per stack) health within the teleporter radius
[0;35mCorrupts all Lepton Daisies
!feedback BUFF DIRECIVE HARVEST PLEASEEE
@wide falcon hey I would like to suggest an idea for a white item my idea was called “ packed ice “ where on hot slows for 0.5 of a second and each stack adds 0.5 more percent as a nullified version of chronobauble
check pins on how to post it here or talk about it in #ror2-feedback-discussion
!feedback
!feedback
give console players a pointer when using a keyboard and mouse for every menu (settings, home, artifact of command sellection, etc)
!feedback
Alternative idea for void daisy. Gives a small regen boost inside the teleporter zone, the potency of which starts out very low and increases in speed as the teleporter gets closer to finishing
!feedback “Buff Loader”
!feedback
What are your thoughts on turning recycler into a portable scrapper instead of an item reroller? I feel like it would make more sense and nerf it a little since it is pretty powerful, but at the same it'd feel a bit redundant considering card just farms scrap anyway. Maybe it could turn items into 2 pieces of scrap to keep it competitive with card, or maybe I'm looking too far into this and it's fine as is (probably this one).
!feedback
A comprehensive guide to reworking the all despised blind pest. I've been thinkin' of actually sending this one in to someone.
https://docs.google.com/document/d/1mQ08zhdy-1Smeyk55GQDq-V134XNCht4bG4rNVhy26Y/edit?usp=drivesdk
!feedback
Minor buff to wake of vultures.
After the glacial/mending effect that can be obtained by defeating the respective elite ends, make the glacial/mending explosion occur centered on the player.
This would give this underused item a little more depth and allow it to more accurately depict the unique effects that elite enemies have.
I know that malachite elites also have an on death effect, but that one is weird and not necessary since you already release urchins normally and it doesn't really need anything else.
!feedback
More Artifact of Spite options
Have 3 sliders that appear when Artifact of Spite is active, one for number of bombs, one for bomb damage, and one for bomb bounciness
I want max bouncy bombs
!feedback
some sort of safegaurd to prevent overloading worms from spawning directly under the player so we can avoid having this happen (i was killed instantly and couldnt do anything about it)
!feedback
make it so we can spin around characters in the lobby lol
pros:
- you can admire a skin after you worked your ass off for it
- you can spin the characters
cons: - you cant spin the characters after the heat death of the universe
Is there an option to randomize the music? or an artifact that does such a thing? My bad if there is but if not, would be nice to hear "They Might As Well Be Dead" on other stages. 
!feedback
!feedback
make shatterspleens bloodsplosion correspond to the amount of bleed stacks the target had when they died (something like 300%+10% per stack of bleed) instead of max health.
Would make it be more reliant on stacking bleed(which is what bleed is intended to do) and not just a free aoe nuke
!feedback
DOOM crossover
DOOM Music for certain stages and DOOM Guy as a new character
!feedback
Among Us
!feedback
Benthic Bloom rework idea
You make your own luck. Corrupts all 57 leaf clovers.
All items are replaced with void potentials with 3(+1 per stack) items to choose from. The other options have a slight chance to be a higher rarity than the initial item. Multi shops will still show their item, but drop as a void potential with that item as one of the options. Any time you have a choice between different items, you get 3 options per initial option you would normally have(eg encrsuted key has 3 options, 3 X3 from bloom= 9 options(even though there aren't that many void items in that rarity but you get the point)). does jack shit on command
The devs originaly wanted clover to reroll items, but it wouldnt work so they scrapped the idea, so this idea tries to emulate that(with a touch of void themed mechanics). I got the description from the logbook entry for benthic bloom: "... We make our own luck.".
When you would get a bloom in gameplay, you would be choosing between stronger proc items, or better items overall, which would give the two distinctly different uses, which is what a void item is supposed to be.
!feedback
let mul-t flip people off like he did in his log book entry. I want to flip of mithrix after beating phase 4
!feedback
GeForce Now cloud service would be great for RoR2, so even more players can play this wonderful game
🌩️
!feedback
Make it so that when you get an orange command essence while artifact of command is active, you can also choose aspects if you want
!feedback
I'm gonna piggyback off that dude's post and recommend a qol change that also has to do with artifacts.
In command, make the aspect potentials have a different color from normal equipment (there's practically an infinite amount of colors, I'm not picking one for you) so that it is easier to differentiate normal equipment from super rare aspects in sacrifice+command.
Back when I used to play quick play, almost everyone would run sacrifice, and command because God forbid there's rng in a rouge like (sorry that was a bit much). Sometimes during a run I'd see people open a random equipment, pick preon, and leave it so that they could differentiate it from an aspect. If the aspects were a different color it would allow players to avoid this issue entirely.
While you could argue that this isn't necessary due to the specific artifacts required to cause problems, I believe the artifacts are still used in conjunction frequently enough to merit this change.
!feedback
Make lunar coin drop sound different
!feedback
eclipse-related steam achievements?
!feedback
Void coins
Drops rarely, even more rare than lunar coins
Lets you purchase from new void pods, which are basically the same as lunar pods except they contain void items
Void pods will spawn only in areas with void fog, in the void fields, and in Voidling Bossfight area
!feedback
Lunar items should be free in command.
Command is an artifact that is intended to allow players to test builds and generally mess around in a low stakes environment. It does this by removing rng and allowing the player to eliminate the grind required to build a strong build. Instead of having to find good printers and scrap items, it just hands you the desired items on a silver platter. To eliminate the grind further, I suggest that intractables requiring Lunar coins be made free (this means altars, anything at the shop, the pods, the stage picks, but not arti, she can and should remain locked behind coins).
For example, I shouldn't have to pay 9 Lunar coins (1 for portal and 8 for 4 purity) when I want to mess around with permanent eviscerate merc. Nor should I have to spend Lunar coins when testing other builds that require an extreme amount of Lunar items.
Some may argue that this would make command too broken, but that is kinda the point. Command isn't supposed to be a challenging mode, it's designed to be a playground, almost like minecraft's creative mode. Another possible counter argument is that this change would make grinding Lunar coins far too easy. Simply start command, make a broken tincture/tonic build and grab 15 Lunar coins easy peasy. To fix this you could just remove Lunar coin rewards from command, but it's not that big of a deal since it's already pretty easy to grind coins.
Overall I don't think this change is absolutely necessary due to the fact that, as was stated previously, Lunar coins are pretty easy to farm. However it would still be a nice qol adjustment that would allow for greater freedom of choice in command.
!feedback
Make
focused convergence not cap at 3, but instead at 5
!feedback
make lunar coins much more common (like 2 guaranteed from a teleported boss) but you start with 0 every run. also make blue orb garunteed every 5 stages
Make lunar coins more common, but you start with 0 each run
Newt portal guaranteed spawn every loop
!feedback
This would probably fit better as a mod, since this would be a bit cheaty for people that aren't deaf/hard of hearing, but an option that does a Mired Urn type thing at all times to every enemy near you, so people that can't hear very well or are deaf can have an easier time playing.
!feedback
add a artifact when void AND lunar related things are much more common, forcing the player into an "alternate" way of playing
!feedback
Item idea:
-Sapient Electric Eel [Void Red]
20%(+20% per stack) chance on hit to launch electric eels that latch on to up to 2(+1 per stack) nearby enemies for 5 seconds. When you hit an enemy that is latched on by an eel, all other enemies connected to that enemy with be hit for the same damage and proc coefficient as the initial enemy. Procs are rolled independently from the initial enemy and more eels cannot proc off of the hits caused by the eels. Corrupts all Sentient Meat Hooks.
For more clarification: if you hit an enemy with a 100% damage 1.0 proc coefficient attack, it would be as if you hit every other connected enemy at the same time for those same numbers. You could not proc more sapient electric eels this way.
Only enemies directly connected to the struck enemy will be hit. If you hit enemy A that is connected to enemy B, and enemy B is connected to enemy C, only enemy B will take damage from the eels.
don’t mind my god awful art skills, I did this on a phone with my pointer finger by tracing over an existing image and adding and changing some stuff
Why is this channel even here
So people can share their ideas with others
Some of these might even become mods
!feedback
Fortnite Crossover
I wanna play as Artificer while cranking 90s on all these noobs
!feedback
!feedback - item idea
luminescent eel - void green
sprint faster as you sprint more. gain +0.5x sprint speed multiplier per 5 (25/(4+stackcount)) seconds of sprinting, up to +4x (+0.5x per stack). the multiplier resets when you stop sprinting. corrupts all red whips
!feedback
Morrow Skull - red item
See what item is in a chest before opening it (can be used to save money on items you don’t want). Also gives 5% (+5% per stack) chance for a chest to be free
!feedback New M1 for Engi: Fusion Cannons. Replaces his grenade launchers with two heavy, slow-firing directed energy cannons. Since Engineer has trouble with single and flying targets with his M1 alone, I thought this would be a nice change of pace. Especially since we've only got two other slow-shooters, Artificer and Railgunner. And I like the slow-shooters. The cannons would fire in a rhythm, like boom, boom... (downtime) boom, boom... (downtime)
!feedback New Void Item: Safeguard Standard. Corrupts all Warbanners. Instead of dropping the Standard at your feet when you level up, it places itself at the Teleporter, and covers only the Teleporter, at the start of each stage. Inside the Standard's radius, gain damage reduction and greater health regen; a counterpart to the Warbanner's offensive buffs anywhere the map, the Safeguard Standard is made for defensive buffs at the Teleporter only.
!feedback
Battle-worn Crab Shell — Killing 4 enemies within 1 second heals you for 25% of your max hp (corrupts all Berzerker’s Pauldrons)
!feedback
increase the one-shot protection time to 0.2 seconds instead of 0.1 and give a minor flashing effect for the invincibility duration(kinda like how i-frames work in terraria)
!feedback
Beads of Treachery
Corrupts all
Beads of Fealty
When obliterating at the obelisk, instead of obliterating, teleport to a new area with a cool new boss enemy
Maybe a dragon cause dragons are cool 😎
!feedback
bruh why bot no work
!feedback - item idea
swirling urchin
gain +5% critical strike chance. critical strikes increase the chance for a positive outcome to happen by 10% (10% becomes 11%, 25% becomes 27.5%) (+10% per stack, hyperbolic) for 5 (+1 per stack) seconds. corrupts all predatory instincts
Feedback add. Backdup system so if you gmae glitches you just restart at the portal
!feedback
Make artificers flamethrower an alternative to ice wall and have ion surge be the sole special. Ion surge is a massive part of arti’s kit, it enables her to fly and shoot enemies from above which is a defining part of her playstyle, and flamethrower, a damaging ability, fits better as an alternative to icewall, a damaging ability.
!feedbaxk (fuck)
!fbeekacd
!feedback
Combine engineers mine abilities into one, IE spider mines that can arm to do more damage. Default mines are horrible, and there’s no way to buff them without changing their mechanics entirely.
Follow up suggestion, move harpoons to the secondary slot. Engineers secondaries are already 4 charge damaging abilities like harpoons are, and harpoons could fill the void left by the first change.
Follow up suggestion to the follow up suggestion, give engineer a mobility skill as an alternative to bubble shield to fill the void left by harpoons moving to the secondary slot.
!feedback
!feedback
A save and quit feature would be nice. I'd like to be able to leave my console, go to bed, and start playing from whatever mess I left off
!feedback
Artifact of the Dragon
Replaces the secret ‘Friend of Vultures’ boss fight with a Dragon fight
Same arena, and should probably have a set of attacks where it lands so melee characters can attack it
Because dragons are cool 😎
!feedback
give this thing a use. Yeah it can have a benefit in sacrifice, but it's kinda useless everywhere else except for extremely niche situations. Because of this, I propose giving it a benefit to balance out its current deficit.
Option A: makes shrines free. You can use a chance shrine for free and recieve a guaranteed two items. You may also gain gold from a blood shrine without loosing hp, or purchase a gortal for free.
Option B: adds one extra use to each shrine (I like this more) Self-explanatory; you get a third chance shrine item (before someone yells that this is infinite items, remember that the price still scales) and can activate mountain and combat shrines twice. It wouldn't work on the altar of gold for obvious reasons. This could give it an interesting role as a lunar item. Lunars are usually extremely potent early game, but fall off once you enter God run territory. This would be different though, as it would start weak, but then get super powerful late game.
!feedback Allow access to Void Locus stage on eclipse mode
!feedback
Item idea -Entropy [Void Lunar]
All procs are rolled with -1(-1 per stack) luck. When you use an ability, all procs are rolled with +1~~(+1 per stack)~~ luck for the duration of the ability’s cooldown(+50% duration per stack, additively). Using multiple abilities adds the timers together stacks the luck on top of each other, so if you activate an ability with a 10 second cooldown and one with a 5 second cooldown, you will have 2 luck for 5 seconds and 1 luck for 5 seconds after that. Duration caps at 10 seconds. Corrupts all Purities.
!feedback
New Void Item: Friendly Gouge
Corrupts all ‘Defiant Gouge’s
Using a shrine summons a random friendly, non-boss enemy
Maximum of 1 (+1 per stack) uses per stage
!feedback
maybe add a cool border around a survivor's icon when you get each unlock for them
there's no real reason to add it but it would make it feel so much more satisfying to 100% a character
!feedback
New Void Item: Mountain Dew
Corrupts all
Mochas
Increase attack speed and movement speed by 4% (+4% per stack), and increase attack damage and health by 0.5% per kill
!feedback
New void item: Happiest horn
Corrupts all happiest masks 
Killing 50 (-5 per stack) enemies spawns a large friendly dragon for 30 seconds (+5 per stack)
He can take damage
If the item activates again while he's alive, he heals back to full health
Because dragons are cool 😎
!feedback - item idea
thorny vine (credit: #ror2-feedback-and-ideas message )
taking damage adds +1% (+0.5% per stack) damage to your next special. corrupts all razorwires
!Feedback
Literally just a f*ing dragon. I don't care where you put it, I don't care what it does, just give us a dragon so people will stop asking for one.
Also because dragons are cool 😎.
!feedback
Combat shrines are boring
Make multiple types, for example
Lunar Combat Shrine - spawns lunar enemies, gives lunar coins and a lunar item in reward
Boss Combat Shrine - spawns boss enemies, gives green items and possibly the corresponding boss item as a reward
Extreme Combat Shrine - spawns a lot more/stronger enemies, gives items as a reward
!feedback
Offensive Stance/Microbots revision
New Skill for Captain: Offensive Stance, unlocked by having at least 1 of each of the 4 missile items at once as Captain:
AtG Missile Mk 1,
Brilliant Behemoth,
Pocket I.C.B.M., and
Disposable Missile Launcher.
Instead of spawning in with
Defensive Microbots, spawn in with a new legendary item, Offensive Microbots
Offensive Microbots: Shoot at melee enemies within 20m with a quick laser beam every 0.5 seconds, dealing 100% damage and stunning them for 1 second
Shoot at ranged enemies within 40m with a stronger laser beam every 1 second, dealing 150% damage. If the stronger laser beam passes within 2m of an enemy projectile, it has a 5% chance to also destroy the projectile
Damage scales with character level, stun duration and recharge rate scale with enemy level, and stronger laser beam’s chance to destroy enemy projectiles scales with luck
If an enemy has both melee and ranged attacks (lemurian for example), Offensive Microbots will determine which laser to shoot based on how far away the enemy is
40m-21m it will shoot stronger laser, 20m-0m it will shoot stunning laser
Also an elite shrine. Spawns random enemies, but they are all of a chosen elite type. Killing all the enemies grants the elite aspect for the player
!feedback
New Aspect: Diviner’s Neophyte
“Become an Aspect of the Void”
Drops from one of 3 enemies;
Void Reaver, Void Jailer, or Void Devastator
Slightly better drop chance than “Shared Design”
Attacks collapse an enemy when it hits, and when you die you do the Void Reaver’s black hole death thing
!feedback
Give us an option to set the default walk option to sprinting please.
!feedback
New Lunar Item: Broken Eternal Flame
Every 10 seconds, unleash a powerful wave of flames that stuns enemies within 20m (+10m per stack) for 2 seconds (+1 second per stack), and deals more damage when more enemies are within the radius
*** Also stuns and damages allies ***
!feedback
Would probably need a percent multiplier somewhere instead of a solid + on either the range or duration
!feedback
New Lunar Equipment item: Thorny Rose Shield
Activated: Any and all damage taken is instead stored for 15 seconds, then once the 15 seconds are up all stored damage is applied at once, but reduced by 10%
Cooldown of 35 seconds
Doesn’t affect instant kills like Void Reaver black hole
!feedback
New Lunar item: What the Fuck is Going On?!?
Triple your healing, *** but every 10 seconds, each of your 4 core skills get replaced by another random character’s skill ***
!feedback
New Artifact: What the Fuck is Going On?!?
Every 10 seconds, each player’s 4 core skills get replaced by another random character’s skills
!feedback
Artifact Idea: Artifact of (Unity/Union)
Halves all item spawns, but shares items across all players.
!feedback
add an indicator for blast shower's projectile removal effect (similar to focus crystal)
!feedback
Artifact of Gravity
Causes the gravity of Petrichor 5 to change, affecting player and enemy movements, as well as fall damage, non-laser projectiles, and how high enemies can fly
!feedback
Artifact of Titans
All players and enemies have +200% size, +100% damage, +50% health, and +25% level progression. But -50% movement speed and attack speed, and +10% skill cooldowns.
Projectiles scale in size as well to prevent players from not being able to see already small projectiles
!feedback
Artifact of the Smol
All players and enemies have -200% size, -50% damage and health, and -25% level progression. But +50% movement speed and attack speed, and -10% skill cooldowns.
Assuming ManlyMinotaur meant for the numbers to be reverses of the ones for artifact of titans, these would be the direct inversed numbers
Artifact of the Smol
[0;32m+100% movement speed (x2)
-10% skill cooldowns (x0.9)
[0;31m-67% size (x1/3)
-50% damage (x0.5)
-33% health (x2/3)
-20% level progression (x0.8)
!feedback
Void gesture : grammatically increase your equipment cooldown, but you cannot activate it
Void Corpsebloom : heal 50% less, but it’s never applied
Void transcendence : all shield is decreased and then converted to health
Void Heretic items : they just remove your skills
Void Beads of Fealty : they make you obliterate as soon as you pick them up
*** this entire feedback is a joke, don’t take it seriously ***
!feedback
Artificer Primary rework:
Make Plasma Bolt attack as a normal primary without cooldown.
Since Flame Bolt has a passive ignite on hit and Ignition tank can boost the damage output further Plasma Bolt seems less viable even with the added +4m radius to the attack.
By removing the reload cooldown Plasma Bolt would work better than Flame Bolt with items that increase the rate of fire and the choice between the two Primary attacks would be more balanced.
!feedback
Instead of zero cooldown, I think it should instead have double holding capacity
So instead of only 4 shots, it’ll have 8
Because the electric primary definitely is worse than fire primary
!feedback
warbanner rework
when you lose more than 15% max hp in the span of 5 seconds, drop a warbanner that grants 30% movement and attack speed in a 28m radius. recharges every 40 seconds (-10% per stack)
!feedback
Alternative Primary for Loader: Leg Enhancers
Adds leg attachments to Loader’s Combat Rig, allowing her to instead attack with her legs and have increased mobility from the gauntlets
+7% movement speed, every 4th attack is a higher damage kick that knocks back enemies slightly
!feedback
Engineer should be able to place as many turrets as possible as long as he has the
Lysate Cells
Right now, even if you have 20
Lysate Cells, you can only ever have 3 turrets max
!feedback
Rework Commando's Frag Grenade to explode on impacting an enemy and start the vanilla one-second fuse if bounced against the environment
!feedback
Artifact of Rain
Randomly, for 2-3 minutes, the game will start Raining
While it’s Raining, visibility becomes low for both enemies and players, making it harder for enemies to see players and harder for players to see the environment, chests, enemies, etc.
Because there is a ‘Risk of Rain’
🌝
Higher difficulty means thicker Rain
!feedback
make mithrix call us an insignificant fuck
!feedback
Artifact of Constants
Removes certain random aspects from the game;
Every stage is guaranteed to contain at least 1 of every shrine, 1 of every chest type, 1 printer of each rarity, 1 scrapper, 1 cleansing pool, and 1 newt altar.
If you hit the mountain shrine and kill the boss, you’re guaranteed the boss item.
If Artifact of Sacrifice is on, your first 4 items that drop from enemies are guaranteed to be a white, green, red, and orange. (Not particularly in that order)
[Don’t downvote just cause you think it makes the game “too easy”. Command and Sacrifice do the same thing]
Unlock Code:
O O O
O O O
O O O
!feedback
Legendary Item: Midas Boots
The longer you travel on the ground, the higher the chance that gold bars will start appearing, giving you a lot of money
Also, standing on top of an enemy slowly converts that enemy into a gold statue, killing them
The bigger the enemy, the longer it takes
Leaves a cool looking trail of gold behind you as you walk/run
!feedback
The third hit of REX's M1 should heal allies if you hit them with it
!feedback
I want to build on this so I'm citing the original post as "inspiration" (totally not plagiarism trust).
TLDR: give commando snake's neutral B from Smash Bros.
Make frag grenades function like how grenades are usually portrayed in most media and possibly reality (I don't actually know I've never used one). When you press and hold the button to use the special, you essentially pull the pin, giving the grenade a 2 second cooldown before exploding. This means that you can snipe flying enemies with your grenade if you time it properly. You could also make it explode in your hand which could do damage to the player. However, this just seems too annoying so we'll say that commando doesn't want to die, and if you hold it too long, he automatically throws it, and it explodes at point blank range (it can only damage you with artifact of chaos).
I think this would give the ability some extra depth, and, with some damage buffs, could give it a reason to be ran over suppressive fire that isn't just worse=more fun (sorry grenade fans).
!feedback
Nah bro let mando damage boost with em ong
(Also make the grandes stun like suppressive fire does as well)
!feedback
Character idea:
Clay Rebel escaped from her clay people. When she was still human, she completely drowned in the Tar on one of her forays. But she retained her mind and learned to control her abilities. So she set off on a quest to find a cure for the black Tar.
Slicing
Slices enemies each hit slows enemies by 6% stacks up to 7 times
Cauldron brew
A mark appears on the enemy if you kill him and replenish 20% of his max HP.
Clayfall
Hits the ground and creates a clay stain around the character that slows all enemies by 30%.
Firing
Strikes with the back of a spear and stagnates enemies who are in clay for 5 seconds. Burns those not in clay for 6 sec.
Clay Leap
Coats all enemies in the path with clay during the dash.
Here's what she looks like and all the artwork that goes with her
!feedback
when you use MUL-T’s power saw on acrid it should spawn 2 pearls
!feedback
Replace the clay dunestrider on sundered grove with grovetender. This serves multiple purposes:
-makes the grovetender more common, has it currently can only be found on scorched acres besides family events
-makes the clay dunestrider less common. it has 6 maps, for comparison beetle queen, vagrant, and titan have 7, 7, and 6 respectively
-fits better thematically. Sundered grove has no other tar enemies, but it does have greater wisps. The stage is also has grove in its name.
!feedback
Laser Scope should also give the +5% critical strike chance that every other crit-related item has
!feedback
make it so that characters start with 5% crit chance instead of 1%
pros:
items such as scythe will have more of a use (it will go from 6% chance to proc to 10%, which makes it much less of a paperweight when its on its own)
id rather look at a 95% chance than a 96% chance because of the 1% base crit chance
cons:
idk lol people will find some way to mald over this
Alternatively, 5% base +5% per unique crit item (up to a max of 25% from having
,
,
, and
).
This will cap it quite low, but I think that's not an issue, since the +25% from scope is being added to 25% from the other items. Additionally, the main draw of scope is the crit multiplier, not the crit chance.
!feedback
New Equipment: Midas Touch
Activation: Infect all enemies within 10m with Midas’ Affliction, making all infected enemies have a chance to turn into a gold statue, then after 1 second they explode giving you gold and dealing damage to allies and enemies based on the size of the enemy exploded
The bigger the enemy infected, the less likely they will be turned to gold by Midas’ Affliction
Small enemies have a 100% chance to be turned to gold, medium sized enemies have a 65% chance, and large enemies have a 25% chance
Any enemies with red health bars will always have a 10% chance to be turned to gold
Mythrix, Voidling, Twisted Scavengers, and the Newt in the Bazaar are immune to Midas’ Affliction
If Artifact of Chaos is active, players infected with Midas’ Affliction have 30 seconds to find and stand on a Cleansing Pool, otherwise; death >:]
You cannot infect yourself with Midas’ Affliction
Cooldown: 30 seconds
!feedback
New Lunar Equipment: Supermassive Glass Cannon
Activation: Execute *** ANY *** enemy instantly, ignoring all protection items, but it also executes you, ignoring all protection items
Equipment consumed on use
Upon consumption, explodes and deals 50% health in damage to all players and enemies within 30m
Basically just a stronger, double edged sword version of
Trophy Hunter’s Tricorn
!feedback
New Commando Alt Primary: One Tap
Cosmetic Changes: Commando's stock pistols are replaced with High Calibre Magnum Pistols akin to two Desert Eagles
Description: Shoot an enemy for 200% damage
Stat Changes: [Damage = +100% (24 per bullet)] + [Firerate = -40% (3.6 shots per second)] = [DPS = 86.4 (up from 72)]
Gameplay Differences: would excel with killing marginally stronger targets (such as being able to kill a beetle or lemurian within a second) but would struggle with killing crowds of lesser enemies (such as lesser wisps needing to be shot twice slowly at level one as opposed to three times quickly with stock). could also potentially interact with the 'suppressive fire' special by halving the shots fired and doubling the damage for the sake of MaH rEaLiSm, but not necessary.
Required (new) Achievement: ' 'Commando: Devastation' As Commando, kill the teleporter boss with only 8 hits of any skill (including primary, divide total hits by 8 for phase blast)'
tl;dr more damage, but slower. a simple stat change for a simple character with a simple primary
Add an aim button for enemies that are far away.
!feedback
Get us a steam game profile for Risk of Rain 2!
!feedback
The celestial and lunar portal look too similar. They should be easier to distinguish. Maybe celestial should have more green to it?
!feedback
new artifact idea
artifact of uncertainty
every item pool is now one, meaning you could get something like a lepton daisy from a legendary chest, or something like a charged perferator from a void cradle
!feedback
Item idea:
Borrowed Time [Void White]
Whenever you get an item, gain 1(+1 per stack) temporary copy of that item. When you fall below 25% health, this item and all temporary items gained from it break. Corrupts all Delicate Watches.
Idk how long the items would last, maybe a minute or something
*excludes printers of any kind
!feedback
Artifact of Mayhem: All player’s Primary attacks now have a 100% chance to activate a random ‘on-hit’ effect on-hit
!feedback
Artifact of the Glitch
One random interactable is completely uninteractable by the player (basically anything you can press ‘interact’ on except teleporters, portals, and items)
If on multiplayer, different interactables are uninteractable for each player
!feedback
-Event Horizon [Void Red]
You are passively surrounded by a black hole that absorbs projectiles within 5m of you. This effect has a 3(-33% per stack) second cooldown. Absorbed projectiles are then fired at nearby enemies for 1500% of their initial damage and root enemies they hit for 3 seconds. Corrupts all Frost Relics.
apologies for the scuffed “feedback” thing, it should work now
!feedback
-Shrine of Resurrection
Multiplayer only. Respawn a fallen teammate on use. High gold cost.
!feedback
bot dead
!feedback
Shrine of Resurrection
Appears on every stage
Revives all dead players
All revived players permanently lose 5% max health, plus an additional 0.5% every subsequent revival using the Shrine
!feedback
Shrine of Disorder
Randomizes each stack of items, with every item having an equal chance of being turned into
Doesn’t change rarities of items
Doesn’t affect grayed out items
Cost: 1 Lunar Coin
!feedback
Item idea:
-Miracle Matter [Void Green]
Can be used at ANY printer. Does not regenerate. Prioritized after the scrap for the respective printer, and before items. Corrupts all Regenerating Scrap.
!feedback
Shrine of the Valley
Invites the Challenge of the Valley
During the teleporter event, all players, allies, and enemies are teleported and restricted to the inside of the teleporter radius
You can’t leave the teleporter radius once inside
Gives more items once the boss is defeated, like Challenge of the Mountain
If players have
Focused Convergence, the restriction is the size of the normal teleporter radius, and is indicated by a yellow domed barrier
!feedback
Item idea:
-Four Leaf Clover [Green]
Increases luck by 0.1(+0.1 per stack).
When doing an additional roll with a luck value that is a fraction, the chance of the additional roll is multiplied by the fraction. Ex: 1.2 luck, rolled one additional time with normal odds, rolled another time with 20% of the normal odds.
!feedback
Item idea:
-Chrysanthemum [Void Green]
Whenever a chance based item fails to proc, gain a stacking 5% damage buff. All buffs are cleared after 1(+1 per stack) item procs. If something has a 100% chance of happening, Ex. 10 lens makers, it is ignored by Chrysanthemum. Corrupts all Four Leaf Clovers.
!feedback
Rusty Horseshoe
White item
Increase luck by 2% (+1% per stack)
Breaks if health goes below 25%
!feedback
Boss item
Polymorphous Sac
Every 20 seconds, all attacks inflict a random debuff for 5 seconds
(Chooses between one debuff and applies that, it’s not a different debuff for every attack within the 5 seconds)
!feedback
Delicate Hourglass
Legendary item
While health is above 50%, attack speed is increased by 100% (+100% per stack). While health is between 25%-50%, sprint speed is increased by 100% (+100% per stack)
Breaks if health goes below 25%
!feedback
New Tier of items, along with 3 items to go with it:
Ascendant Tier
Can only be obtained at a 1/1,000 (0.001%) chance from a Legendary Chest, or by finding a hidden Ascendant Chest in ‘A Moment, Fractured’, ‘Bulwark’s Ambry’, or ‘Void Locus’. Cost to be determined later because I don’t know how to price stuff correctly
Will be releasing one at a time so I don’t get thumbs downed if only one of the items is bad
!feedback
Ascendant Item:
Time Keeper’s Hourglass : Gain control over the flow of time
Time only moves forward while the player is moving. If the player is not moving, all allies, enemies, and the difficulty scaling timer all stop, but time resumes when the player starts moving again. Every kill the player gets removes 30 seconds (+10 per stack) of time from the difficulty scale. If the player dies, Time Keeper’s Hourglass breaks, rewinds time by 60 seconds (+20 per stack), then the player receives Broken Time Keeper’s Hourglass (this can only happen if the player has no other death saving item). It has the same effect of Time Keeper’s Hourglass except it doesn’t rewind time if the player dies, and it only removes 15 seconds (+5 per stack) from the difficulty scale timer.
!feedback
Ascendant Item:
Spacial Distortion Engine : Gain control over space and matter
The player hovers 3m off the ground and takes 80% less fall damage. Once every 10 seconds (-1 per stack), a repelling barrier forces all enemies away at a high speed in a 10m (+2 per stack) radius, dealing damage if they hit an object or another enemy. Higher speed equals higher damage.
If a non-laser projectile comes within 10m (+2 per stack) of the player, there is a 20% (+5% per stack) chance the projectile is repelled back at the enemy.
!feedback
Ascendant Item:
Infinite Matter Generator
Break the laws of physics, and create whatever you want
Can be used in any printer. Will generate a number of items and will regenerate in a number of minutes based on the color:
White : 30 items, 5 minutes
Green : 15 items, 10 minutes
Red : 10 items, 15 minutes
Yellow : 5 items, 15 minutes
If you scrap Infinite Matter Generator , you will receive a second one, but they will both be disabled for the current stage
!feedback
Make laser scope give 50% ish crit chance and convert excess crit chance into crit damage.
It’s a dead item on its own which is a problem because it’s an entire red item.
!feedback
New Lunar Item: Prosthetic Arm
+50% (+50% per stack) Critical Damage, +25% (+25% per stack) Skill Cooldown
!feedback
New Green item: Sniper’s Patience
After standing still for 1 second, every second get +0.5% (+0.5% per stack) Critical Chance, +0.5% (+0.5% per stack) Critical Damage, and +10 (+5 per stack) Armor
After standing still for 10 seconds, dealing damage heals 5% (+2% per stack) health of your max health
After moving, all effects gained from Sniper’s Patience are removed
!feedback
Remove
Bustling Fungus from the game because @little barn thinks it’s useless
!feedback
New White item: Cup of Tea
Increase Attack Damage by 2.5% (+2.5% per stack) and Critical Chance by 2.5% (+2.5% per stack)
!feedback
Green item: Shocking Fungus
After standing still for 3 seconds, release a pulse of energy every 1.5 seconds that hurts enemies for 100%(+50% per stack) damage and knocks them 5m(+2.5m per stack) away (Has a lessened effect based on the size of the enemy)
!feedback
Update pickup messages for items to include stats and percentages
!feedback
QOL: make it so that dio's best friend and pluripotent larva are triggered manually in multiplayer so that the usability of the item is not diminished (would still trigger automatically for death by void bubbles or if all other players are dead, if all players are dead and multiple players have a dio's or larva then all players with said item are revived simultaneously)
!feedback
Be able to play soundtracks from the game in the main menu after they play during a run
!feedback
New Character: Blind Beast
Character Skill :
Is blind beyond 5m, needs to ‘see’ by releasing a short audio ping every 1.5 seconds (echolocation). Can sprint up walls without needing to jump, losing speed until stopping, then can either run back down or jump off. If running down a wall, keeps going until a floor or the bottom of the map is reached. Agile.
Primary :
Uses sharp claws to attack enemies, with a 5% base chance to inflict bleeding
Alternate Primary :
Send out a concentrated yelp, piercing through enemies, allowing you to ‘see’ wherever you attack. Inflict bleeding on Critical Strikes
Secondary :
Hold in the scream you use to ‘see’ for 5 seconds, then release it to stun and deal damage to enemies within 30m. Also, be able to ‘see’ for 5 seconds afterwards
Cooldown: 15s
Utility :
Retract your claws to sprint faster, gaining momentum the longer you run. Can run up walls without slowing down. Reactivate to bring your claws back out.
Cooldown: 0.5s
Special :
Go berserk, constantly screaming to always ‘see’, and inflict ‘Fear’ on enemies within 30m for the duration of the skill. ‘Fear’ causes enemies to become very unlucky (roll all random effects 3 times for an unfavorable outcome), get -25% attack speed and -25% movement speed, and want to run away from the one that inflicted ‘Fear’.
Duration: 15s
Cooldown: 35s
While referring to the Blind Beast ‘s ability to ‘see’, it means how the player sees the screen, which is almost completely dark beyond 5m around the player, until the character uses the yelps for echolocation, then the environment appears as white static, enemies as red static, allies as green static, interractables as blue static, and enemy attacks as orange-yellow static. When an enemy or ally makes a noise, you can ‘see’ where the enemy or ally is, and a small area around it.
!feedback
QOL: provide a countdown popup for time til revival when a player dies with Dio’s Best Friend or Pluripotent Larva
!feedback
Make execute thresholds add together hyperbolically(ex: freeze 30% + guillotine 13% = 39.1% execute threshold)
!feedback
Fix the feedback bot
!feedback
Fix the feedback bot please
!feedback
Lemurian King boss
A larger lemurian covered in armour
Attacks:
- charges and fires a large fireball at the player
- Fires a storm of fireballs into the air, which then come down similar to Glowing Meteorite
- Stomps the ground if the player is nearby, dealing damage and knocking them away
The boss's armour segments each have their own health, once a segment is destroyed, you can hurt the boss
Boss item: Lemurian Armour
-Gain 100(+100 per stack) health and +15(+5 per stack) armour
-The health is set in front of your main health, in front of PSG shield, but behind Brooch shield
-This health does not regenerate from any healing items, only natural regen
-If you lose all health granted from the item, it will not regenerate and the armour bonus will be lost, until the next stage
-When all health granted from this item is lost, gain extra attack and movespeed for 15(+5 per stack) seconds
!feedback
Make collapse ALSO detonate when it does more damage than the enemy's remaining health. a lot of enemies you can just kill in less than 3 seconds and collapse ends up doing nothing
!feedback
Give transcendence and gestures downsides when stacking.
Transcendence could get increased shield recharge delay per stack, im not sure about gestures though. Maybe increased skill cooldowns so you're more reliant on the equipment?
!feedback
New but Old environment (maybe make it a new Stage 5 cause Sky Meadows is nice but boring), also new Boss and Boss item
Environment: Magma Barracks from RoR1
Looked amazing in RoR1, would look even more amazing in RoR2
Boss: Magma Golem
Giant made of lava
1: Shoots thick magma beams to attack, they cool down the further they get from the Magma Golem meaning lower chances of setting allies on fire, highest chance being 100%, lowest chance being 5%, but still do same amount of normal damage
2: Spits giant balls of magma that explode in the air after 2 seconds, covering a large area in lava that slowly cools down, also having lower chance of setting allies on fire the colder it gets
3: Once Magma Golem reaches 10% health, it gains an immense amount of power, turns blue, and attacks faster. Also attacks don’t lose chance to set allies on fire the colder its attacks get
Item: *** Magma Heart ***
All attacks also send a ball of blue bouncing magma balls that ricochets between enemies, igniting and stunning them briefly. Has a small chance to stick to enemies instead of bouncing, slowly converting the enemy into a friendly Blue Magma Golem
!feedback
New Red Item: The Broken Defibrillator
Every time an on kill item triggers (i.e. Will-o-the-Wisp), a weaker and smaller version of itself triggers afterwards, dealing 50% (+10% per stack) of the original damage at 33% (+17% per stack) of the original radius.
!feedback
New Void item: Da Big One
Corrupts all Bundle of Fireworks
Activating an interactable fires 1 massive firework at the healthiest enemy, prioritizing bosses. Deals 1,800% (+900% per stack) base damage and when it hits an enemy it explodes, dealing damage in a 20m (+4m per stack) radius
!feedback
New Void item: Flight-capable Feathers
Corrupts all
Hopoo Feathers
Gain 4 (+2 per stack) seconds of flight. Reset timer after touching the ground. Flies like
Milky Chrysalis, timer doesn’t go down if flying with
Milky Chrysalis
!feedback allow us to enter the ballerhill dimension where all the items you gather will be balls of steel, allowing you to instakill mithrix because he will slip on his own piss and die(his brain bled internally)
!feedback
New Artifact: Artifact Of Swiftness
The teleporter starts as soon as you load into the stage, the area surrounds the entire map, you teleport to the next stage as soon as it finishes charging.
(interactables aren't disabled, the teleporter charges 50% faster. If you activate a gold alter or newt, you are teleported there instead of the next stage. You will be teleported whether or not you kill the boss)
!feedback
Artifact changes that might be cool or might not because y’all are weird:
Command : Let us be able to pick which one of the Aspects we want while it’s active, as long as an Aspect Essence drops from an elite
Enigma : If Artifact of Command is active, let us pick which equipment we start with. Doesn’t mean much since it’ll be switched out once we use it, but I at least want to pick the first one since Command is on
Evolution : Customizable options for what items the enemies can get and how many they get at the start of each Stage
Glass : Customizable options for the damage increase and health decrease, instead of ONLY having 500% damage with 10% health
Honor : Customizable options for the percentage of monsters guaranteed to be Elite, and for chances of each Elite type to spawn
Metamorphosis : Have a toggle option to instead have the survivor you choose, but with random skills of other survivors
Sacrifice : Customizable options for the drop chance of items from enemies and the probability of it being a higher tier item
Soul : Customizable options for the number of Wisps and their health
Spite : Customizable options for the number of bombs, bomb damage, and explosion range
Swarms : Customizable options for the number of enemies and their health percentages, like you could do 4x spawns but with only half health for a REAL challenge
Vengeance : Customizable options for whether or not the doppelgänger will drop items or not, what items they’ll drop, and a difficulty bar for its A.I. (Easy, Medium, and Hard)
!feedback
Add white cauldrons to the lunar bazaar BUT make it so only two different cauldrons can spawn total(you could get green/red, red/white, or white/green).
!feedback
New Void item: Concrete Powder
Corrupts all
Oddly-Shaped Opal
Permenantly increase armor by 20 (+20 per stack).
!feedback
opal should've been void rap
!feedback
Void 
Gain 7(+5 per stack) armour per second at all times
When you get hit, this amount resets to 0 and begins building up again
!feedback
a tamer character able to tame monsters and such and new items to increase amount of tamable monsters and such
!feedback
Pinging an enemy will direct all drone fire onto said enemy
!feedback
Item idea:
-Biometal [Red]
Turn all your all of your health and shield into teal-color HP called Alloy. Alloy has both the ability to use healing and the 7 second regen of shield. Shield recharge delay is reduced by 0(+1 15% per stack) seconds and all healing in increased by 0%(+25% per stack).
!feedback
Tamer
(stats by @rough ferry )
Stats
Health: 95 (+20 per level)
Health Regen: 1.5/s (+0.2 per level)
Damage: 15 (+2 per level)
Speed: 7 m/s
Armor: 0 ( 75)
0.5% taming chance increase for every level
Starts out with a maximum of 6 slots for taming
2 slots for each level increase
Each enemy has takes up a certain amount of slots
Bosses: 50
Regular monsters: 1
Elites: +2
Exceptions, elder lumarians, greater wisps, lunar and void enemies take 3
Primary
Shoot enemies for 100% damage with a 0.4 cooldown
Can be shot at tamed enemies to heal for 15% of their health
Secondary
Throws a grenade that emits gas distracting nearby enemies dealing 120% damage every second for 5 ticks
CD: 6 seconds
Possible Alternative secondary
Can ride tamed monsters (not bosses) or maybe summon a rideable mount
CD: 6 seconds
Utility
Able to buff all stats of tamed monster similiar to irradiant pearl by 15% for 12 seconds
(Stackable)
CD: 15 Second
Alternative Utility
Blow up all tamed monsters for 300% damage to nearby enemies
CD: 10 seconds
Special
Throws out a collar that latches onto enemies turning them into an ally
Using the collar on enemies with less than 50% health with have a 100% chance of taming (idea by @maiden prairie )
Enemies at a 100% health will have a base chance of 30% of taming, each 1% health lost with add a 1.4% chance increase
Reuse on tamed enemies to remove the collar
CD: 12 seconds
Subject to change or advice
!feedback
New Interactable and Item: Morphling Pool and Lunar Scrap
Morphing Pool : Like a Cleansing Pool, except you change a Lunar Item into another Lunar Item shown above it
Works like a Printer
Lunar Scrap : Scrapping a lunar gives you a Lunar Scrap, but with the same effect as the scrapped lunar
Person who scraps it automatically picks it up
Prioritized in Morphing Pools
!feedback
Lunar printer available at Newt and near pillars of Soul
!feedback
New Void Item: Vigilant Snail
Corrupts all
Cautious Slugs
Increase base health regeneration by +1 h/s [+0.2 per second] (+1 hp/s [+0.2 per second] per stack) while outside of combat
Taking damage resets the item stack
!feedback
Item idea: Puzzle Pieces [Green]
Hitting an enemy has a 25% chance to apply Solved. When 9 total stacks of Solved are active, all solved enemies each take 200%(+200% per stack)(Multiplied by proc coefficient of inflicting attack) base damage per stack of Solved they have. If all 9 solve stacks are on one enemy, they do 50% less damage.
I have a void variant ready to go after this
!feedback
Item Idea: Lighting Rods [Void Green]
Hitting an enemy has a 25% chance to apply Charged. When 2 or more charged enemies are within 25m of each other, they become linked by electricity, slowing them by 80% and making them take 50%(+50% per stack) of the damage that the other linked enemies take(Damage only, this effect will not proc anything). Corrupts all Puzzle Pieces.
!feedback - item idea
marked shell - void common
whenever you take damage, an orb is launched in a random direction that heals for 30 (+15 per stack) + 5% of your maximum health. corrupts all medkits
!feedback
Make it so no item can be completely useless when you pick it up, like for these two items
- gives 5% crit chance
- chance to burn
,
and
all give crit chance, so that the item isn't useless by itself, or if you don't have its synergy items
!feedback - item idea
overripe bean pod
your secondary has a 10% chance to deal 25% (+25% per stack) more damage. corrupts all backup magazines
!feedback
New interactable: Reversal Pool
Switches the positive and negative effects of certain Lunar items:
Shaped Glass ; Double max health, but half attack damage
Focused Convergence ; Teleporter zone is 100% bigger, but charges 25% slower
(Max effect is 3 stacks like normal)
Light Flux Pauldron ; +100% (+100% per stack) attack speed, +100% (+100% per stack) skill cooldowns
Purity ; All random affects are rolled +1 (+1 per stack) times for a favorable outcome, but all skill cooldowns are increased by 2 (+1 per stack) seconds.
Stone Flux Pauldron ; Double movement speed, but half health
Transcendence ; Convert all shield into health. Increase shield by 50 (+25% per stack)
None of the other Lunars would work
Unless they could and I just don’t see it
Also, they’d have to convert the non-reversed Lunar version like Void items cause they’d all break with both versions, mostly
Transcendence
!feedback
New Lunar item: Porcelain Rabbit’s Foot
+100% (+100% per stack) luck, but enemies get |2x| +1 luck
|2x| means the absolute value of 2 times their luck
Absolute value means no matter what, the end result inside the | | is positive
So if enemies have -3 luck, at |2x| +1, they get +7 luck
(Taken from Dexterity’s Porcelain Rabbit idea)
!feedback
Item idea: -Outbreak [Green]
When an enemy with debuffs dies, all of its debuffs get applied to the nearest 1(+1 per stack) enemies.
{Unlocked by stacking 100 debuffs on one enemy.}
“So there’s this new virus going around. It’s spreading like wildfire and it’s making people lose their senses, crazy stuff. The government’s shut down most jobs and told us to wear masks. I hope this virus goes away quick…”
“…I guess I could use the time to learn how to play the guitar…”
got a void version ready to go after this
!feedback
Item idea: -Mutation [Void Green]
Debuffs gain 0.1(+0.1 proc coefficient per unique debuff on the enemy, and 0.01(+0.01 per stack) per non-unique debuff. Corrupts all Outbreaks.
“It’s been 6 months. They’ve just announced the fourth variant of the virus. I haven’t eaten anything but instant ramen since I can remember.”
“…”
“…at least I can play the guitar.”
Irradient pearls should stack exponentially
you get so few of them, and they basically do the combined effects of maybe 5 whites. Plus, their gimmick is that you're cleansing yourself of lunars, which commonly scale exponentially.
!feedback
I agree
!feedback
this but an artifact
!feedback
New Equipment: Ship in a Bottle
Calls down a chest from the sky.
80% chance to be a regular chest, 15% chance to be a large chest, 5% chance to call down both.
Cost of the chest and chances of chest containing higher tier item same as other chests of the same type in the stage.
Cooldown: 130s
!feedback
Some Green Items:
Drum Set :
He looked upon the sunset…
10% (+10% per stack) chance to fire a lava ball that sets enemies on fire, bouncing between 10 enemies within 20m. Any chance to shoot over 100% instead fires multiple (110% chance = 100% chance to fire 1, 10% chance to instead fire 2). Able to bounce to an already affected enemy to add another stack of burning, but only if no other target is available.
Keyboard Piano :
…filled with satisfaction…
25% (+5% per stack) chance for attacks to explode into a freezing mist, slowing enemies and slowly building up frost on the enemy until they freeze. Enemies stay frozen for 3 (+1 per stack) seconds.
Ocarina :
…played his favorite song…
15% (+5% per stack) chance for attacks to summon a spike from the ground that deals 100% damage to enemies when it hits. After 1 second it explodes, releasing spiked shrapnel in a 20m (+3m per stack) area with a 10% (+10% per stack) chance to inflict bleeding
!feedback
Artifact of the Mountain
Each stage is treated as if 1 Shrine of the Mountain has already been hit
Doesn’t summon an extra Mythrix or Voidling
!feedback
Item idea: -Boomerang [Void Green]
Using your primary skill fires a piercing boomerang that deals 300% damage going forward, and 400%(+600% per stack) damage coming back. Can be fired roughly every 3 seconds. Corrupts all Shurikens.
!feedback - item idea
nunchucks
using your primary skill spins up nunchucks that deal 125% dmg 4 (+2 per stack) times per second in a 13m (+2m per stack) area in front of you. corrupts all shurikens
!feedback
New Void item: Venus Fly Trap
Corrupts all
Interstellar Desk Plants
30% (+10% per stack) Chance on kill to throw out 1 (+1 per stack) seed up to 15m in front of you that grows into a plant after 5 seconds.
The plant will attract enemies if they are closer to it than any allies, and it will grab smaller enemies once every 5 seconds if they come within 10m of the plant, slowly killing them over 10 seconds, and growing larger (can hold a maximum of 5 enemies at a time). Once a plant has killed 30 small enemies, it becomes big enough to grab and eat larger enemies.
!feedback
Survivor: Lunar Paladin (I just wanted to make a stereotypical RPG tank lol)
"The Lunar Paladin is a defensive survivor that specializes in protecting himself and his allies on the battlefield."
The classic tank, the Lunar Paladin finds honor in defending his allies, but can still hold his own with decent damage, at the cost of his movement speed.
< ! > Towering Shout allows you to create space, as Lunar Paladin doesn't have much movement.
< ! > Radiant Dash is great for clearing large groups of enemies or avoiding a devastating attack.
< ! > War Cry can save you and your allies in a pinch, or help you deal a bit more damage.
< ! > Try using Radiant Dash to jump gaps or reach places you couldn't otherwise.
Health: 200 (+50 per level)
Health Regen: (same as loader)
Drizzle: 3.75/s (+0.5 per level)
Rainstorm: 2.5/s (+0.5 per level)
Monsoon: 1.5/s (+0.5 per level)
Damage: 14 (+2 per level)
Speed: 6 m/s
Armor: 35 (Rainstorm: 105)
Unlock:
"Barely a Scratch"
[Defeat a teleporter boss without falling below 90% health.]
Passive: Rallying Perseverance
[All allies within 20m gain minor damage resistance. Lunar Paladin takes less fall damage.]
The [Rebuked] debuff reduces enemies' damage resistance by 15%.
Primary: Slash
[Deal 150% damage in the first of a widespread 3 hit slash. Next hit deals 250%, last hit deals 350%.]
Attack Speed: 1.25/s
Secondary: Towering Shout
[Shouts a large wave that deals 300% damage.]
Cooldown: 4.5s
Utility: Radiant Dash
[Briefly dash forward, dealing 1800% damage, knocking back enemies.
Cooldown: 7s
Distance: 10m
(If done in midair, momentum doesn't stop.)
Alternate Utility: Leap of Faith
[Take a short jump forward (15m, but low vertical), dealing a shockwave for 1000% damage, knocking enemies back, and inflicting [Rebuked].]
(If done in midair, momentum doesn't stop.)
Cooldown: 9s
Special: War Cry
[Gives nearby allies 20% of health as bonus temporary health, nearby enemies are afflicted with [Rebuked].]
Cooldown: 15s
!feedback
Item idea: -Orbital Backup [Red]
Reworked cause the old one was shit
The UES Safe Travels has come to assist you! Every 3 seconds, it shoots a burst of 3 laser blasts at the enemy nearest to you for 300%(+300% per stack) damage each. Every 20 seconds, an orbital laser strike is fired(akin to a xi construct laser) at the nearest enemy to the player for 5 seconds, dealing 1200%(+1200% per stack) DPS. Every 60(-50% per stack) seconds, it drops a supply drop near you that when picked up, heals you for 33% of your max health, and gives you +10% movement speed and attack speed for 15 seconds.
!feedback
Blacklist
from Monster Items so they don't get it in Evolution
It does literally nothing
!feedback
Make Cleansing Pools not count as shrines
They're named Cleansing Pools not Cleansing Shrines
Every shrine interactible has the word Shrine in its name
Also, I'm trying to get rid of my Defiant Gouge, not activate it
!feedback
New Green item: Blood Pendant
Increase all bleed damage inflicted on enemies by 15% (+10% per stack)
!feedback
Add sticky bot to the discord server so you can stick a message saying how suggestions/feedback work.
!feedback
New Survivor: Necromancer
Stats :
Health: 120 (+37 per level)
Health regen: 2.0/s (+0.3 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 5 ( 75)
Character Skill : On kill, enemies drop their Spirit. Elites only have a 10% chance to drop the Elite Spirit that corresponds to their elite type, but will still drop a normal Spirit 90% of the time. Picking up an enemy’s Spirit allows the Necromancer to use it for their skills, holding on to a Spirit increases Primary Skill damage. Every 10 Survivor levels, gain an additional Spirit Slot
Primary
Swing a big scythe dealing 120% damage, +10% if you have a Spirit, +20% if you have an Elite Spirit
Alternate Primary
Throw spiked knives for 90% damage, +10% if you have a Spirit, +20% if you have an Elite Spirit. Has a 10% chance to inflict bleeding.
Secondary
Absorb a Spirit from a Spirit Slot to gain a barrier worth 20% of your max health, 40% if it’s an Elite Spirit
Cooldown: 10s
Utility
Absorb Spirits not in your Spirit Slots within 20m to gain 5% movement speed per Spirit, absorbed Elite Spirits also heal 5% of your max health
Cooldown: 25s
Special
For 15 seconds, if you absorb an Elite Spirit from your Spirit Slot, you gain the Elite’s power for that corresponding Elite. While active, any previously absorbed Elite power is active again until the end of the stage
Cooldown: 30s
!feedback
Addition to item idea: every time you activate the teleporter a diablo attack will spawn on the boss and if it doesn't move then you get to move on to the next stage because diablo is just like that
!feedback
bring back singularity band + blast shower interaction
!feedback
Character concept: Scirodox
This concept is split between here and in #ror2-feedback-discussion because it’s >2000 characters.
Stats and Skills:
Health: 100(+30)
Damage: 11(+2.2)
Regen: 1/s(+0.2)
Speed: 7m/s
Mass: 100
Passive: Construct Creation
You have a Matter Bar that (Lunar) abilities consume in place of a cooldown. Matter passively recharges by 1% per second while out of combat. (Void) skills have normal cooldowns.
Primary: Dissolve (Void)
Deal 75% damage 6 times per second in a 3m area. Charges the Matter bar by 1% per hit.
Proc Coefficient: 0.6
Secondary: Impale (Lunar)
Shoot out a spear for 800% damage.
Costs 25% matter.
Utility: Stepping Stones (Lunar)
Create a translucent platform beneath you that lifts you and allies into the air. Attacks will go through the platform. Disappears after 7 seconds. Costs 25% matter. Costs 10% more per subsequent use before touching the ground.
Special: Gravity Well (Void)
Summon a stationary singularity that allies and enemies can deal damage to. After 10 seconds, or after using your utility skill again, it explodes for triple the damage it took. Charges the matter bar by 1% per 300% damage dealt by the explosion.
Cooldown: 8 seconds after detonation
Proc Coefficient: 1.0
Cooldown: 15 seconds
Alt Primary: Needle Barrage (Lunar)
Shoot 10 lunar chimera needles per second for 100% damage each. Consumes 1% Matter per needle.
Proc Coefficient: 1.0
Alt Secondary: Suppression (Void)
Drags all enemies in a 10m radius around the crosshair to the ground for 800%, and roots them for 4 seconds. Gain 5% matter per enemy hit.
Cooldown: 8 seconds
Alt Special: Moonstrike (Lunar)
Hold to absorb 20% matter per second, release to call down a chunk of the moon at your crosshair that deals 2000% damage in a 20m radius. It gains 50% damage and its radius gets 0.25m bigger per percentage of matter used above 20%. If released before one second has passed, the ability gets cancelled.
!feedback
Item concept
Cannon of Glass
Legendary
Cannon periodically fires high damaging shots at nearby enemies, disables for either the remainder of the stage or for a certain amount of time if your health reaches 25%
!feedback
New White item: Glass Cannon
Increase damage by 100% (+100% per stack). Falling below 95% health breaks this item
!feedback - item idea
skin-poisoning corals
bosses' armor is reduced by 15 (+15 per stack). corrupts all armor-piercing rounds
!feedback
New Green Item: The Wired Explosive
Drones and Turrets create a 10m (+2.5m per stack) explosion that deal 100% of their base health on death.
New red item: Fertilizer
makes fungus tick rate faster and heal 50% more hp
!feedback
New Red item: Item Fertilizer
Stealing this idea from @south frigate
Increase all item efficiency by 20% (+5% per stack)
*** does not increase its own efficiency ***
So 1 Item Fertilizer would make a stack of 7
go from +105% attack speed to +126%
!feedback
New green item: Signal Extender
Increases all AoEs by 100% (+50% per stack)
Increases pickup range by 100% (+50% per stack) (For things like
etc)
Enables auto-pickup for items within 10m (+5m per stack) (Does not effect Lunars or Voids (If you don't have the Void yet)
!feedback
New Lunar item: Forceful Prosperity
Interactibles can now be hit using your M1
All interactibles explode on completion
On hit effects:
-Chests, Equipment Barrels, Void Cradles, and Lunar Pods: 25% chance to open and give no item, 50% chance to have no effect, 25% chance to open for free
-Scrappers: 25% chance to break permanently, 50% chance to do nothing, 25% chance to give a random scrap type for free (75% white, 20% green, 4% yellow, 1% red)
-Cleansing Pools and Printers: 25% chance to break permanently, 50% chance to do nothing, 25% chance to give them item for no cost
-Shrine of the Mountain: 25% chance to increase teleporter difficulty, does not reward items, 50% chance to do nothing, 25% chance to give an item on teleporter completion, does not increase difficulty
-Shrine of Blood: 25% chance to deal (50%, 75%, 93%) damage with no gold reward, 50% chance to do nothing, 25% chance to give the gold reward with no damage taken
-Shrine of Chance: 25% chance to give no item (Increases cost and consumes one item charge), 50% chance to do nothing, increases cost, 25% chance to give an item for free, increases cost
-Drones: 25% chance to become an enemy drone, 50% chance to do nothing, 25% chance to become yours
-REX: 25% chance to spawn as an enemy, 50% chance to do nothing, 25% chance to spawn as an ally
-Shrine of the Woods 25% chance to fail, increasing cost and consume a charge, 50% chance to do nothing, 25% chance to activate, increases cost, no charge consumed
-(Stacking: the 25% chances increase by 5% each, per stack, the 50% decreases by 10% per stack (Example: 3 stacks would be 35% chance to fail, 30% chance for no effect, 35% chance for success))
-(Effects from luck: Positive: Rerolls on failure, Negative: Rerolls on success, Does not reroll on the neutral result.)
-No effect: Portals, Pillars, Glass Frog, Lunar Seers, Cell Vents, Teleporter, Halcyon Beacons, Artifact Computer, Altar of Gold, Radio Scanner, Escape Pod, Newt Altar, Launch Pads
Condensed Matter [Lunar]
[0;32m+100%(+50% per stack) item effectiveness
[0;37mItem effectiveness is a stack multiplier. Having +100% effectiveness means 1 item has the effects of 2 stacks. Having +150% means 2 stacks gives the effects of 5 stacks
[0;38mItem effectiveness does not affect equipment or lunars
[0;31mTotal spawned chests are divided by 2(+1 per stack)
!feedback
New Lunar item: Crappy VHS Player
Allows you to click on items in your inventory to drop them (excluding Lunar items), but has a 10% chance to break if you do
!feedback
New Survivor: The Scout
HP: 104 (+28 per level). HR: 1/s (+0.2 per level). Speed: 7m/s. DMG: 12 (+2.4 per level).```
Passive: **TC-380**
```High-Tech drone capable of responding to player-placed pings. Respawns 10 seconds after death.
HP: 96 (+24 per level). HR: 1/s (+0.2 per level). SPD: 11m/s. DMG: 14 (+2.8 per level).```
Passive Primary: **Machine Gun **
```The TC-380 fires 15 shots over 2 seconds, each dealing 220% damage with linear falloff.
This skill has a cooldown of 4 seconds.```
Passive Secondary: **Missiles**
```The TC-380 fires 2 missiles moving at 55m/s in a straight line. They explode upon impact, dealing 400% damage in a radius of 8m with linear falloff.
This skill has a cooldown of 6 seconds and the TC-380 can store 2 charges of it. They have 1.5 seconds delay between activations and they can be used while the machine gun is firing.```
Primary: **Revolver Shot **
```The Scout fires a revolver shot, dealing 340% damage.```
Secondary: **Marking Flare **
```The Scout fires a flare, dealing 200% in a radius of 8m with linear falloff aswell as placing a ping at the crosshair. Enemies hit by the flare get the "Vulnerable" debuff, making them take 1.25x more damage from it.
This skill has a 7 second cooldown. ```
Utility: **Zipline **
```The Scout fires a zipline at the crosshair, dealing 180% damage to the enemies it collides with. Pulls the scout when the zipline touches a surface, but he can get down early by pressing the interact button.
This skill has a 9 second cooldown.```
Special: **ORDER: Raindown**
```The Scout places a ping at the crosshair and orders the TC-380 to raindown on the enemies close to the last placed ping, tripling it’s attack speed, doubling it’s speed and halving it’s skill cooldown.
This skill has a 12 second cooldown.```
equipment idea: Apology accepted
another doll like forgive me please but instead of using on kill effects it uses “chance on hit” effects like a missile or bleed on nearby enemies
!fredback
!feedback
The Cryo
Passive: Cold Snap
Deal bonus damage to frozen or slowed enemies
Primary: Snowball launcher
Fires a burst of 3 snowballs that slow on hit, or charge to fire one large exploding snowball
Secondary: Shatterspike
Fire a large icicle that shatters on contact with the first enemy it hits, and sprays a cone of ice shards onto anything standing behind it
Utility: Avalanche
Slide forward, leaving a trail of ice behind you. After a short delay, the ice explodes, freezing anything standing on it
Special: Absolute Zero
Slam your gun onto the ground, freezing everything in a large radius around you. Can freeze bosses (boss freeze time is shorter than normal enemies)
New Survivor (part 2): The Scout
Alt Passive Primary (suggested by @rough ferry): Laser Beams
This skill has a cooldown of 4 seconds, and the TC-380 can store 2 charges of this skill. They have 1.5 seconds delay between activations and they can be used while the missiles are firing.```
Alt Secondary: **Net Shot**
```The Scout fires a net that deals 100% damage on impact, aswell as catching and immobilising nearby small enemies for 3 seconds.
This skill has a 7 second cooldown.```
Alt Special: **ORDER: Bombardment**
```The Scout places a ping at the crosshair and orders the TC-380 to drop a bomb, dealing 800% damage in a 12m radius.
This skill has a 12 second cooldown.```
!feedback
!feedback
Item idea: -Blistering Wounds [Void White]
Shooting an enemy has a 5% chance to create a blister on that spot(a bit larger than the orange part of a sticky bomb). Blisters have 10%(+10% per stack) the current health of the monster they attach to, and take 100%(+100% per stack) more damage. When they run out of health, they explode, dealing the damage they took in a 10m radius, with a 1.0 proc coefficient. Corrupts all Sticky Bombs.
!feedback
Make it so that REX’s vines are green if you’re using their mastery skin
!feedback
void gasoline with an on hit chance to burn like tri tip
!feedback
Idea: -Rewire [MUL-T Alt Special]
Rewire your primary to be temporarily stronger.
Nail-gun: Increased attack speed by 100%(Multiplicative) and has homing(if that wouldn’t work in gameplay, give it pinpoint accuracy). Lasts 6 seconds.
Cooldown: 8 seconds after expiration, can be cancelled
Rebar: Can shoot instantly 3 times for 1500% damage each and have a larger hitbox(Super/Cryo charge size) and chain lightning to nearby enemies(identical to ukelele but with just one bounce).
Cooldown: 10 seconds
Scrap Launcher: Reloads a full clip and makes the next 4 rockets do 600% damage and have a magnetizing effect(Similar to primordial cube)(while in the air, not on detonation) that pulls enemies in.
Cooldown: 8 seconds
Power Saw: Gives you full barrier on use, gives a double jump and boosted range for 7 seconds.
Cooldown: 7 seconds after expiration, can be cancelled
!feedback
Survivor: Pirate
"The Pirate is a versatile survivor that uses her stolen equipment to control the ebb and flow of the fight."
Health: 125 (+28 per level)
Health Regen: 1.75/s (+0.35 per level)
Damage: 20 (+4 per level)
< ! > Cannonball deals massive damage and pierces small enemies, but is very slow.
< ! > All Hands on Deck calls forth your mighty crew of 3 pirates. Try using them to redirect aggro.
< ! > Rocket Jump can be used to either leap great heights or great distance, as well as clear space if you're surrounded.
Passive: Stash
Gives a damage bonus based on total gold, stage, and difficulty.
Alt Passive: Pillage
Reduces cooldown by a percentage based on total gold.
Unlock: Pick up 20 Ghor's Tome nuggets in one run.
Primary: Flintlock Pistol
Fire a shot for 300% damage.
Attack speed: 1.25/s
Secondary: Cannon
Launch a cannonball for 600% that pierces small enemies and explodes on impact with terrain or larger enemies for 400% damage.
Cooldown: 7s
Alternate Secondary: Handheld Cannon
Fires a small, fast cannonball that explodes for 750% damage.
Cooldown: 5s
Unlock: Pierce 10 enemies with one cannonball.
Utility: Rocket Jump
Jump 15m in an arc of the direction you're facing, causing a 150% damage shockwave.
Cooldown: 12s
Special: All Hands on Deck
Summon 3 of your best men to aid you in battle. They inherit your items.
Cooldown: 30s
Duration: 2m
Pistol Gunner:
Health: 250 (+10 per level)
150% of total damage
Attack Speed: 2/s
Enemy Priority: Small enemies
Blunderbuss Gunner:
Health: 300 (+20 per level)
8 x 100% of total damage in a spread
Attack Speed: 0.75/s
Enemy Priority: Large/Boss enemies
Musket Gunner:
Health: 250 (+10 per level)
200% of total damage
Attack Speed: 1.5/s
Enemy Priority: Airborne Enemies
Alternate Special: First Mate
Summons a special Gunner that fires a modified musket for 400% of total damage.
Health: 450 (+25 per level)
Attack Speed: 2.5/s
Enemy Priority: Nearest Enemy
Unlock: Escape with your full crew active.
!feedback
Lunar item idea: Mutual Affluence
"Your items are doubled on pickup BUT... enemies inherit items you pick up."
When you pick up an item, you and enemies gain 1(+1 per stack) shadow copy for the remainder of the stage.
!feedback
New Survivor: Rogue Cyborg
@fierce trellis gets credit for concept
Stats;
Health: 110 (+33 per level)
Health regen: 1.5 h/s (+0.5 per level)
Damage: 15 (+2.5 per level)
Speed: 7 m/s
Armor: 20 ( 90)
Primary :
Agile. Fire a plasma ball that deals 130% damage. Charging the attack adds an extra plasma ball, can be charged indefinitely for more plasma balls that fire when released
Secondary :
Agile. Switch to Infrared Vision, allowing you to see enemies (and their weak points) more clearly. Aim at an enemy for 1.5s to fire a laser for 300% damage, aim at weak points to do 600% damage
Cooldown: 1s
Utility :
Sprint forward, gaining a shield that blocks damage from the front and more speed the longer you run. After 3 seconds, running into enemies deals 200% damage and knocks them back. Can control movement slightly while running. Move backwards to stop running
Cooldown: 15s
Special :
Grab a random item from your inventory, destroy it, and gain these effects based on what item was destroyed:
White : Armor +20%, Speed +5%
Green : Armor +30%, Speed +20%
Red : Armor +40%, Speed +40%, Health +40%,
Yellow : Armor +20%, +20% chance to inflict any debuff on hit (beetle juice, bleed, blight, burn, cripple, poison, tar, or weak) for 5 seconds
*** Prioritizes scrap like a Printer, can’t destroy Void or Lunar items ***
Cooldown: 45s
!feedback
There's only 1 Void Infestor on a Gup so when it splits the Infestor should only go to one of the smaller ones instead of magically becoming 3 (Both split gups being infected + an extra infestor coming out when the gup dies)
!feedback
This idea is split between here and #ror2-feedback-discussion due to being >2000 characters.
Survivor concept: FORT-S
Unlock: This is Where We Hold Them
Win a run without ever stepping out of a holdout zone.
Stats: Health: 200(+60)
Armor: 20(+2)
Damage: 12(+2.4)
Regen: 2.5(+0.5)
Speed: 7m/s(slow acceleration like mul-t and artificer)
Mass: 400
Passive: Hold The Line
FORT-S is completely immune to knock back, pulling, or any other form of involuntary movement.
Primary: Steel Shredder
Fire a shotgun blast for 18x60% damage in a wide spread once every second.
Proc coefficient: 0.5
Secondary: Boulder Toss
Stunning. Rip a boulder from the ground and throw it for 600% damage in a 3m area.
Cooldown: 4 seconds
Utility: Grapple Claw
Shoot out a grappling hook that pulls you to the landing point, hold the ability to stick there. You take reduced fall damage after using this ability.
Cooldown: 8 seconds
Special: Phalanx
Root yourself to the nearest surface(including walls and ceilings), knock enemies back and stun them, and go into turret mode. While in this mode, and you take 33% less damage from all sources, and your abilities are changed.
Your primary is replaced with a minigun that shoots 24 bullets a second for 100% damage each that also have a knock back effect on enemies(0.75 proc coefficient). Your secondary becomes a stunning slam around you that deals 400% damage knocks enemies back(1.0 Proc coefficient). Your utility stays the same, and can be used to reposition. Your special cancels Phalanx.
Cooldown: 20 seconds
Alt Primary: Blast Knuckles
Swing for 390% damage every second. Triggers a 390% damage explosion in 5m for every enemy hit with the swing.
Proc coefficient: Fist 1.0, explosion 0.5
{Unlock: Land 10 shots with steel shredder where all pellets hit in a row}
!feedback
New Survivor: The Colossus Unit
The Colossus Unit is a slow, timing based character that can dish out devastating crowd control attacks when played right. HP: 220 (+44 per level). HR: 1/s (+0.2 per level). Speed: 7m/s, has slow acceleration. DMG: 12 (+2.4 per level).
Passive: Good Reflexes
Projectiles have a red highlight that flashes green whenever they are in parry range.
Primary: PS-210 Pneumatic Hammer
The Colossus Unit performs a 3-hit combo that deals 220% damage on the first 2 hits and 330% on the last one.
Secondary: Blocking Stance
This skill has an 8 second cooldown when you let go of a block but has only a 6 second cooldown after performing a parry.```
Utility: **Forward Guard**
```The Colossus Unit performs a medium-ranged thrust that deals 100% damage on hit and knocks back enemies. Using the skill again either when the thrust momentum stops or when you hit an enemy will make the Colossus Unit slam his shield into the ground, dealing 160% damage in an 8 meters radius and knocking enemies away.
This skill has an 8 second cooldown.```
New Survivor (part 2): The Colossus Unit
Special: **Hammer Throw **
This skill has an 8 second cooldown if you don’t throw the hammer and a 12 second one if you do.```
Alt Primary: **TD-120 Charged Hammer**
```The Colossus Unit performs a 3-hit combo that deals 220% damage on the first 2 hits and 330% damage on the last one. Every skill-embedded explosions are replaced by linking lightning bolts, dealing the same damage and within in the same radius.```
Alt Secondary: **Fighting Stance**
```The Colossus Unit enters a fighting stance that lasts 5 seconds, increasing total damage and attack speed by 33% and movement speed by 25%. If used right before hitting the third hit of the primary skill’s combo, the Colossus Unit performs a strong attack, dealing 660% damage aswell as releasing an explosion, dealing 60% damage in a 16 meters radius and a shockwave that deals 30% damage.
This skill has a 12 second cooldown.```
Alt Special: **Hammer Arc**
```When this skill is held, a bar with an indicated segment appears. Releasing this skill’s input on that segment within a 3 second time frame will throw the hammer in an arc, dealing 770% damage aswell as releasing an explosion for 120% damage in a 32 meters radius and a shockwave that deals 60% damage. If the input is released when the indicated segment isn’t highlighted within the 3 second time frame, the hammer will get thrown in an arc, dealing 440% damage instead.
This skill has an 8 second cooldown if you don’t throw the hammer and a 12 second one if you do.```
!feedback
!feedback
Survivor: Savage
The Savage is a momentum-dependent survivor that is most efficient while surrounded.
(I got the combo idea from someone in #ror2-feedback-discussion , thank you to whoever it was)
< ! > Deal damage to build your Combo meter, which can help you stay in the fight longer.
< ! > Primal Crash launches you directly at the nearest enemy, so be careful who you target.
< ! > Sap Shot restores a small amount of health for each target hit, but doesn't build much meter.
< ! > Swapping to Bloodlust mode reduces your damage resistance, but increases attack and movement speed, so swap wisely!
Health: 100 (+30 per level)
Regen: 1/s (+0.2 per level)
Damage: 14 (+2.9 per level)
Speed: 7/m
Armor: 0
Unlock: Use your secondary ability 50 times in 1 run.
Passive: Combo Meter
Dealing damage with your abilities builds your meter, providing benefits at certain thresholds.
Meter Capacity:
x1 to x2: 100 points
x2 to x3: 150 points
x3 to x4: 200 points
x4 to x5: 250 points
Meter Point Loss (starts after 1.5 seconds out of combat): 15 points/second
Multiplier Bonuses:
x1: Nothing.
x2: Small movespeed boost.
x3: Small attack speed boost.
x4: Small crit rate boost.
x5: Small CD rate boost.
Primary: Sawed Off Shotgun
Fires for 6x50% damage in a spread. Rapid shots decrease spread.
AS: 2/s
Meter: 2 per pellet hit
Max spread decrease: 35%
Alternate Primary: SMG
Fire rapid rounds in a small spread for 50% damage. Reload when empty.
AS: 5/s
Mag Size: 30
Reload: 0.5s (affected by attack speed)
Meter: 1 per bullet hit.
Unlock: Reach x3 Multiplier with only your Primary.
Secondary: Sap Shot
Throw a magnetic bomb that heals you for every target hit in the explosion.
Cooldown: 5s
Meter: 3 per hit
Health: 5 per hit
Part 2 in #ror2-feedback-discussion , will post here in 30 minutes.
!feedback
Part 2
Utility: Primal Crash
Launch yourself 15m in one direction without stopping, dealing 900% damage to your target. Free aim available if there is no target to lock onto.
Cooldown: 18s
Meter: 25 on impact
Alternate Utility: Feral Dunk
Launch yourself in an arc, grabbing up to 5 small enemies and dealing 200% damage to large enemies in your path, slamming into the ground for a 750% damage shockwave.
Cooldown: 18s
Meter: 10 per enemy hit
Unlock: Defeat a teleporter boss with Primal Crash.
Special: Bloodlust
Swap into Bloodlust, a form that decreases your armor, but increases your movement and attack speed.
Cooldown: 5s
Duration: ∞ (works like tool swap with MUL-T)
Achievements, log books, all the above should be obtainable in eclipse mode. Why should making it harder disallow achievements
!feedback
!feedback
Make Captain’s Secondary stun for just a little bit longer
Like maybe 3 seconds longer
!feedback
Alternatively, just change it from shocking to stunning
!feedback
Artifact of Darwinism
Monsters become an elite with a random aspect a certain amount of time after spawning.
This can either push survivors to kill enemies fast before they become elite, or wait until they do if they want more money or have Wake of Vultures.
Or just to add more of a challenge.
Artifact of Adaptation
Every minute a monster is alive, increase all stats by 3%
I see this working with a new hidden item: All enemies spawn with a single one of these, and the stats are "every minute, gain 1 stack. Increase stats by 0(+3% per stack); stacks exponentially". Kinda like a weaker iradiant pearl
!feedback
if you unlocked an eclipse level on someone you should be able to play it as anyone, with the progress still being tracked separately
!feedback
increase the regen of the TC-280 drone to more effectively match its health pool. It currently has the same regen as a missile drone but 4x more health. The TC-280 drone is a large investment at stage 3, it should be able to survive past stage 5 more than half the time without microbots
!feedback
new captain passive: remote control chips
makes allied drones and turrets attack enemies marked by your power taser for 4 seconds
Artifact of augmentation
Every stage, gain a new artifact. They are able to stack. Upon stage completion, 15% chance to remove one added augmentation.
Swarms spawns 2x more enemies with 50% as much health
Spite spawns 2x more bombs
Sacrifice doubles the change for items to spawn
Honor adds +1 elite aspect to all enemies spawned
the only artifact unaffected is command
!feedback
give captain an actual nuke
its gonna do more dmg than diablo and have a massive aoe but it can hurt you and allies, it will have double the cd as diablo
!feedback
Save the game like in dead cells so you can quit and reenter the run.
!feedback
cleansing pool should be renamed to aegising pool and its functionality changed to taking your red items and giving youa aegises
!feedback
!feedback
-Lost Seers Lenses [Reworked]
5%(+5% per stack, Caps at 50% chance) chance on hit to deal ((initial damage%/100) X proc coefficient) of the enemy’s health in damage instead of what the hit would’ve normally done. Does nothing if it’s effect results in less damage than the normal hit.
When survivors of the void for console
!feedback
!feedback
Have a secret healing drone in stage 5 named Dave, it does absolutely nothing different but it's golden and it spawns in the same spot every time. I just want a small friend named Dave to accompany me on my loops
!feedback
nerf scrappers
!feedback
so my lost seers lenses rework idea was irrational and unnecessary, but I do want to put the mechanic somewhere, so:
Item idea: -Soul Seer [Void Red]
Gain +5% crit chance. Critical strikes are replaced with soul strikes, that deal ((initial damage%/50)X proc coefficient, cannot go above 1) percent of the enemy’s health in damage instead of the double damage from a normal critical strike. Corrupts all Laser Scopes.
Written Fate [Lunar] ```ansi
[0;32mOn crit: Proc crit synergies 100%(+100% per stack) additional times; stacks exponentially
[0;37mOn crit, you heal twice from Scythe and Predatory
[0;31m50%(-50% per stack) crit chance coefficient; stacks exponentially
Inspired by @torpid turtle: [#ror2-feedback-discussion message](/guild/417739215355510784/channel/565610274053292042/)
!feedback
fix crit damage starting at 200% and reducing the effects of crit damage boosts like railgunner and laser scope.
The way it works is that since crit damage starts at 200%, getting 100% more crit damage for example and bringing it to 300% only results in a 50% boost to total damage despite 100% boosts being twice as much usually.
!feedback
New green item: Deck of Cards
Increase Critical Chance and Critical Damage by 15% (+5% per stack) for 52 seconds after killing a boss enemy
!feedback
Give bandit the same “crit chance is converted to damage” as railgunner
!feedback
buff mending elites they are consistently unsupportive towards enemies and are supportive towards me because I heal and the enemies don't because I kill them
!feedback
Benthic bloom change: Instead of giving you +1 luck like clover does, it doesn’t give you luck but instead doubles the damage of any and all proc items
!feedback
Fire rework: as of now fire does % damage which is way too powerful. It should either be a lower % or just flat damage
I assume the reason defense nucleus has the special condition of elite kill is because FMP would spawn 8 on top of each other, and that could lead to something bad, but I think I have a fun way to buff nucleus while also making it not be broken with fmp: fusion
when two constructs are close to each other (within 15m) they will slowly be pulled towards each other. Upon contact, they will combine, doubling all stats. If another combined construct is nearby, the other combined will be pulled in for another 2x (4x total) stat multiplier.
This gives the spawned constructs a unique aspect that isn't shared with any other minion items, and this saves the ally cap by reducing how many constructs can exist in a given area.
New stats: ```ansi
[0;32mOn kill: spawn an Alpha Construct with bonus 300% damage and 300% health. [0;37mLimited to 4 (+4 per stack).
[0;32mTwo constructs within 15m of each other will be pulled together to create an "Alpha Construct Mk. II" Doubling stats. [0;37mConstructs of the same Mark will be combined to create the next mark
!feedback
Mul-T racing would be a cool multiplayer minigame
!feedback
MUL-T should be able to drift while using transport mode
!feedback
fortnite crossover
its inevitable, might as well have it now
!feedback
PVP Arena
!feedback money is way too strong past the sixth or seventh stage. it makes money items useless, perhaps increase the costs of chests to slow down the player a little bit, you gain items way too fast alongside scavenger bags.
!feedback
An green object that gives you extra damage on your next attack after you move a certain distance
!feedback
Artifact of echo - Whenever you pick up an item, all enemies gain that item for 1 minute. Amount of stacks increases with difficulty.
!feedback
A skin for beating Eclipse 8 would be nice
!feedback
New Green Item: Gravity Boots
Taking fall damage stores 20% (+5% per stack) of the damage taken into the boots (you still take all the damage, just store 20% (+5% per stack) extra damage in the boots). When landing on an enemy from a height that would usually cause you to take damage, release all stored damage from the boots and deal it to the enemy you land on
If you have
, instead add 15% (+5% per stack) damage to the stomp attack you use
!feedback
new interactable - shrine of decay
next 5 items you pick up instantly become scrap of the original item's rarity. can only be activated once. doesn't work on items that can't be scrapped through normal means
!feedback
should probably have an effect on railgunners marksman scope, it feels really weird that it does literally nothing. a potential idea is it allows the shot to pierce +1 monster per stack, but the effect doesnt really matter i just think it should be something
!feedback
New green item: dementia
Clears your entire save file's memory
Model is just track 1 of eateot
!feedback
New Lunar Item: Insomnia
All Critical Chance above 100% is converted into Critical Damage (if you have 175% Critical Chance, you get 100% Critical Chance and +75% Critical Damage)
*** BUT ***
Extra enemies can spawn [5% (+5% per stack {maximum of 15%})] that don’t drop anything (no gold, exp, items if Sacrifice is on, etc.) that are indistinguishable from regular enemies. Only players that have the Insomnia item can see these enemies, and these enemies can only attack and damage players that have the Insomnia item
10% more Critical Damage per stack at the end of the Critical Chance conversion, but also gives the extra spawned enemies 10% more health and damage per stack
!feedback
New Lunar Item: Sleep Apnea
Increase Critical Chance and Critical Damage by 50% (+50% per stack)
*** BUT ***
Become surrounded by Void Fog once every 30 seconds for 3 seconds (+1 per stack)
!feedback
Lunar Item: Cannibal Desires
Dealing damage heals you equal to 10% (+10% per stack) of the damage dealt,
BUT
enemies also heal when dealing damage equal 10% (+10% per stack) of the damage dealt.
!feedback
Lunar Equipment for the Spoopy Season: Pumpkin Skull
Enemies with a 15m radius are inflicted with Fear (They stop attacking and run from the source of the debuff) for 5 seconds. Afterwards, enemies have +50% damage and attack speed for 10 seconds.
Cooldown: 60 Seconds
!feedback
Red Item: Hermes' Boots
Running for a short amount of time activates Godspeed, increasing base movement speed by 50% and damaging enemies you collide with. It would look kinda like this but more transparent so as to not hinder vision.
Mul-T's travel mode would activate Godspeed.
I guess he's not wrong
Of course I’m not wrong
It already has an effect. You can shoot an extra shot while aimed in without having to reload
!feedback
!feedback
!feedback
New Lunar Item: Muscular Dystrophy
Deal 100% (+100% per stack) more damage
*** BUT ***
Controls are randomized every 90 (-3 per stack) seconds
(Also cannot change randomized controls back by going into settings)
(Won’t add un-used keys for controls, only switch around the ones you already have set)
!feedback
Make Void imps apply Collapse instead of Bleed
!feedback
New Character: Gary
Has abilities like he’s in G-mod
Primary: Summon a burst of bullets and knives from hands and shoot them at enemies
Secondary: Summon objects to drop on enemies and stun them
Alt Secondary: Summon a random item that players can pick up, gotta have an extremely long cooldown, or it’ll be just white items, so it could be about 60 seconds.
Utility: Short time where he can free-fly no-clip through terrain, gotta have a long cooldown, probably 3 times the time he spends no-clipping
Special: Use gravity gun to grab an enemy, no cooldown but can’t grab red health enemies
Alt Special: Spawn a clone of yourself that’s right next to you, you can control it along with your original body. Each clone has same health, damage, and items as yourself, maximum of 4 clones at once
!feedback
Allow the player to switch their held equipment with one of their equipment drones
!feedback
A game mode where you play as the Teleporter Boss Director where you have to try and stop Survivor Bots from defeating Mythrix by summoning monsters
Unlocked by beating Mythrix 3 times without using any Lunar Items
!feedback
Make Pillars of Mass spawn more enemies
It feels underwhelming - why make a longer and larger holdout event if there aren't even gonna be enemies the whole time
!feedback
the backup buff
all strike drones spawn with random equipment (
and lunar equipment excluded)
!feedback
New Green Item: Carton of Milk
*** Calcium. Yum yum yum. ***
Increase base health regeneration by 1.5 hp/s (+1.5 hp/s per stack) while outside of combat, deal 37.5% (+37.5% per stack) more damage to enemies above 90% health, and 2.5% (+2.5% per stack) chance to stun enemies on hit for 2 seconds (+0.5 per stack)
!feedback
Replay feature:
So. Since i love this game and i watched all video talking about it. I realised that there is no replay with different POV to make the fight cinematic whatsoever. So maybe adding a replay of a game that you could download to make content creator get better POV. (You can stop read here if you want. its only example.) For example a view from far away of a mercenary fighting alot of mob or fighting mithrix And having a good view of the map (even if level designer did well to let us see the map from almost everywhere). So content creator could put a slow motion on mithrix destroying a player with a close POV.
!feedback
New Red Item: Quantum Bookshelf
Increase all stats by 0.5% (+0.2% per stack) for each tiered item in your inventory
CAN YALL PLEASE ADD NEW DLC BEFORE I GET SHIPPED OFF
!feedback
!feedback
A run rank system, I noticed that at the end screen of all of our runs we have points that are totalled up, but those points arent really functional. What if points could be used to determine your performance during your run? ofc this would have to have minor changes like nerfing gold collecting amount to not contribute as much to points, but i think taking less damage overall or using more interactables (especially scrappers and cauldrons) could add up points as well. Maybe earning a rank w using enough scrappers enough times could get you an achievement like "recycler" or "heavy optimizer" idk, just random idea throwing out there because as of now points r kinda meaningless so if no one likes this then thats alr, maybe this can become a mod instead. This could lead to more fun custom gamemodes or personal achievements, and i can already see peple trying to get "hitless" or less than so and so hits runs. Stuff like this would lead to even more replayability than there already is. ANd it would be nice if instead of us determining if our run was good or not we got an insight from the game itself telling us exactly how and what we did good.
!feedback
Make an achievement for beating the game hitless
!feedback
New Achievement: ”Petrichor V’s Ark”
Kill 2 of every enemy in a single run.
Unlocks:
New Survivor — Rogue Cyborg
(one of my previous suggestions)
!feedback
New Red Item: Alarm Clock
Every 60 seconds, gain 25% (+15% per stack) movement speed, attack speed, and critical damage for 15 seconds
!feedback
Make Voidling immune to its own black hole attack that it does on low health, so when Artifact of Swarms is active, one Voidling doesn’t die to the other when it’s at low health
!feedback
An artifact that replaces all enemies with lunar enemies and gives you a survivor that is similar to providence. This survivor would be similar to the paladin mod and summons greater wisps and beetle guards and after a certain amount of kills it summons a boss.
Once this is beaten on monsoon you unlock a successor to mithrix called the traitor or something
!feedback
Once Risk of Rain Returns comes out, I got 2 game ideas for you (only because i can never get enough Risk of Rain):
-
Risk of Rain 1.5 (an isometric top-down twin stick shooter Risk of Rain)[we got a 2D side scrolling platformer and a 3D action one so why not go for another camera direction, I could also see this being a mobile game that can keep me satisfied until I get back to my Switch to play the others]
-
Risk of Rain 2 Returns (just a revisit of Risk of Rain 2 like 1 is getting, this would probably be way down the line since us fans on consoles don't even have the DLC so we still have new content coming our way and will need time to complete it)
!feedback
!feedback
(Item idea conception goes to @near ether )
New Green Item: Static Discharge
After traveling 50 meters, fire lightning that hits 2 (+1 per stack) enemies in a 10 meter radius, stunning for 0.5 seconds and dealing 50% (+15% per stack) damage
!feedback
New Survivor: Alchemist
Stats :
Health: 120 (+36 per level)
Health regen: 1.5 hp/s (+0.3 hp/s per level)
Damage: 14 (+2.8 per level)
Speed: 7 m/s
Armor: 10 ( 80)
Character Traits :
Swap between 3 fighting styles (add new keybind) that use different chemicals; Attack , Defend , and Support
Primary : Throw daggers laced with chemicals that deal 100% damage;
Attack : Poison enemies, enemies that die while poisoned leave a small pool of poison that lasts 5s
Defend : Every 4th hit on enemies stuns them for 0.5 seconds, hits on allies gives +15% Critical Chance for 20 seconds and regenerates for 5% of their maximum health
Support : Every 4th hit on allies gives +10% Movement Speed, Attack Speed, Critical Damage, and Critical Chance.
Secondary : Throw out a large bottle that explodes on contact or after 3 seconds, covering things with chemicals for 8 seconds;
Attack : Inflict a stack of bleed on enemies every second for 8 seconds
Defend : Slow down enemies and give allies +5% Health Regen
Support : Give allies +15% Health Regen and +10 Armor
Cooldown : 16s
Utility : Drink a chemical which gives you +25% Sprint and Attack Speed for 10 seconds
Cooldown : 25s
Special : Enter a frenzy, using all 3 fighting styles at once, and gain 20% Movement Speed and Attack Speed. After 10s, start taking 3% of maximum health in damage every 5s, increasing by +1% every 5s, until deactivated
Cooldown : 1s (acts like Mul-T’s alt special)
Alt Special : Throw an unstable chemical at an enemy, ally, or yourself give them one of 3 afflictions (cycle with fighting style change button);
Red: +150% Attack Damage for 10 seconds, then they take 75% of their max health in damage
Blue: -75% Skill Cooldown for 10 seconds, then their skills are locked for 20 seconds (except a Survivor’s Primary Skill)
Green: +20 Armor and +20% Health Regeneration, but -20% Attack Speed (lasts until death)
Cooldown : 30s
!feedback
Survivor: Indra
Stats:
Health: 85 (+24 per level)
Health Regen:
(Drizzle) 3 hp/sec (+.5 per level)
(Rainstorm) 1.5 hp/sec (+.5 per level)
(Monsoon) 1.5 hp/sec (+.2 per level)
Damage: 16 (+3 per level)
Speed: 7 m/s
Armor: 0
Passive:
All projectiles are slightly attracted to you, including ones fired from your drones, your own primary, and items.
Primary (15 Second Cooldown):
Fire up to 2 extremely slow black holes that explode after 5 seconds for 25% damage, evenly distributing damage between all enemies in its radius. These black holes absorb nearby projectiles to deal more damage. When they explode, all damage from absorbed projectiles hurt you for 1/4 damage.
Secondary (5 Second Cooldown):
Your active black holes turn into large, hemisphere barriers. These barriers absorb projectiles to heal you for 1/5 of their damage, but can also damage you for full damage if they take too many hits. Scales off of health.
Utility (25 Second Cooldown):
Changes any active black holes to white ones. These push nearby projectiles back, and also pushes you away. Use this with your passive to gain a limited boost in speed. Adds an extra lifetime before your black holes explode. Scales with speed.
Alt Special (10 Second Cooldown):
Revert time on your active black holes, turning them into big stars that burn nearby enemies for 20% damage. Projectiles will not be absorbed will will orbit the star during this period. The stars will eventually turn back into black holes and explode again, any orbiting projectile shooting off into the distance.
!feedback
New Survivor: Asura (The Slime-Human Hybrid)
Stats;
Health: 200 (+60 per level)
Health regen: 1.5 hp/s (+0.2 hp/s per level)
Damage: 11 (+2.2 per level)
Speed: 7 m/s
Armor: 5
Passive : Uses a Mass Meter for skills (similar to Void Fiend’s Corruption), which automatically refills 1 Mass (+0.5 per level) every 1.5 seconds. Base max of 100, +5 max capacity per level
Primary : Shoot 1 Mass in a ball, dealing 100% damage. Can hold for 2.5s, using an extra 2 Mass and molding it into a sharp cone, dealing 200% damage and inflict bleeding.
Alt Primary : Agile. Shape arms into blades, dealing 150% damage in close range and with a 5% chance to inflict bleeding. Doesn’t use any Mass
Secondary : Charge a spiked ball shot for 2s, using 10 Mass and dealing 300% damage. Can charge for longer, using +5 Mass per second until no more Mass can be used, and dealing +150% damage per extra second charged
Cooldown : 20s (+1.2s per extra second charged)
Utility : Absorb 1 small enemy within 10m to instantly refill 15 Mass and gain +15% Movement Speed for 15s. Absorbing a Gip refills to 100% Mass, and gain +35% Movement and Attack Speed for 15s
Cooldown : 30s
Special : Mold yourself over an enemy, allowing you to use their skills and move-set as your own, using more Mass for bigger enemies (30 for small enemy, 65 for medium-sized enemy, 95 for large enemy, and 140 for Champions). Use interact button to remove yourself from an enemy, or use another 30, 65, 95, or 140 Mass to instantly kill an enemy you are controlling, both of which restore 50% of the Mass used to take control of the enemy
Cooldown : 30s
!feedback
New Artifact: Artifact of the Spider
Non-flying allies and enemies can stick to walls and ceilings. Moving/jumping away from a surface you’re stuck to let’s you un-stick
!feedback
New Red: Goo in a Vial
Gain a Gip companion with all the stats of a gip that will assist you in combat. Upon death it revives in 2 seconds.
Stacking this item levels up the gip to a geep, or the geep to a gup. Stacking another after creating a gup creates a new gip. Gups and geeps can still split as normal, but the revive timer only starts after the last gip dies. Each separate gip/geep/gup has its own revive timer.
Oh, and they inherit your items. Because 
!feedback
New Artifact: Artifact of Elitism
Every 10 minutes, gain 1 random Elite effect for 10 minutes
If Artifact of Vengeance is on, doppelgänger will also spawn with a random Elite effect
(Does not replace your equipment with an Elite Aspect, just gives you the effect as if you had it)
!feedback
Survivor Idea -Nemesis MUL-T
Nemesis MUL-T is a unstable but powerful survivor wielding a primary with a mind of its own.
Stats:
Health: 150(+45)
Damage: 10(2)
Regen: 0.5(+0.1)
Speed: 7m/s(slow acceleration like og MUL-T)
Mass: 150
Passive: Out of Commission
Your primary cycles to a different one every 15s. You can choose 4 primaries to be in this pool and their order in the cycle on the character select screen.
Primary 1: Rusty Nailgun
Shoot 6 nails a second for 140% damage each. Has a 20% chance to apply Rust, decreasing armor by 10 and increasing skill cooldowns by 10% per stack.
Proc coeff: 1
Primary 2: Laser Cutter
Charge up a laser for up to 3 seconds, then release to shoot out a pericing laser for the amount of time you charged, doing 15 hits per second for 150% damage each.
Proc coeff: 0.7
Primary 3: Industrial Scrapper
Hold out a grinder for 100% damage 5 times a second on nearby enemies. Doing this scraps all projectiles from the front. When you switch off this weapon, heal 1% of your max health per 100% damage absorbed.
Proc coeff: 1
Primary 4: Welding Torch
Hit enemies near you 5 times a second for 175% damage, applying burn and weld each time. When an enemy has 5 stacks of weld, they cannot use any skills for 10s. The duration can be refreshed by applying another 5 stacks.
Proc coeff: 1
Secondary: Hydraulic Press
Hit a enemies in front of you for 800% damage. Cooldown is reset when you switch weapons.
Cooldown: 6s
Proc coeff: 1.0
Utility: Construction Mode
Gain +50% movement speed, and 3X faster primary cycling for 6 seconds.
Cooldown: 8s(starts when effect ends)
Special: Override
Pauses your current primary from cycling for 15 seconds. This effect overrides Construction mode. Increases your damage by 25% until you switch weapons.
Cooldown: 10s(starts when effect ends)
!feedback
New Survivor: Shuyona
*** Stats *** :
Health: 300 (+90 per level)
Health regen: 5 hp/s (+0.6 hp/s per level)
Damage: 35 (+7 per level)
Speed: 7 m/s
Armor: 0
*** Passive *** : Does not have Secondary, Utility, or Special skills. Anything that would affect her Secondary, Utility, or Special skills will affect her Primary skill instead.
Primary : Launch 5 attacks per charge; 3 one-arm punches, 1 double-arm punch that stuns for 2s, then a kick that explodes on contact, knocking enemies back. Can hold up to 3 charges, each charge reloads after 5 seconds
!feedback
-Nemesis MUL-T
Health: 150(+45)
Damage: 10(2)
Regen: 0.5(+0.1)
Speed: 7m/s(slow acceleration like og MUL-T)
Mass: 150
Passive: Out of Commission
Your primary has limited ammo. When your primary runs out of ammo, it changes to the next one. You can choose 4 primaries to be in this pool and their order in the cycle on the character select screen.
Primary 1: Rusty Nailgun
Shoot 6 nails a second for 140% damage each. Has a 20% chance to apply Rust, reducing armor by 10 and increasing skill cooldowns by 10% per stack.
Proc coeff: 1.0
Ammo: 90 Shots
Primary 2: Laser Cutter
Charge up a laser for up to 3 seconds, then release to shoot out a piercing laser for the amount of time you charged, doing 15 hits per second for 150% damage each.
Proc coeff: 0.7
Ammo: 7.5 seconds of firing
Primary 3: Industrial Scrapper
Hold out a grinder for 100% damage 5 times a second on nearby enemies. Doing this scraps all projectiles from the front. When you switch off this weapon, heal 1% of your max health per 100% damage absorbed.
Proc coeff: 1.0
Ammo: 50 Shots
Primary 4: Welding Torch
Hit enemies in front of you 9 times a second for 100% damage, applying burn and weld each time. When an enemy has 5 stacks of weld, they cannot use any skills for 10s. The duration can be refreshed by applying another 5 stacks.
Proc coeff: 1.0
Ammo: 75 Shots
Primary 5: Hydraulic Press
Hit enemies in a wide area in front of you for 1800% damage. Attacks once every 2 seconds.
Proc coeff: 1.0
Ammo: 7 Shots
Secondary: Charged Magnet
Shocking. Shoot a out magnet that sticks to enemies and surfaces, and explodes in a 5m radius for 300% damage.
Cooldown: 6s, instantly on weapon switch
Utility: Construction Mode
Refill your current primary’s ammo to full. Gain +35% movement speed until you switch weapons.
Cooldown: 8s, only starts on weapon switch
Special: Rewire
Manually switch to your next weapon.
Cooldown: 10s, only starts on the next weapon switch
!feedback
New Lunar Item: Eternal Vitality
Your base damage is set to 0 permanently and scales off of 50% of your current health divided by 10 (rounded down) instead. You gain less health from items.
Damage boosting items like shaped glass do not work with this item.
!feedback
New Lunar Item: Stained Glass
Double your maximum health
*** BUT ***
Halve your base damage

