#ror2-feedback-and-ideas
1 messages · Page 3 of 1
!feedback
New Void Item: Sentient Fit-Bit
Increase base damage by 3 every 180 (-3 per stack) seconds that pass while this item is in your inventory (doesn’t work if game timer isn’t passing. Pauses item timer if you don’t attack an enemy within 15 seconds)
Taking damage to below 25% health breaks this item
Corrupts all Delicate Watch’s
Corruption resets the timer
!feedback
Item Idea:
-Hardlight Shield [Green]
Gain 10% of your max health as shield. You can get hit 1(+1 per stack) more times before your shield recharge is interrupted.
!feedback
New Void Item: Judgement Chains
Every 15 seconds, shoot out piercing chains towards the nearest 10 (+5 per stack) enemies within 50m, dealing 300% (+100% per stack) damage, and stunning them for 3 seconds
Corrupts all
Sentient Meat Hooks
!feedback
!feedback
Item: infra-red scope
Green
After standing still for 1 second, your next projectile/hitscan attack deals 200% (+200%) more damage
Idk thought it would be cool for builds. Loader pylon could be good finally
!feedback
Lunar Item: Forced Luck
Any luck based effects are converted to intervals, but has a chance to misfire
Example:
switches from being a 10% chance, to activating once every 10 attacks
Negative and positive luck now increase or reduce the required number of intervals by 1
Example:
+
would activate 1 in every 8 hits
Misfire: 2%(+2% per stack hyperbolically) chance on any activation of a proc item to disable that item for 1 minute. (This chance is Not affected by this item, but is affected by luck) The disabled item cannot be scrapped or printed during this time.
!feedback
!feedback
New Lunar Item: Heart of Pride
Gain 1 (+1 per stack) base damage every 80 seconds, until the end of the stage
*** BUT ***
Permanently lose health equal to 20% (+20% per stack) of damage taken (minimum 1).
!feedback
New Lunar Item: Hands of Lust
Picking up an item generates 1 (+1 per stack) permanent copy of that item
*** BUT ***
1 (+1 per stack) random copy of an item breaks upon taking 5% of max health in damage at once (excluding Lunar or untiered items)
!feedback
New Lunar Item: Eyes of Envy
Increase Critical Damage by +100% (+50% per stack), and can always see enemies weak points (like Railgunner)
*** BUT ***
Become unable to see beyond 5m (unless all enemies on a stage are dead, can still see enemy weak-points but not the enemy itself). Killing an enemy restores vision for 8 (+3 per stack) seconds.
!feedback
New Lunar Item: Stomach of Gluttony
Killing an enemy grants a 3% (+3% per stack) permanent boost in all stats (like Iridescent Pearl), except max health
*** BUT ***
Lose 5% (+5% per stack) max health every 5 seconds while out of combat
If losing max health by this item would result in lower than 1 hp, you die instead
!feedback
New Lunar Item: Feet of Wrath
Every 30 seconds, or after landing on an enemy (cooldown of 15 seconds), enter a frenzy (Increase Attack and Movement Speed by 25% [+25% per stack]) and leave a fire trail beneath you for 15 seconds
*** BUT ***
You always get lit on fire for 15 (+5 per stack) seconds upon fire trail activation, scales with enemy level
!feedback
New Lunar Item: Arms of Greed
Upon starting a new stage, *** destroy 5 (+5 per stack) random items from your inventory *** (excluding Lunar and untiered items) to gain a boost in all stats (like Iridescent Pearl):
White: +1%
Green: +5%
Red: +15%
Yellow: +30%
!feedback
New Item: Legs of Sloth
+5% (+5% per stack) Sprint Speed every 3 seconds you are sprinting, until the end of the stage
*** BUT ***
-75% Movement Speed every 120 (-5 per stack) seconds for 5 seconds
!feedback
Sympathy Stone
Lunar Item
The effectiveness and damage of all debuffs double, including ones you’re inflicted by.
!feedback
New Enemy: Mimic
Looks like a small chest, but with a minuscule color change that’s nearly impossible to notice. Hops around like a frog, attacking by charging a jump and launching at a Survivor. If spawned out of sight from the player, hides as a chest. If interacted with while hiding, gold will be spent like a normal chest, but it jumps and attacks the player that interacted with it, once it dies it drops an item at the same rarity as a small chest
only guarantees item drop on death if player pays gold
!feedback
Moon Flytrap
A stationary seed that sprouts up into a massive flytrap when a player or enemy is nearby. Chews up and spits out Survivors, but completely devours other enemies, gaining attack and HP proportional to what it ate, and gaining their traits.
The Flytrap must swallow first before it recieves the traits, and cannot eat larger enemies until it eats a number of smaller ones first.
!feedback
New Item Tier: Solar
Lore: Providence and Mithrix’s father, Melchior, lives on the star that Petrichor V revolves around. During the fight with Providence (in Risk of Rain 1), Melchior tried to send these items in order to ensure Providence’s success. However, Melchior misjudged the amount of time it would have taken for the items to arrive on the planet, so they are only just now arriving (Risk of Rain 2).
Solar items are so powerful that they scorch certain stats, skills, or even entire item tiers, leaving them useless, or absorbing the scorched item’s power into the Solar item
Solar items don’t stack because only 1 of each can spawn per run
!feedback
New Solar Item: An Eye for an Eye
Absorb 95% of damage taken (excluding fall and self-inflicted). Once 500% of max health in damage is absorbed, release a massive burst of heat, applying burn every 0.5 seconds to every enemy within 200m for 10 seconds. Cooldown of 30 seconds, in which An Eye for an Eye won’t store damage taken.
Scorches your Secondary Skill, leaving it unusable
atg mk. 3, is a boss item, dropped by a corrupted TC-280: The captains best drone, gone rouge, boss only spawns in rallypoint delta, on hit it has a 5% chance to launch a burst of 9x150% homing missiles that have a proc coefficient of .5,
edit (crit does 3x damage) i forgot to put this in, lol, !feedback
!feedback
Lunar Item: Gambler's Fallacy
every time a proc fails, gain +1 (+1 per stack linearly) luck. luck gained from this item is lost upon successful proc. luck is divided by 2 (+2 per stack linearly, applied before bonus luck gained from the item, divided result is rounded down to the nearest whole number)
!feedback
Fix cross-play
!feedback
More accessibility. I'm colorblind 😭
let us customize keys for every survivor individually.
i want to fire bandits light-out with lmb or rmb.
!feedback
(Survivor specific keybinds)
!feedback
Delete a post in here if it gets to 10 votes (cast by people other than the author) and all of them are thumbs down.
Very few use the lunar items and for many it is difficult to use the Heretic, but I think, at least I, that passing the game with him can be a challenge depending on which items you get, that's why I think they should give an Achievement for passing the I play with this ''Character''
!feedback
(Achievement for beating the game as Heretic)
!feedback
Going off of what Nory said, the reward for the achievement should be Heretic unlocked as a choosable character. To keep it in lines with the rules of the game she would start with the 4 necessary Lunars replacing the Nevermore abilities in all her slots.
!feedback being able to mount a TC 280 and have control over it, once mounted, the TC 280 can use your items you have in your inventory
!feedback
Special skins for every character after you beat Eclipse 8 with them
!feedback
New lunar item: moon skates
Double speed, but everything is slippery.
Stacking this item gives you +100% more speed, but halves the current friction.
!feedback
make it so that attack speed is also applied to recoil (so that the camera returns faster with high attack speed)
!feedback
New Void White: Aggressive Snail (corrupts all Cautious Slugs)
Increases base health regen by +1.5 hp/s while in combat.
!feedback
Make a ping for lfg specific to the device, where you can choose to get pinged in roles for when people ping lfg.
On the topic of attack speed, it hard caps at a different value for each character based on their animations.
I'd like to propose that instead of ≈60x attack speed, make attack speed hard cap at 31x and make it a direct damage increase past that. This means once you get 200 syringes (+3000% attack speed) everything else becomes a +15% damage increase like a slightly weaker watch.
This will basically not affect anyone in a normal run, since 200 syringes is a lot, but it still sucks that the limitations of the hardware is what stops it, not a limitation intended by the devs
!feedback
New Green Item: Weird Looking Dagger
After hitting enemies 99 times with your primary skill, gain 100% Critical Chance and +1000% (+500% per stack) Critical Damage on the next hit, which resets this item
(Each individual bullet, arrow, grenade, fire/electric bolt, sword slice, punch, claw, nail/rebar/rocket/saw hit, syringe, shard, and laser beam count as 1 hit. D.O.T. effects like bleed and poison do not count)
!feedback
add a custom boss that rarely replaces a artifact of vengeance, depending on the character it spawns a custom named doubleganger that is one of the devs/community managers/mods on death dropping that person’s favorite item
(Just think it’d be a cool Easter egg)
!feedback
New Printer and Item: Equipment Printer and Orange Scrap
That way you can scrap your equipment if you are in multiplayer in case you all want the same one and don’t want to wait around with a
for ages
(Not limited to multiplayer, just an example)
!feedback
Show the void ending results screen on a black background like the normal ending; it feels weird to have a slow fade out after entering the portal and then immediately fade back in
!feedback
content
!feedback
Make a map with more cover n stuff
they're all super open and it would be cool to have one with more restrictive movement like a cave or a dense forest
!feedback
A game mode where we can test out custom items
Obviously not able to bring those items into online play, also lunar coins don’t get consumed or added
Being able to test out items before I send them into Feedback would be nice because I don’t know how to make mods
!feedback
New Lunar Item: Lunar Magnet
Lunar Coins are 25% (+25% per stack) more likely to drop from enemies on kill (unaffected by on-kill effects)
*** BUT ***
Receive 25% (+25% per stack) less gold and exp on kill
(both stack like
)
!feedback
New green item: Extended Warranty
At the start of the next stage, repair all broken Delicate Watches. One time use.
!feedback
Cancel the console update
(NotAChickenNugget's idea)
!feedback
New green item: costly spendings
give a 1% discount on all chests
(Stacks)
pls make the game mac compatible
!feedback entrys with a more then 10 downvotes should be deleted
!feedback
!feedback
New Red Item: Minotaur's Curse
A booklet that curses all your items to be worse versions of themselves
Stacks by 100% everytime the user uses incorrect grammar in the in-game chat
!feedback
Nah cause I wanna see all the bad entries people hate
!feedback
!feedback
!feedback
!feedback
New lunar item: bill’s shotgun
Increase all dmg by 35%
But
Reduce luck of getting higher rarity items by 30%
Example: you open chest it takes the percent from getting red and green items and adds it to white percent chance
(It does not work on any special chests)
!feedback
It would be really nice to have gyro aim be an option on other consoles, especially with rail gunner coming soon
!feedback
New Lunar Item: Troublesome Parasite
+100% (+100% per stack) more gold and exp from enemies, and when the game converts gold into exp at the end of the stage
*** BUT ***
Chests have a 10% (+5% per stack) chance to not drop an item upon opening (unaffected by luck, if Artifact of Sacrifice is on, enemies have +10% (+5% per stack) extra chance to not drop an item upon death)
!feedback
ban @rough ferry from #ror2-feedback-and-ideas and #ror2-feedback-discussion
!feedback
New Survivor: Necromancer
(Changed it up a bit because I messed up by making the old one’s only damage its Primary)
Stats :
Health: 160 (+48 per level)
Health regen: 3.75/s (+0.5 per level)
Damage: 15 (+3 per level)
Speed: 7 m/s
Armor: 20
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 the other 90% of the time. Picking up an enemy’s Spirit puts that spirit in a Spirit Slot, which takes place of the Necromancer’s Special Skill. Using the Special Skill cycles between acquired Spirits. Starts with 3 Spirit Slots, and every 5 Survivor levels adds an additional Spirit Slot. If holding an Elite Spirit in the selected Spirit Slot, gain that Elite Spirit’s corresponding Elite Aspect effect (as if you had the Aspect in your equipment slot)
Primary
Swing a big scythe dealing 120% damage, +10% for every Spirit in your Spirit Slots, +20% for every Elite Spirit
Secondary
Absorb a Spirit from the selected Spirit Slot to fire 5 ghost skulls that deal 300% damage per skull to the nearest 5 enemies within 30m, and gain a barrier worth 20% of your max health, 40% for an Elite Spirit. Ghost skulls made by absorbing an Elite Spirit have that Elite Spirit’s effect (mending will only heal allies if they’re within range, celestine will make you invisible for 5s). If there are no enemies within 30m, the ghost skulls will follow you until an enemy comes within range
Cooldown: 15s
Utility
Absorb Spirits not in your Spirit Slots within 30m to gain 5% movement speed per Spirit, absorbed Elite Spirits also heal 5% of your max health
Cooldown: 25s
Special
Cycle through collected Spirits
Cooldown: 0.5s
a pirate themed survivor and a wizard themed survivor
!feedback
Arti is already a wizard themed character and if you use the trophy hunters tricorn then boom wizard and pirate
arti is kinda wizard themed but imagine a guy with a beard staff and wizard hat
!feedback
New Survivor: Yokura the Wizard
Stats
Health: 110 (+33 per level)
Health regen: 1.5/s (+0.2 per level)
Damage: 15 (+3 per level)
Speed: 7 m/s
Armor: 0
Passive: Skills have no cooldown, using a resource called Mana for skills instead. Mana capacity is 100 and regenerates at 1.5/s, 3/s while outside of danger and combat
Primary: Shoot a ball of ice every 0.75s that deals 125% damage and freezes enemies after 3 hits
Cost: 0 Mana
Secondary: Cast a healing spell for you and your allies. Charging this consumes more Mana, but also increases the radius and how much it heals
Cost: 30 Mana for 10% of max health healed in a 30m radius, then +15 Mana for +5% of max health healed and +10m radius every extra 1s charged (extra charges to the Secondary skill lets you charge the skill without consuming Mana by 1s for each charge)
Utility: Teleport yourself to a designated area by aiming at the ground, or swap places with an enemy or ally by aiming at them
Cost: 15 Mana, cost increases by 5 Mana each time it’s used (extra charges to the Utility skill decreases cost by 10 Mana)
Special: Create a 50m wide tornado that hinders grounded enemies’ movements and makes flying enemies swirl around inside it, with lightning striking any enemies inside of it every 5s, each strike dealing 400% damage and stuns for 1s. Lasts for 20s
Cost: 50 Mana (extra charges to the Special skill increases radius by 10m, damage by +100%, and duration by 5s)
Like this @verbal seal ?
!feedback
Since acrid is immune to his own poison and is essentially a master at using it it would be cool if that could be used as a method to buff his melee capability, like taking less damage from poisoned enemies or letting him get some level of healing off of poisoned enemies, something to make the melee play style seem both rewarding and more consistent
It feels like there’s a lot of potential in the melee ranged hybrid idea that’s just held back due to the lack of survivability other melee survivors have built in
!feedback
Pls add cross platform soon the void dlc is very good and I’m hyped for its release. But being able to play with friends brings so much more replay ability and your game is the only good multiplayer roguelike on switch.
!feedback
make acrid immune to the poison things on sulphur pools
!feedback
Make the #top-feedback-archive work again because it can actually provide useful suggestions for Gearbox to use (if they ever check this damn place again)
!feedback
Please add scope sensitivity for railgunner
!feedback
Void Fiend's corrupted Suppress feels like an afterthought - it can be useful early on for getting another dash or a couple more seconds of Drown, but doesn't serve much purpose beyond that and can be made redundant by stacking crit or permanent corruption. A couple of changes that might help:
- Give corrupted Suppress a long cooldown or some other penalty instead of disabling it once you've run out of stock, and
- Add another effect to corrupted Suppress on top of +25% meter - increase damage dealt briefly, hurt nearby enemies, etc.
!feedback
Red item: ninja gear
Upon entering combat and/or when starting the teleporter event
All skills gain Agile, gain 50%(+50% per stack) attack speed, gain 50% movement speed, and gain +1 (+1 per stack) extra jump
Lasts for 10 seconds, cooldown of 60(-10 per stack) seconds
(Extra note: it always activates when activating tp, but its buffs cannot stack with itself if already active)
!feedback
!feedback
make the bot repost the feedback with the sender's nickname attached so people can't abuse blocking others
!feedback
Item idea:
-42 Leaf Clover [Lunar]
Gain +1(+1 per stack) luck, BUT you are high as fuck, moving, attacking, and recharging cooldowns 25%(+25% per stack) slower. And the screen gets tinted red, more so with each stack.
!feedback
change spinel tonic to genderbend whatever survivor you're playing as into a female (it's filled with estrogen)
!feedback
alternate m1 attacks for the majority of the survivors
(i want a fresher experience in the vanilla game)
!feedback
Huntress Alt Secondary: Flaming Glaive
Throw a seeking glaive that bounces up to 12 times to enemies for 140% damage, Critical Hits ignite for 5 seconds
!feedback
add naritantan
naritantan:
!feedback rocketter survivor would be cool, like a guy with a big missile launcher that could be swapped with a grenade launcher or just something explosion based
!feedback
New Red item: Super Shiny Coin
While health is above 50%, +20% (+5% per stack) Critical Chance and +20% (+5% per stack) Critical Damage
While health is at or below 50%, +10 (+5 per stack) armor and +10% (+5% per stack) health regeneration
!feedback
Lol for festival of gup, I got the perfect item; for every gup killed, there is a chance to spawn an item (don’t know what rarity item or spawn chance but open to suggestions. Just a basic idea I had!) . 👌
(Kinda like the clover from ror1 but for gup)
!feedback martial arts based survivor or something like that, like a full melee survivor with punches and kicks and maybe even a throw or something. i was thinking an alt could be a throwing knife just to have some kind of range. also a scarf tied around the characters head would look cool i think.
!feedback
New Gamemode: Gup Festival
@fluid haven ‘s idea
All artifacts are disabled, like on Eclipse
Three difficulties, where only that type of enemy spawns: Gip (easy), Geep (medium), and Gup (hard)
New Shrine that only appears in this gamemode: Shrine of the Gup
Summons a super powerful version of a Gup, Geep, or Gip (depending on difficulty), which has 3 random Aspect effects at once. Killing this enemy drops a Red Item called Gup Gel Condenser
If a Gup or Geep spawns, only killing that Gup or Geep gives the item, no Geeps or Gips spawned after killing it
Gup Gel Condenser:
Killing a Gup, Geep, or Gip has a 5% (+5% per stack) chance to drop a White Item, a 2% (+2% per stack) chance to drop a Green Item, and a 0.5% (+0.5% per stack) chance to drop a Red item (unaffected by luck)
!feedback
Gup Horde of Many drop
issa boss tier item
summons gup friend
!feedback
New survivor, Chemist, Special ability/trait, has a 5% chance to randomly cause burn,freeze, stun, bleed, and poison, damage does 2% of enemies hp(except for his utility), m1 flask toss, throw a flask dealing 200 percent damage(proc chance 1)(2 sec cooldown), M2 blast flask, throw an explosive flask dealing 750% on intial hit and 300 for a 5 meter aoe(10 sec cooldown)(proc coefficient .5), utility, smoke stun flask(pretty much bandits ability but with a flask), special, pak-o-flask, throw 6 flasks for 300% damage, each flask has a 17% chance of being burn, bleed, freeze, poison, stun, or an explosion(cooldown 30 sec)(proc coefficient .1) , he has a green torso, with black legs, and a white labcoat that's the chemist, if more ideas come to play, I'm more than welcome to hear your guys suggestions
Edit: (he specializes in debuffs, the damage %'s should be 2/3rds or at minimum, halved as listed above)
Edit 2: utility change, smoke flask, throw a smokey stun flask dealing 75% dmg and an aoe smokescreen, enemies in the smokescreen are stunned or 7 seconds and the smoke deals 1% of enemy hp each second(cooldown 12 sec)(proc chance of .1)
You mean this one: #ror2-feedback-and-ideas message
!feedback
(Mr-Hippoe requested this)
Gup, Horde of Many boss item drop
Vial of Gup
It smells like strawberries...
Summons 1 (+1 per stack) Gup that has 5x the HP and Damage as normal gup, scales with enemy level
Upon death it splits into Geeps and Gips, with proportional HP and Damage
Gups from this item have a respawn timer of 45 seconds
!feedback
accessibility option to change what gups smell like. im allergic to strawberries
!feedback
New Survivor: Lieutenant
Stats
Health: 110 (+33 per level)
Health regen: 1.5/s (+0.2 per level)
Damage: 15 (+3 per level)
Speed: 7 m/s
Armor: 20
Passive: Carries a 3D printing backpack that can hold 4 ammo types: 56 Light ammo, 350 Medium ammo, 30 Grenades, and 10 Rockets. Ammo automatically regenerates inside the backpack over time, killing an Elite enemy refills ammo faster for 5s, killing the Teleporter Boss refills all ammo instantly. Runs faster with less ammo, going 4 times faster with no ammo. Activating any skill a second time swaps back to Primary
Primary: Fire an automatic rifle, each bullet dealing 100% damage. Has a 35-round clip that automatically reloads in 2s when empty. Can manually reload in 2.5s by holding the Interact button. Uses Medium ammo when reloaded
Secondary: Swap to a semi-automatic pistol, each bullet dealing 125% damage and piercing. Has a 14-round clip that automatically reloads in 1s when empty. Can manually reload in 1.5s by holding the Interact button. Uses Light ammo when reloaded. Extra charges to Secondary increase clip size by 2 and backpack capacity by 7 for each charge
Cooldown: 0.5s
Utility: Swap to a grenade launcher, each grenade exploding on-hit or after 4 seconds, dealing 400% damage with a 10% chance to ignite on-hit. Has a 6-round capacity, which can only be manually reloaded, 1.5s for each grenade, by holding the Interact button. Uses Grenade ammo when reloaded. Extra charges to Utility increase backpack capacity by 5 and ignite chance by 5%
Cooldown: 0.5s
Special: Swap to a rocket launcher, each rocket dealing 3000% damage and stuns for 2s. Has 1-round capacity, which can only be manually reloaded by holding the Interact button for 2s, but loads in 7s. Uses Rocket ammo when reloaded. Extra charges to Special increase backpack capacity by 2 and damage by 300%
Cooldown: 0.5s
!feedback
New equipment type: polarized equipment
Ex: Forgive Me Not, is the same as forgive me please but deals on hit effects instead of on death effects
Ex 2: Collectors sniper rifle, has a cooldown of 150-200(depending, this is a hard one not to be busted, lol) , kill a regular enemy(excluding bosses and boss enemy spawned without teleporter) to get an item of any rarity(based on item drop % corresponding with white, green, and red) does not get destroyed on use
!feedback
New Red item: name N/A
a rare item that levels up each characters main attack. the idea I have is such as an extra magic attack happens, for every few marine bullets, a peircing spectral projectile is fired, a second projectile for huntress. maybe a delayed phantom punch for loader. then again there could be alternative attacks that are more diffrent then their regular attack. I think it would be fun to have a red that does unique stuff for each survior similar to how in ror1 there is a item that changes abilities
Release all updates on console a day early
!feedback
!feedback
NEW GUP TIER: Gop
Spawns as teleporter boss or something
3x stats of Gup, but 5x health
Upon death, splits into 4 gups
Boss item: Strawberry Jelly
Gup companion with 300% damage that respawns every 30 seconds. Stacking this increases amount of Gup allies you can have at once, and reduces the cooldown for one to spawn.
EDIT: 3x stats also increases size
Your talking about the ancient sceptor correct, it's from the first risk of rain game
aincent sceptor upgrades special
I want them to make a item like it for ror1, my idea was focusing on primary attacks
!feedback
New Survivor: Marshal
Stats
Health: 160 (+48 per level)
Health regen: 3.75 (+0.5 per level)
Damage: 15 (+3 per level)
Speed: 8 m/s
Armor: 0
Passive: Always Agile. Start the game with 3 
Primary: Punch enemies in front of you for 120% damage. On the 5th hit of the same enemy, instead of a punch do a sweeping kick for 200% damage that knocks small enemies into the air. Auto-locks onto enemies in the air (about half the range of Huntress’ Primary).
Secondary: Charge a powerful kick for 2s that sends a wave of air forward, pushing enemies back and dealing 150% damage
Cooldown: 15s
Utility: Dash forward (about 2 times the distance as Huntress’ Alt Utility), dealing 125% damage to nearby enemies. Hitting an enemy deals 150% damage
Cooldown: 7s
Special: Sit on the ground and meditate for 10s, pulling agro of all enemies and taking 75% less damage. Once out of the meditative state, become Enlightened for 10s. While Enlightened, all other skills have no cooldown and deal 400% more damage
Cooldown: 40s
!feedback
I want Tequila Rex but as a real life liquor shaker. Sry for Bad english
Would pay 40 dollares for that!
!feedback
Interstellar Desk Plant and Bottled Chaos buff
The plant now has a bit larger radius of health recovery and in this zone imposes damage protection depending on the time spent in the zone (from 10% to 50%) (the buff disappears when moving to another zone, even if part of one enters another)
Bottled Chaos now reduces the cooldown of equipment by half and can activate lunar equipment that will not deal damage to the player (lunar equipment in the equipment slot still cause damage to the player)
!feedback
Equipment that stops time, like the green item in the first game that stops time when you're low on health
!feedback
void item idea: void rose, void version of lepton daisy, releases a wave of damage against enemies instead of a wave of healing for you
literally just give lepton daisy a better use
!feedback
Add character synergies example:
The ukulele doing something special with the comando or with any other character an item that ties with their plot and lore doing something special for them
!feedback
Among Us crossover with New Survivor: Impostor
Stats
Health: 120 (+34 per level)
Health regen: 1.5/s (+0.2 per level)
Damage: 15 (+3 per level)
Speed: 7 m/s
Armor: 5
Passive: All Critical Chance above 100% is converted into Critical Damage (if you have 145% Critical Chance, it gets converted to 100% Critical Chance and +45% Critical Damage)
Primary: Use a seeking, whip-like tongue that deals 100% damage every 1.5s and inflicts bleed on Critical Hit
Secondary: Eat a small enemy within 10m, healing 10% of maximum health
Cooldown: 20s
Utility: Transform to look like the last small enemy you killed, causing enemies to not attack you for 10s
Cooldown: 25s
Special: Go berserk, extending the reach of your tongue, allowing you to attack multiple enemies at once, and increasing Attack and Movement Speed by +10% for each different enemy hit for the next 15s
Cooldown: 35s
!feedback
new survivor
the bard: speedy survivor that is based off music. any gimmicks or move set suggestions i’d like to hear about if you got any ideas
!feedback
New item
Acrid's heart
Flavor text:"not yours to steal"
Rarity/type:lunar item
Efect:every single atack deals masive poison damage. If you already have poison the damage of the poison is incresed
Side efect:can damage your alies and you if you acidently atack yourself or your alies
!feedback
Please add cross play between pc and consoles and consoles with other consoles pretty please
!feedback
PLEASE make artificers primary work like bandits. it being a cooldown makes it so attack speed items basically do nothing on her
!feedback
Void eagis:
Dealing damage (10% (+5% per stack)) gives you barrier, once barrier reaches max you explode, stunning enemies for 5 (+1 per stack) second in a gasoline ish aoe range (+2 meters per stack) (10 second cooldown (can be reset by the almighty blast shower) and dealing full barrier damage. On explode, all barrier is removed.
!feedback
Make Diablo strike drop faster with attack speed so it’s more applicable in normal combat.
And before anyone says this would ruin Diablo tech, you could just do a test Diablo to see how fast it drops before you go to fight mithrix, or just do some math to find out.
!feedback
please make commandos grenade a sticky grenade and make it do more damage pls its so bad
!feedback
!feedback
Simple rework for huntress's arrow rain special. I'm not dping any damage changes, it's really just qol and a consistency buff because aiming it sucks.
Instead of aiming with the half sphere, fire a bolt similar to ballista that summons arrow rain on the point of impact. If the ballista is fired at an enemy, it would embed into the enemy and act as a beacon for the arrow rain, allowing it to more easily track fast moving and/or flying enemies.
It probably needs a lot more to be viable (especially considering how strong ballista is) but I think this is a nice start.
!feedback
please make commandos grenade a sticky grenade and make it do more damage pls its so bad
!feedback
Commando grenade variations
-Sticky grenade, it sticks to targets and deals the least damage but still significant
-Impact grenade, it detonates on impact and does significant damage
-Normal grenades, just his normal grenades, deals the most damage (maybe he can cook it too?)
!feedback don’t make a shitty mobile gacha game using the game series we all enjoy
!feedback
make a good mobile game if you must
!feedback
New Survivor: Bard
Jacon’s idea
Stats
Health: 120 (+36 per level)
Health regen: 1.5/s (+0.2 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 5
Primary: Agile. Strum an acoustic guitar to send a wave of music forward in a wide cone, dealing 130% damage.
Secondary: Agile. Pull out a flute and play a tune for 5s, afterwards non-boss enemies within 30m have a 25% chance to be put in a trance for 10s, causing them to attack whatever is closest to them. Lemurians will stay in the trance for an additional 10s (due to their love for music)
Cooldown: 25s after trance starts
Utility: Agile. Play an upbeat tune for 15s with the acoustic guitar creating a 30m wide barrier around you that pulses, shoving enemies away from the center. Lasts for 15s. Allies regenerate 3% health per second within this barrier
Cooldown: 45s
Special: Agile. Transform your acoustic guitar into an electric guitar (that somehow still works without it being plugged in) and play along to the in-game music for 10s, which grants all allies the “Totally Vibin’” status effect for 20s. While “Totally Vibin’”, increase Armor by 10, health regen by 10%, Critical Chance by 50%, and Attack Speed by 20%, also all skill cooldowns are reduced by 5s
Cooldown: 60s after “Totally Vibin’” is applied
!feedback
New item: electric chair(red item)
Have a 10%(+5% each stack) to cause an enemy to become electrically paralyzed(new debuff) for 6 sec(+1 sec each stack) [every 3 seconds lighting bolt to hit an enemy] and a 10% chance for the enemy bolted to become electrically paralyzed
[****]=Edited
!feedback
New character:Paul
Inspiration(Paul's goat foot)
Paul's appearance:short goat man(that's all I can say for design)
Gameplay:Paul would be a fast character with slow atacks
Main atack:Paul uses his legs to kick the enemies away a attack speed of 0,75 seconds
Utility:Paul will use his horns to ram into the enemies at a fast pace
Second ability:Paul would do an over head kick to smash the enemies into the ground stunning them for a brief period
Special:turns bezerk for 10 seconds making his atacks faster
Reload time 15 seconds (Yes it's busted I may edit it later)
Paul's mechanic:every time Paul kills an enemy he get a boost of speed and one of his main atack get more powerful on the next use
!Feedback
Blood Bag
- Green Tier Item
- Bleed effects deal +300% (+300% per stack) more damage over time.
!feedback
Reflection Shard - Focus Crystal void counterpart.
+5% (+5% per stack) damage while nearby an enemy
Precision Shard - Focus Crystal void counterpart.
+7% (+7% per stack) damage to enemies from very long distances
Perfection Shard - Focus Crystal void counterpart.
+10% (+10% per stack) critical strike chance at point-blank range
Finality Prism - Focus Crystal void counterpart.
Grants all the effects of previous shards.
Additionally, enemies will now drop crystal shards on the ground on death. Collecting these shards will shoot a bullet at a nearby enemy. Every stack gives a 25% chance to drop another shard. Once the chance to hit two shards reaches 100%, the next 25% goes to a third shard, and so on.
NOTES
Each stack of Focus Crystal will be converted into one of every Shard currently in your inventory, unless you have all of the first three, in which case it gives you 1 Finality Prism.
!feedback
New Item: Biodegradable Memory
Void variant of: Lepton Daisy
On death of an elite monster, release a 15m healing nova that heals you and any allies for 10% of your maximum hp. (+5% on stack)
!feedback
Make cyrillic characters, symbols, letters' (and other characters, that use Arial) font more beautiful
!Feedback
Comic Sans font for RoR2 option
!feedback
Adrenaline Shot, Green Item
Gain +8(+8 per stack)% attack speed per enemy within 10m
!feedback
New item:commando's lucky coin
Tier:white item
Efect: gives you 200 coins at the start of the stage and increases gold you collect by 5%
!feedback
War Memento, Green Item
Gain +100(+50 per stack)% attack speed for 45(+15 per stack) seconds whenever an ally dies
!feedback
Completely rework SOTV.
Since it came out, the last boss has felt very bleh, where either you can fight it easily, or you instantly die because your not stacked enough. fighting it easily has him just standing still trying to shotgun you and occasionally doing a spiny Lasor.
That and some items added are really unbalanced compared to the rest of the game. items like opal and polylute seemingly make any game easy to win
!feedback
Railgunner while aiming sensitivity settings
!feedback so can we get that 100% burn chance on arti or..
!feedback Bring the ROR2 console controller improvements (Navigating menus with the d-pad, less finnicky survivor menu binds, etc) to PC, for those who play with controller.
Change the 50% chance to "every other hit procs burn" to make it more consistent
!feedback can we just kill this feature entirely? this shouldn't be an issue in the first place. If i want to leave a game, for whatever reason, i shouldn't be forced to make everyone else quit out of the damn thing
!feedback Make ROR2 cross playable. That's it. That's the feedback
!feedback Nerf Squid Polyp
Getting one is basically a free ride to stage 8
Damage creep since recent buffs has made it too overpowered
!feedback
Allow for local multiplayer on console versions using split-screens. It was a huge disappointment when I got the game and found out that I couldn’t play with my friends at a party unless they brought their switches.
!feedback saving mid run? its annoying that i have to either pause and leave my console on for the night or end a long run because i dont have time to finish
!feedback
deadzone setting on console to reduce input delay
on console right now theres no way to change your deadzone, and it having a high base deadzone setting makes the game constantly feel like your inputs are half a second behind
im not sure how much this affects other players but as a player who plays on usually low deadzones it almost makes the game unplayable with characters like railgunner who need the accurate aim
!feedback
I think gacha mobile game filled to the brim with loot boxes and micro transaction s based on risk of rain franchise would be an amazing addition to the new era of Gearbox risk of rain
!feedback
PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE PLEASE
!feedback Port the game to MAC. M1 chips can definatly run the game and then you wouldnt have to use stuff like parralels or crossover
!feedback old drone (this can be a equipment or a rare drone idk)
A small rusted drone the scanner still working if barely
[insert health drone hp scaling]
Every minute the drone will scan the environment determining the biggest threat in the area before focusing on them highlighting them in red and showing the name and exact Hp value of the creature granting 100% crit chance on that specific creature for 8seconds before returning to the player
(If equipment you can choose to initiate the scan on 60second cooldown)
Yes this is meant to be sniper’s drone
!feedback
Please add a flying whale boss in the new DLC :)
!feedback
make monsoon have heavy rain fx
Sniper M1 challenge fails if you use the one-time equiptment thingy!! EDIT: maybve you have to be host
!feedback RoRR Please add bindable control to change the zoom mid game without pausing when not using pixel perfect zoom. It would be nice to be able to zoom in or out without interrupting gameplay.
!feedback please port the game to mac'
!feedback
@barren estuary---> #1113085067716214825
!feedback
Will of Thunder, red
Applies on hit debuffs to bosses for 3+2x seconds, x being # of stacks
For example if I have a 5 chrono baubles they have their normal affect against enemies but still only has a 5 second long effect on boss enemies
!feedback
Pls add some more optimization or potatoes graphics because switch cannot handle even stage 3
!feedback
New survivor: Peter Griffen
His Primary fire would be a double barrel shotgun that deals 100% damage
His secondary fire would be drink beer, and each stack of beer gives him 1% more damage but it resets every stage
His utility would throw bottle, where he throws a glass bottle at enemies that spreads apart on contact with the ground dealing 200% damage for the initial hit, and 50% damage for each shrapnel piece that hits
His special would just be used to control Stewie. Wherever your cursor is, stewie will go to and patrol a 300m area with his laser gun, shooting any enemies he sees dealing 50% damage
!feedback
Add a setting to specifically adjust Railgunner's scope in sensitivity
!feedback
New Survivor: Mr. Dollar
Passive: Chests cost more for Mr. Dollar but more chests spawn per stage
Primary: shoots a revolver that does 100% dmg, 7.5% damage gained as gold
Secondary: Load up % of your total money into revolver to deal 1/8 more dmg per 5% of money lost, 5% gained back by hit
Utility: throw a coin to a location and teleport to it
Special: Throw a Dollar bill that wraps around an enemy and gets a debuff that makes the enemy take 10% more damage
!feedback
Mul-t scrap rocket is not buffed by Pocket ICBM unlike engineers harpoons, please fix
!feedback
I just thought of something crazy, what if pc and consoles had cross play🤯
!feedback
crossplay for pc and console🙏
!feedback
Yoy should guve pc and consoles crossplay
!feedback add cross play between console and pc
!feedback
PC-Console crossplay please
!feedback add PC and Console Crossplay so all my pc fellas can vibe with us console fellas
!feedback
Yall NEED to crossplay between console and pc for ror2 that would be amazing
!feedback
Modding work bench
Lepton daisy buff idea:
- Activates on critical health, not based on charge%
- Activates twice on first stack, rather than only once
- Is not consumed and takes priority over power elixir
Gearbox, make it happen!
!feedback bring back kbm imput on console ‼️
!feedback getting to wave 50 in simulacrum on monsoon should give you mastery on a character i think 😼
!feedback
Mod browser similar to fallout 4 on console created with he help of trusted mod developers and ROR2 developers, as well as cross play with pc.
!feedback
Gear box should add crossplay between pc and console or at least consoles can play with other types of consoles
!feedback
Can we please get eclipse multiplayer on console?
!feedback
Can new dlc get gup boss? That isn’t a swarm of many.
!feedback
New item: Charged Prism
Rarity: Void(tier 1)
Description: Increase Damage by 20%(+20% per stack) when enemies are at least 13m away from you, Corrupts all Focus Crystals
!feedback
Can we use the dlc characters without the expansion turned on this would be good for the future dlc’s so we can use the sotv characters with the seekers of the storm dlc
ig having the option to have multiple expansions on at once would also work
!feedback make the game actually run how it should
!feedback I've said this before in the past, but I'll say it again for those who don't remember or haven't heard:
Make a spin-off game of Risk of Rain where you get to fight and explore the world of The Old War
!feedback
Console needs more aim/sensitivity options
TL;DR
Aiming accurately on console is very hard with the current (lack of) options to adjust sensitivity settings. Options to adjust stick deadzones and toggle/disable aim acceleration would improve gameplay immensely.
The long read:
I find aiming on console (Xbox) to be imprecise and hard to get into muscle memory (at 500+ hours its still difficult). This has always been the case and has been most noticeable with survivors that have low fire rate but high damage per hit such as Artificer. With the dlc finally here (ahoy!) I find it’s even more evident with Railgunners demand for accuracy.
In my opinion there are two problems:
1) Stick deadzones are way too high (20-25% or so) and not possible to adjust. This makes for very imprecise aiming. It should be possible to set deadzones all the way down to 0, all depending on what a given controller allows in regard to stick drift.
2) There is some sort of aim acceleration that kicks in at about 90% of max stick input, causing an abrupt increase in sensitivity (to 3 times as sensitive or so). This makes for very jerky aiming. It should be possible to disable this entirely for those of us who don’t want to use this feature. The aim acceleration feature would probably be more useful if it had a gradual increase in sensitivity (like an exponential curve or something).
The lack of these settings is causing me a lot of weeping and gnashing. Devs, please help!
Edit: It might be necessary to increase maximum possible sensitivity if aim acceleration toggle is implemented.
Edit 2: Option to adjust Railgunners ADS sensitivity would be dope.
!feedback
Replace Desperado in ror2 with Standoff from rorr. Desperado is boring, broken, promotes a terrible play style, and is fundamentally flawed. Standoff is actually fun to use and does the “damage from kills” concept leagues better.
i was going over the monster logs and realized ifrit doesnt have one
!feedback
New Item Tier: Boss Equipment
Boss Items instead drop as a command essence with both Item and Equipment
Stone Titan: Titanic Helper
Summon a friendly Stone Titan with bonus 400% damage and 400% health. Lasts until it dies. Can summon another one if cooldown ends, won’t replace existing one
Cooldown: 75s
Beetle Queen: Poison Jaw
Shoot out 10 balls of acid that drop onto the 10 closest enemies, poisoning them for 15s and slowing them while poisoned. Can only bring health down to 50%
Cooldown: 25s
Vagrant: Gaseous Gland
Shoot out 6 seeking balls of congealed gas that explode on impact, each dealing 1200% damage
Cooldown: 30s
Magma Worm: Lava Cannon
Fire a massive lava ball that ignites enemies around it. On contact it detonates in a 20m explosion dealing 4000% damage and igniting enemies for 20s
Cooldown: 75s
Overloading Worm: Processed Lightning
Strike all enemies within 50m with a massive lightning bolt that deals 500% damage and stuns for 5s
Cooldown: 75s
Imp Overlord: Imp Essence
For 15s, all attacks also send out Bleeding Shards, which inflict bleeding every second for 5s on-hit
Cooldown: 45s
Grandparent: Plasma Field Generator
Create a 100m radius around yourself for 10s, igniting enemies inside the radius every 0.5s
Cooldown: 40s
Dunestrider: Clay Teapot
Send out 5 seeking balls of tar that detonate on impact, dealing 200% damage, slowing enemies, and making them take 30% more damage for 10s
Cooldown: 20s
Grovetender Judgement Chains
Send out spiked chains to the nearest 15 enemies within 50m that deal 1000% damage and stun for 3s
Cooldown: 30s
Xi Construct: Perfect Laser
Shoot out a piercing laser for 10s to the nearest enemy within 50m with the highest health, dealing 300% damage every 0.5s
Cooldown: 50s
Solus Control Unit: Unstable Battery
Release a 50m wave of electricity around you that deals 200% damage and stuns for 10s. After stun wears off, enemies have 10s stun immunity
Cooldown: 75s
!feedback
-
I think it would be cool if Artifact of the King could be in the base game, maybe as a achievement for beating E8 with at least one survivor or killing Mithrix without taking damage from him.
-
It would be sick if there were more puzzles/hazards in stages, its a really neat idea and encourages exploration and being more cautious to where you are. These ideas worked pretty well in Sulfur Pools and Abandoned Aqueduct and I hope these types of mechanics in stages can be expanded upon in existing/future stages.
!feedback
Buff Engineer's bubble shield to scare enemies away when they make contact with the bubble. Would help its intended purpose of setting up an absolute defense area
!feedback
Hive Cluster in RoR2 🙏
!feedback
option to disable scrappers/printers/cauldrons and items related to them (
)
they make the game too easy
!feedback
allow lysate cell to work at least 2 times for engineer
!feedback
Increase chances of void seeds and pods spawning I do not care if I die I just want to use the new items you should probably do this with seekers if it has anything similar
I miss when the time stoped in the void 🥺
!feedback
The cosmetic update or dlc
From what I know, each character in rorr has at least 4 skins, ror2 lacks that, ik there's mods for that but not everyone can use them, so each character has 4 skins(including current skins), they can be related to game references like railgunner in tf2 sniper clothing, or something obscure like commando with a ukulele dressed in Hawaiian clothing, or, engineer infested with Bungus, or lastly, captain looking like a devil because of "Diablo" strike, it puts the emphasis in Diablo , I dunno if that's slightly offensive but it's an idea
!feedback
Please put mouse and keyboard support back into console version of the game.
!feedback
Add a dio's best friend plush soon pls
!feedback
Multiple void seeds should count the number of void enemies required to clear it separately
Its unreasonable forcing a player to traverse the entire map just for them to gain access to the void seed right next to you
!feedback I think adding a void/ corrupted version of the characters would be a interesting idea kinda like the tainted characters in the binding of isaac that kinda dip more into the gimmick of each character and put a little twist to it allow me to give a example so isaac is about rerolling items and so tainted makes it so the item switches back and forth between two so you have to time the one you want I think something similar to that might be really fun I'm really sorry about posting this again I messed up the first one I'm sorry
!feedback commandos grenade isn't great where it is right now, making it stick to enemies would be fantastic
It would be really fun to have different spawn pools for maps during the day and night. Alternatively, certain elites spawn more frequently. Like blazing during the day and celestial during the night
!feedback
New Artifact: Artifact of the Contact Light
Replaces all items in the item pool with the ones from Risk of Rain Returns
!feedback new equipment portable scrapper. literally a recycler but instead it turns the item into scrap
!feedback if there's a tie in voting, I think it'd be much better if it was just randomly chosen as opposed to 1 person being able to decide for everyone
!feedback
Having the possibility de modify the characteristic of artifact in the start of a game :
- ex : Artifact of Glass : currently it's locked to : Allies deal 500% damage, but have 10% health.
But it could be fun to have the possibility to change : deal 250 % damage but have 20 % health
!feedback more skins 
!feedback
more lunar seer portals! with the new dlc coming out, there will be 4 variants for every stage, and with only 2 portals it’ll be much more likely to not get the stage you want.
!feedback the d pad is useless... It should be used for quick messages! (For multiplayer)
!fredback
What?
!feedback
Most new content, including DLC content, should have to be earned/found trough progression.
One of the biggest appeals of the game is that it encourages changing up how to play with challenges, achievements and secrets that lead to unlocking new survivors and items.
This motivating factor is simply removed if all new items are simply given to the player after DLC purchase and the novelty of the new content wears off far quicker than it would have to.
In short: New DLCs should have a progression system to unlock the new stuff rather than handing it out, maybe even new achievements too
!feedback Manlyminotaur should unblock me.
!feedback
Gear box should add crossplay between pc and console
!feedback
we want crossplay✊
!feedback
we want crossplay ✊
!feedback
we want crossplay ✊
!feedback
!feedback
bring back the bug that happens when a player stands on top of a pillar on the moon and it looks like their stomping it down, I find it quite funny
!feedback
Add split screen multiplayer it would be great to be able to play with friends without needing to buy a separate console/PC and/or game also add the option for both horizontal and vertical split screen
!feedback
buff ego. i like ego
🙏
!feedback
I think power elixir should save you from oneshots
!feedback
press and hold middle mouse click for more ping options
(like being able to use the chest ping even if youre targetting the ground cuz sometimes its hard to perfectly hit an interactible from far away or maybe you want to target a group of enemies)
!feedback
Add Drifter and ||Robomando|| to RoR2
!feedback Make pilot's drone show up in-game
!feedback
Remove blind pests. They suck i hate them
!feedback very, very minor change. maybe add little void cracks to the glass frog so you know you're doing something?
!feedback
Rename gup boss fights from "horde of many" to "horde of many friends". Alternative names include: "horde of many silly guys", and "horde of many strawberries".
!feedback
Since we can now buy drones in void fields and they dont die from void fog, already existing drones/turrets shouldnt be disabled upon entering void fields. Let us bring in drones
!feedback
I think adding Ancient Scepter(upgrades each character's special skills) as one of the new Legendary(red) Items for the new DLC would be very solid as said item would make runs more diverse on its own regardless of the character you pick;
It would also make it worth using with any new DLC down the line as it would provide more content for newer survivors as well. It has also proven to be at the very least decent with its modded versions.
!feedback
Kibdly add aim assist like when in gamepad mode in pc. reason is i have difficulty with mouse due to nerve problem. thank you
I get that everyone really likes ancient scepter, but having to add in potentially 28 new skills just for a single item is insane, and I don't expect any dev to do that amount of work for one item
so instead, how about it upgrades the passive? The only character that can switch passives is Acrid, and many characters don't have passives, so those can have a one-size-fits-all passive, and the total amount of skills reduces to <14. Additionally, since a passive is almost always a stat change or mechanic rewrite, it's a lot simpler to "upgrade" the skill into something that can still be fun.
!feedback
(Credit to Manly)
Instead of all horde boss events being "Horde of Many" give each horde a unique phrase, similar to how Mithrix's phase 2 is "Zenith Designs"
Possible ideas include:
Wisps: Forged from Fire
Gup: Entoxicating Behemoths
Lemurians: Underground Colony
Jellyfish: Electrified Swarm
Imps: Invaders from Another Realm
Bison: Endangered Powerhouse
(This is just what I could come up with. Could likely be significantly better.)
!feedback
Altar Of Friendship - If a friend dies, the remaining players can pray to the altar for 50% (variable)(permanently or until the end of the stage) cap on their maximum health to bring him back.
!feedback
Gup SMP
A Minecraft server
!feedback with the recent addition of railgunner (and other damage increasing things) newt guy should have a death animation. not just glitch out
!feedback grandparent sun attack is way too strong. That is all.
!feedback
Proposal: Rmove blind vermins
Reasoning: Theyre existance is detrimental to the modern society
Cmproimoise: Atleast amputate one of their leg or smth idk
!feedback
Different variations of stages shouldnt have more/less loot. For example, the cave in abyssal depths shouldnt be the deciding factor in getting ~20 something % more loot. That "extra loot" should just be present universally across all variants.
Basically standardize the amount of credits given for interactables. Have that standard be the current "high" point
!Feedback
Add new artifact codes for each new dlc stage. I think this would be a decently simple way to add a good chunk of content without having to design an entire new stage, enemy/boss or items. There are plenty of interesting concepts they could pull from returns, and new ones that interact uniquely with the dlc could be interesting. For example, a survivors of the void themed artifact could be one that prevents void items from corrupting regular items (you could have all three bands, or ukulele and polylute).
!feedback
New item: Dictamnus Albus
Rarity: void(green)
Release a poisonous nova during the teleporter event, damages all near by enemies for 25% of their health, Occurs 1(+1 per stack) times, corrupts all Lepton Daisies
!feedback
LAN multiplayer/splitscreen on console please 🥹
!feedback
Rework the moon as it's kinda underwhelming
Charging the pillars feels repetitive
The moon feels bigger than it has to be
Mythrix second phase is dull
Some items make mythrix fourth phase extremely difficult
!feedback
Add an artifact that can have a chance of adding the boss augments that are in Simulacrum to the regular gamemode
!feedback
Would love to see more equipment that doesnt simply get better with fuel cells. More passive equipments like card or (sorta?) Woodsprite. They would indirectly make lysate cell more valuable since you wouldnt be neutering 90% of the current equipment by picking one up
!feedback buff shrine of woods
!feedback make shrine of woods do something more than just healing tbh right now if it isn’t near tp it’s almost never worth it
We've got a lot of characters to fit into a lot of game archetypes the only major archetype we're missing is there's no one with a big heavy automatic gun
Having someone like that with really low movement speed and a lot of Firepower would be really fun
!feedback
One shot protection should protect you from quick bursts of damage
!feedback
Artifact of the Overloading
All Elite enemies are only Overloading
Every 1 hour of playtime, an Overloading Worm with Overloading Elite effect will spawn
For players that want a real challenge
!feedback
please add between pc and console
After playing on monsoon some more, there is a glaring outlier in monster balance - Swift (swooping birds). In fact, 9 out of 10 of my deaths on monsoon are now these birds, and this is beginning to be reflected in my stats. This is generally agreed upon by most players I have coop-ed with. In fact, it's the primary reason why only characters with moves that have iframes/invuln are considered consistently viable on monsoon. Otherwise, you're gonna just die to Swifts every time.
I have, on several occasions, lost 800-1100 hp to only FOUR hits from NON-ELITE swoopers. This kept happening so fast that I was unable to react at all, and I do not say this lightly - I am perfectly ok with reacting to 0.25-0.5 second events in most action games like this one. Everything else, while tough, is fair (or playable around/avoidable). These specific swooping birds are NOT. Either they need a noticeable hit point reduction, or they need a noticeable damage reduction.
commando m16
!feedback In both games, give Commando a Burst-fire rifle or a Submachine gun as an alternate primary ability
!feedback port risk of rain 2 to mac
!feedback
New Survivor: Daybreaker
Stats
Health: 110 (+33 per level)
Health regen: 1.5 h/s (+ 0.2 per level)
Damage: 12 (+ 2.4 per level)
Speed: 7 m/s
Armor: 0
Primary: Agile. Hold to fire a constant beam of light that deals 100% damage every 0.5s, increasing by +3% (max. 1000%) every 1s while it is damaging an enemy. Releasing resets damage increase and has a 0.5s cooldown, after reaching 1000% damage, releasing resets damage increase and has a 3s cooldown
Secondary: Send out 7 seeking shards of condensed light that deal 160% damage each. If activated while shooting Primary beam, converts beam into 7 seeking shards, each dealing damage equal to damage of the Primary beam converted upon activation
Cooldown: 15s
Utility: Release a flash of bright light that causes all enemies within 30m to become Blinded for 5s, and deals 170% damage, +30% damage for each enemy hit. All enemies that are Blinded will stop attacking
Cooldown: 30s
Special: Send out chains of light that pull all enemies within 30m to you and chaining them to that spot. Enemies take 200% damage every 1s while chained, lasts 20s. If activated while shooting Primary beam, instead shoots 5 seeking light shards to every enemy within 30m, each shard dealing 300% damage
Cooldown: 30s
!feedback
give Commando's Tactical Dive more reasons to use it compared to Tactical Slide, such as significantly lowered cooldown, increased damage reduction whilst rolling, or complete invulnerability whilst dodging so having it instead of Slide is more of an understandable choice
!feedback add upgraded versions of common items for the uncommon item pool, for example:
bursting fungus/blistering fungus, standard bungus but the mushrooms that appear when you're standing still explode after a short time (normal per stack bungus effects, but also makes the mushrooms explode for more damage/appear quicker, exc, corruptable by weeping fungus)
lens-maker's monocle: +20% crit chance (+20% per stack, corruptable by lost-seer's senses)
soldier's blood pack: +30% firing speed (+20% per stack)
!feedback
purple guy
New interactable that changes an item's rarity. Rarity rotates common -> uncommon -> legendary -> common. Boss/lunar are unaffected
increased rarity increases nunbers; decreased rarity decreases numbers
costs all the stacks of an item you have + 5 levels of xp or something
!feedback Making RoR2 crossplay or Xbox play anywhere would be pretty sick (: In terms of longevity, having a consistent player-base that can play together seamlessly would be very appealing to new players and especially current players who may have friends on different platforms. RoR2 is the kind of game that most gamers will be hooked on IF you can get them to buy it. Cross-platform capability is just another reason for the average gamer to give it a try. It would also let me play with my boys, so I may be just a bit biased 😂 Also, Gearbox is definitely capable of implementing SHiFT into RoR2 as they have done it with BL3 and TTW (they might have done it with other games but these are the only two that I have played with SHiFT). This could open a whole realm of possibilities within the modding community, maintaining a healthy player base, and the improving the overall appeal of the game.
!feedback
similarly to @/awesompowahperson#6644’s idea, give loader’s default grapple fist (the non-spiked one) some cool effect as spiked fist is literally just a direct upgrade and there’s no reason to pick the default one
!feedback
The berserkers pauldron nerf (requiring 4 kills instead of 3) should be reverted.
It used to be a very helpful item for early game. When youre lacking aoe or proc chaining items the 3 kills seemed reasonable for such a noticeable stat boost. Now you only really notice the frenzy when youre mid-late game.. after youre at the part of the game where berserkers pauldron had the greatest impact. ..when that bump in stats is no longer life or death and you have other items already buffing you.
Imo before the nerf it was A tier early game, and C tier late game. Now its closer to C tier all around. Please, let it shine in those first 3 stages again.
!feedback the UI is very cluttered... maybe add an option to disable certian parts of it?
!fredback
Make it more likely for printers to spawn next to ledges
!feedback
Make it so no interactables spawn within 10m of a drop-off ledge
!feedback
deadzone setting on console to reduce input delay
on console right now theres no way to change your deadzone, and it having a high base deadzone setting makes the game constantly feel like your inputs are half a second behind
im not sure how much this affects other players but as a player who plays on usually low deadzones it almost makes the game unplayable with characters like railgunner who need the accurate aim
and personally i don't wanna even play the game until the input delay problem is fixed
!feedback Please for the love is all that is holy make it so that I can switch where the ancient teleporter goes after I press the teleport button, I have lost multiple runs because I have accidentally looped instead of teleporting to the last level due to muscle memory button presses.
k
!feedback add another "alternate gamemode"... Versus! you either have to try to stop the player from beating the game, or whoever beats the game first, etc. i know artifact of chaos is a a thing, but gthere are so many options!
!feedback and a gamemode where you play as enemies! the funcionality is 90% there, the only real work would be the move icons!
!feedback the water geysers that launch you should point in the general dirction of where they are lauching you, not just point strait upwards
!feedback
We want Cross-Play✊
!feedback
Item: "Overstuffed Ammo Drum"
Blue tier
For each skill that's on cooldown, gain an attack speed buff. Makes all of your cooldowns longer.
!feedback
Add some/more stage hazards
Potential ideas could be:
The Snowy Forest sap actually slows you down
The Snowy Forest campfires actually burn you
Add lava to Abyssal Depths
Actual sulphur pools on Sulphur Pools that damage you and/or inflict debuffs
Add ice like Snowy Forest to Rallypoint Delta
Tar pools that can slow you on Abandoned Aqueduct
!feedback
A new Teleporter Boss with a different clear condition
So far all the Teleporter Bosses have the same condition where you need to kill the boss in order to finish charging the teleporter (on purpose probably), but I think having new clear conditions would be cool
Surviving while staying above a certain amount of health for instance
While killing it is still possible, it’s an enemy so powerful that you only have to survive long enough until the teleporter charges to escape it
!feedback
Make it so mountain shrines and gold shrines cant spawn in void fields. They dont have a benefit and they just take up interactable credits
!feedback make to so that command essence disappears and makes the item you chose go into your inventory instead of turning into the chosen item to prevent stealing
!feedback fix this when spectating
!feedback enable the use of keyboard and mouse on console
!feedback
Edit: Give console players the, "allow rule voting" option for multiplayer lobbies.
Let host control what artifacts are or are not enabled in quickplay lobbies.
I enjoy playing multiplayer but half the time someone joins and immediately puts on command or some other thing i dont find fun. Ik lfg can bypass this issue but at that point you might as well remove quickplay
!feedback
Idea for the Marksman ALT of Railgunner since Backup Maganine does nothing on it.
So, how about Back Up Magazine add an additional shot to the Marksman in a burst? Keeping the Marksman quick like it should but burst? Because as it stands now, BUM is useless with that skill.
!feedback
Add a alternative game mode where we can explore the Safe travels and uncover secrets and lore inside, meet all the survivors (Manor Croft style)
!feedback
Having additional skins to unlock (non microtransactional) through certain tasks or play styles
!feedback
New Survivor: Nightslayer
Stats:
Health: 150 (+45 per level)
Health regen: 1.5 h/s (+0.2 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 0
Passive: Enemies take 5% extra damage from all sources per stack of Dark Sickness
Primary: Send out 3 seeking spears of darkness that deal 60% damage each, the third spear applies Dark Sickness on hit for 5s. Can hold 4 charges, each recharges after 1s
Secondary: Fire a beam of darkness for 6s, dealing 100% damage every 1s. Each hit applies Dark Sickness to enemies for 10s
Cooldown: 15s
Utility: Surround yourself with a 10m radius cloak of darkness for 10s, enemies outside of this radius cannot see you while active, applies Dark Sickness to enemies inside this radius every 1s for 15s. +25% Movement Speed while active
Cooldown: 25s
Special: Instantly apply stacks of Dark Sickness to all enemies in your vision for 20s, equal to the number of charges your Special currently has +2
Cooldown: 30s
Alt Special: Remove all stacks of Dark Sickness from all enemies, then those enemies take 2500% damage
Cooldown: 35s
“…and so he left, bringing darkness to yet another planet.”
!feedback
Give mercenary’s slicing winds skill an alternate unlock condition, like “clear 40 environments as mercenary” or “kill 400 monsters as mercenary”
!feedback add a difficulty slider to simulacrum that will increase the difficulty that you set in the start of the game every 20/30 minutes (drizzle -> rainstorm -> monsoon)
!feedback make it so that bosses in simulacrum can drop their yellow items on a 5%/10% chance, or if you have the 57 leaf clover, on a 80%/90%/100% chance
!feedback
Reduce how bands stack when MONSTERS have them.
This is specifically for void fields. I dont think they should be removed/blacklisted but i do think they need to be balanced better. Instead of kjaro dealing 300% (+300% per stack) and runalds dealing 250% (+250% per stack). Id say, half that. It still leads to a burst of damage thats 450% or 375% the original hit (since they get 3).
Its just frustrating to either be forced out of void fields or risk getting one shot at full health.
!feedback lunar item idea
deal double damage to enemies from the back, but deal half the damage to enemies from the front
also applies to you, as in damage dealt to you is halved from the front but doubled from the back
!feedback
Please change ATG Missile to say "Chance to fire a missile on hit" instead of just "Chance to fire a missile". Not consistent with the descriptions of the other items and super unclear. Chance to fire a missile every few seconds? On heal? On hit would instantly clear it up with casuals
!feedback
buff commando frag grenades by making them explode on enemy contact
!feedback
Nerf Pests. I, and it seems many others, hate how Pests are just mega-buffed lesser wisps. They can easily, alone and without any elite aspect, 3 shot most survivors at pretty much any stages. They spawn just as frequently as Lesser Wisps, move faster than wisps, harder to hit than wisps, have much more hp than wisps and are also more consistent at hitting their shot then wisps (reminder that wisps are hitscan and fire 3 shots at once in a tight spread by the way). I honestly hate how much of a threat they are and how often they spawn in. Having to deal with this enemy every 10 seconds or so and in every other swarm of enemy is awful and getting one shotted by Mr.Random-Overloaded-Pest who is 50 meters away from me is just kind of insane.
!feedback nerf voidlings homing projectiles. While they do add a unique dynamic to the fight their homing properties are way too overtuned and impossible to dodge even with a ton of movement speed
!feedback make it so that item drop chances with sacrifice on are increased in the early game, normal in midgame and decreased in the late game so it wont lag as much
$feedback
Buff titanic knurl to be a percentage based heath and regen increase instead of flat increase.
Would make stacking them actually powerful. Currently a knurl feels about as useful as 4 white items held together with blue tape
!feedback make commando thicker
hello, who can come up with a solution to the problem, we play online together, after the 4th floor, all except the host, game characters disappear and mobs disappear
its an Easter egg referencing the tragic disappearance of my dad that occurred when i was 4.
There is no solution for this Easter egg, the only thing you can do is to pray for gearbox bring my dad back.
!feedback
Give distant roost and titanic plains the same amount of intractable credits as siphoned forest.
From my experience, siphoned consistently gives at least double the amount of items as roost, and about 4-6 more than plains. This just leads me to reset until i get siphoned. Why would i want to start on a map with 7 items instead of 16?
!feedback
Blacklist regenerating scrap from the AI item pool
Worthless
!feedback
|| New Survivor: Donald Trump, so he can make America great again ||
New Artifact: Artifact of Shrines
(I don’t know how Director Credits work, so bear with me)
Makes it so after chests and teleporter are spawned, the only other interactables that spawn are Shrines (Blood, Woods, Combat, Mountain, and Chance all have the same chance to appear multiple times, but Altar of Gold can only appear once [if spawned])
!feedback New artifact: artifact of haunting. There is an unkillable gup after you (it will follow you and you can’t get rid of it in any way) (also the gup is 35% faster)
!feedback
New equipment concept: broken antenna
You send out a signal on use that forces all your drones to move wherever the signal landed for 5 seconds and gives an additional 20% movement speed for them (reason being that it’s hard to normally get drones unstuck if they move poorly and to save them from otherwise unavoidable attacks like grandparent suns or vagrant shocks)
!feedback
make a setting that lets you disable item appearance on your survivor (i know there is a mod for this)
!feedback make item auto grab distance greater
!feedback
Buff aegis.
Make aegis give more bonuses for barrier.
-Decreased barrier decay speed would be nice.
-Not sure how strong a linear increase to armor would be. Something along the lines of every X amount of barrier heath you have, you get Y armor amount? It could be health percentage or set at intervals maybe..?
!feedback
provide us with a way to obtain void items while using artifact of sacrifice, maybe? a lot of players prefer the game with it enabled but it completely cuts us off from the new items, and that just feels like unfair punishment, especially since we pay for that content.
!feedback
In Sacrifice make Void enemies drop Void items and Lunar enemies drop Lunar items it just makes sense
!feedback
Please include an option or artifact to limit the number of enemies that can be spawned at once (For game stability during long runs)
I think this would help prevent the game from breaking down and crashing during very long runs. (After wave 100 on simulacrum, either the game engine or the game itself begins to crash and break down due to the sheer number of entities trying to spawn at once)
The upper limit that i have been able to achieve has been around wave 165 where the enemies are around lvl 2000.
Adding a feature that allows only so many enemies to be spawned on the map at once (While still including the difficulty stat increases) would likely prevent this issue from occurring.
Note- this stability issue is predominantly occurring in simulacrum where there is not even a fraction of a second between enemy deaths and spawns after multiple hours in the same run.
!feedback
make character eclipse levels viewable in multiplayer lobby. would make it easier to know when you're playing on your current level.
!feedback
A « dogling » a combinaison of voidling with a dog , but a cool looking dog
!feedback
Logbook Survivor monsoon skins
I love looking at some of the models but what if when we get the monsoon skin we could swap them to see both.
!feedback
A new single use equipment that brings back all/some/one, "used" grey item(s). Broken watches, empty bottles, consumed dios, consumed pluripotent larva, and (maybe) consumed regen scrap.
Most of the time it wouldnt have much of a purpose, but depending on the situation it could salvage a run.
Lost your dios to a (insert ror2 moment)? Bring it back from the dead!
Your watch-dependent build just got crippled because you mistimed a jump? Better pray on that equipment barrel to bring you out of the trenches.
Accidentally got malachited with 15 power elixers? Heres this little trinket. Give it a shot.
As for regen scrap.. you could pull some big brain double dips into good printers/cauldrons if you decide to take this item over something else
!feedback
Void 
Does the same thing except attack speed buff instead of healing
!feedback
A manhunt style mode, where you can pick between 1 or 3 hunters. These hunters are nerfed damage wise health wise. Something to add to the difficulty of facing the crazy world of Risk of Rain. Also a mode where we can control what spawns like the director. Just a thought.
!freddyfazbear
New Legendary Item: Standard Duplicator
+7 (+7 per stack) Duplicator Credits
Picking up an item duplicates that item, so long as you have the necessary Duplicator Credits (DC) (excludes Equipment and Standard Duplicator)
White: 1 DC
Green: 3 DCs
Red: 10 DCs
Void: 7 DCs
Lunar: 5 DCs
!fredback
A melee flying enemy like Evolved lems would be cool in RoR2.
It would also be cool to see Trokks. I feel like they'd fit nicely in RoR2 as well.
!feedback
Dont let players interact with blood shrines when they have a power elixer and are below the hp threshold
(If im at 49% health, dont let me hit the 50% blood shrine)
does anyone know why I can’t complete the hermit crab quest on my nintendo switch ?
!feedback
Fix Scavenger spawns within Void Seeds, they are broken currently as when they die inside one, their bag seems to count as an enemy and are impossible to open, thus making collapsing a Void Seed impossible.
A native sandbox mode similar to Warframe where you can simulate any enemy/elite variants and get items to test out combinations of items or survivor abilities.
!feedback
make scavengers spawn based on how many items you have in your inventory instead of based like all other enemy. now void fields, shipping request, and executive card which give you lots of items can now bring scavengers earlier into a run (like voidfields did before but cooler now)
!idea
(For console) that you can log in to steam so you have a cloud. You can have 1 safe across multiple devices (like in hades) (for risk of rain returns too)
!feedback
After adding day/night in the game, let us explore the dark side of the moon, there might be a new boss fight, maybe Newt?
!feedback
Does anyone know is it possible to get the password for qa_server branch? As the public server is so out of date, that I can't even host a server for friends.
!feedback make it so that rex' syringes come out of his actual gun, while other projectiles such as shurikens would come out of his flower
!feedback
no. NO NO NO. NOOONO NONONO. dogs in videogames always suck
Wait a minute, that's not feedback
!feedback make it so that simulacrum can be used for more than just unlocking viend, its really fun but theres literally no sense in playing it other than getting viend
!feedback
Shrine of Chaos
Costs 1 Lunar Coin to activate
Randomizes every single item and equipment you have (within their respective tiers)
Minecraft
Random idea
Ifrit's Bile (Red)
(Reworked Ignition Tank)
Ignite effects deal 300% (+300% per stack) Damage
15% chance to engulf an enemy in flames that deal 100%×4 TOTAL damage (Each hit inflicts ignite)
Me thinks Ignition tank's effects fit in more with reds like clover and icbm
The on hit effect making it effective even without other ignite effects
Making it better as an independent item compared to its "Buff this set of items" brothers
Thats a wolf though
Dark souls
Fallout 4
!feedback
new item
Adrenaline Shots (red)
20% (+10% per stack) chance on activation of any skill to refresh its cooldown
!feedback
Increase the chances of a boss item replacing the random green item if you "Perfect" the boss, taking no damage from the boss throughout the teleporter event.
I think the game could use interesting skill-based rewards in addition to finding the hidden Legendary chests on Stage 4. Perhaps there are other interesting ideas for skill-based rewards?
!feedback
Unique survivor skins for obliterating/defeating twisted scavenger on monsoon, possibly turning them into lunar constructs or “twisted” in the same way as the scavenger
…i just want more options for skins man
!feedback
Tele consent, when anyone interact with tele to start the boss fight or leave the stage, give other players a vote window, press E or something to agree to interact (like the take/give vote in LoL) the vote will end in 10 and the interaction will be successful if more than half of the team agree.
Someone just don’t want to type R or wait, and if you got someone who vote no to waste time, they will ruin the run with or without this vote.
!feedback
This as a toggleable thing like Rule Voting in lobby creation
Additional comment: similar to mvm from tf2, if less than all players haven't readied up yet, there will be a timer for maybe 60s that counts down regardless if everyone is ready. If/when everyone readies up, the timer instantly finishes. For each additional person that readied up, the timer will count down faster. 1 person is 120s, 2 people is 60s, 3 people is 40s, and 4 people is instant.
!feedback
Make it so ai allies (bguards, drones, ghosts etc.) cant pick up gold nuggets from
or ammo boxes from 
They just come by and steal your stuff. Neither of them work for your ai allies so theres no benefit to losing these collectables.
!feedback
!feedback newt guy should have death anim
!feedback
Killing Newt like 5 times in a run or something makes him suddenly turn into a bossfight
An incredibly difficult fight that is nearly impossible, and requires skill over items
So players can either get punished for killing innocent Newt or can fight a really difficult/fun challenge intentionally
!feedback
Make it so while I have Artifacts of Kin and Dissonance active, there isn’t that stupid glitch where no monsters spawn
It’s rare but it happens and it sucks cause I get no items because no monsters = no gold
:[
i like this idea
!feedback
This has probably been said a bunch before, but a chest where you can pay to store an item so someone else in multiplayer can pick it up instead would be an awesome addition to returns or ror2
!feedback
Why I can’t see my votes
!feedback voidtouched elite equipment
!feedback
Since the scavengers are a unique boss and throw thquibs as an attack which was an equipment in the first game I think it’d be interesting if they got a "boss equipment" that was basically just that attack but slightly nerfed and on a longer cooldown
!feedback
Change to Captain’s Alt Utility: Diablo Strike
Send a request to the UES Safe Travels for a kinetic strike, press again to confirm. Deals 20,000% damage after 10s. Can stall confirmation to increase damage by 2,000% every 1s stalled
Cooldown: 10s after confirmation
!feedback more opportunities to get elite equipment, by increasing drop rate or otherwise. (I have 175 hrs and just found out they existed, only bc i happened to see them on the wiki)
!feedback
Equipment: Prism
Release a bright beam of light which bounces off surfaced. Scales in power and size depending on the number of enemies you’ve killed and their health pool
Cooldown scales as well (assume the minimum being 10 seconds and max 75)
!feedback buff steak (and aegis)
!feedback
Solar items (originating from Providence)
Thinking you’d get these by putting lunar items into a cleansing pool (with maybe the heresy items and other items an exception), giving a solar equivalent to remove the negative, but halve the positive. Or changing the effect entirely. Perhaps like void items, solars would ‘purify’ any other of their source lunars.
But then where would you get the pearls? Maybe from the ‘horde of many’ TP boss spawns same as any other yellow.
For example, a corpsebloom would become a lifebloom, +50% to your healing. Shaped glass becoming shaped amber, +50% damage. Brittle crown becoming bulwark’s crown, your damage scales based on gold held.
Regarding beads of fealty in particular, perhaps you’d get something like ‘beads of compassion’ where obliterating would now bring you to fight the ghost of Providence, or his wyrms.
“His influence is dark.
I do not blame you of your curiosity, but cleanse yourself of it immediately. It will ruin you, and all you care about.”
Good afternoon, dear developer! I'm a big fan of Risk of Rain 2 and Risk of Rain Returns. I would really like one of these games to be a port to mobile devices, if possible. I think it's a good idea to play both on consoles, computers, portable consoles and also on mobile devices. For example, the game Dead Cells is very well played on the phone both with and without a gamepad. Thank you for your attention and have a good day!
!feedback infusion change idea
make it so that it can give you infinite health like in rorr, also scales based on your level/max health (for example, for every kill you get, you gain +0.5%/1% of your max health) but it only applies at the start of the next stage or when you start the teleporter
that way infusion can be useful in lategame, simulacrum or be even more useful in early game
!feedback make enemies that crawl on walls/ceilings, like another type of blind creature for example
!feedback
on their behalf, use this for that
!feedback
Celestial Polarizer - Lunar Equipment
Flips around ALL Lunar items' upsides and downsides.
30s cd
(Affects Spinel Tonic as well
[Additional note - picking up another stack of a Lunar while all the ones currently held are flipped will result in two separate stacks (one flipped, one not)
!feedback
New Red Item: Cooking Apron
Killing a boss enemy has a 10% (+5% per stack) chance to drop a temporary version of that boss’s Boss Item that lasts for 75s (+10s per stack)
If a boss is killed with
, instead drops 1 permanent (like normal) and 1 (+1 per stack) temporary versions of the boss’s item
Works like the Blue Temporary Items from Risk of Rain Returns, where picking up another of that item resets the timer, and once the timer goes off only one of that item disappears, not the whole stack
!feedback
New Survivor: Hybrid
Stats
Health: 100 (+30 per level)
Health regen: 1.5 h/s (+0.2 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 10
Passive: Start with 1 
Primary: Quickly fire a laser blast for 65% damage that has a 5% chance to burn on hit, and a 20% chance to fire 2 lasers instead of one
Secondary: Charge a fireball for 3s, deals 250% damage in a 10m radius and ignites on hit
Cooldown: 15s
Utility: Teleport to where your crosshair is aiming, limited range of 30m
Cooldown: 8s
Special: Shoot a special laser ball that deals 150% damage. Bounces between enemies within 25m of a hit enemy, prioritizing and dealing a bonus 150% damage to enemies with 85% or more health. Dissipates once no enemies are within range
Cooldown: 10s once the ball dissipates
“…and so it left, to resume its role as Gatekeeper.”
!feedback
Keys are removed from inventory after they are used. It would be logical for used and broken items to be removed too (Power Elixir, Delicate Watch, etc.)
!feedback
New Survivor: Assault
Health: 120 (+36 per level)
Health Regen 1.8/s (+.36 per level)
Damage: 10 (+2 per level)
Speed: 7m/s
Passive: You Inspire ALL nearby allies, giving them +15% (+3 per level) attack speed
Primary: Fire your assault rifle at 4 shots per second for 120% damage per shot. Every 4th shot deals double damage.
Secondary: Throw an impact grenade for 400% damage and faltering in a 10m area.
4 second cooldown.
Utility: Rush forward, gaining 300% movespeed for 2 seconds. Running into a large enemy will cancel the action, dealing 500% damage and faltering you for .5 seconds. You cannot attack while Rushing.
12 second cooldown.
Special: Brace yourself, losing 30% movespeed and gaining 30 armour. Your Inspire buff gains new stats: its attack speed buff has a tripled effect, ALL allies gain +30 armour, and ALL allies gain + 3(+.6 per level) health regen.
Reactivating ability will exit Brace and your Inspire buffs will return to normal.
20 second cooldown on deactivation.
!feedback
Void
: Otherworldly Poison Sprouts
On death, enemies drop spores on the ground which mature after 5 seconds
When mature, the sprouts deal 100% damage in a 5m(+5m per stack) radius every .5 seconds and slow enemies inside by 50%
!feedback
If it has a number next to the name of the load out skill, it is for the alt loadout
New survivor: Daiquiri
Health: 100 (+25 per level)
Health Regen: 1.2/s (+.15 per level)
Damage: 25 (+2.2 per level)
Speed: 7m/s
Passive: Each bullet applies a stack of (Deadshot). Counts as de-buff
Primary (Six Shooter)- You have a revolver with 6 bullets that deal 100% damage. Every bullet fired before reloading will increase the next bullets damage by 45%. Each bullet had a 0.2 second cooldown
Secondary (Deadshot)- Activate your (Deadshot) stacks, each stack increases your current attack speed and movement speed by 5%. The buffs last for 10 seconds, and (Deadshot) cannot be applied while buffs are active. 10 second cooldown.
Secondary 2 (Deadlock)- Replace (Deadshot) with (Deadlock) stacks. Each bullet has a 50% chance to apply a stack of (Deadlock). When you activate the stack you will get a buff depending on how many stacks are activated. 1 stack: Increases your movement speed by 10%. 2 stacks: reset your special skills cooldown. 3 stacks: Turn your next 6 bullets into the damage of your last bullet. 3 second cooldown. 10 seconds if you activate 6 stacks.
Special (Nano-rune)- Replace your position with your (Tech-Rune). 15 second cooldown.
Special 2 (Delta-Rune)- In the area around your utility, cause an explosion that will deal 500% damage 15 second cooldown.
Utility (Tech-Rune)- throw a device that will start floating once you press it again. Any enemies near are ignited. No cooldown.
!feedback
Sticky Bomb and Gasoline are the only two white AoE attack items. But Gasoline is immeasurably stronger than bombs of the same grade. Like, 10 Gasolines = Armageddon, literally Hell on earth, TOTAL burnt offering and destruction. 10 sticky bombs = hehe, bombs. It's a shame that half of them explode after the mob is dead.
Overall, I suggest upgrading Sticky Bombs at least a little. Something like +2/3 m per stack to the explosion radius. Or, as an option, -0.1 sec per stack to the time before the explosion. Or both. This will make them at least a little more competitive
!risk of rain 3 returns
so true..
!feedback
I think Eclipse is boring gamemode that changes only percantages, but actually never impacts on your gameplay. I suggest a little changes that upgrades bosses and I think these are not hard to make.
Beetle Queen shoots 3 times
Stone Titan spawns extra fists under you
Wandering Vagrant uses his special attack additional time when his hp below 50%
dunestrider can jump very long range and get you
Magma Worm 2 times taller and his knockback increased
Overloading Worm 3 times taller and spawns extra lightning if you are far away
Solus Control Unit spawns healing elite solus probes, but cant be more than 3 and cd increased to 20s
Alloy Worship Unit cant spawn solus probes, but instead spawns 4 extra circles from his special attack, cd reduced by -25%
Aurelionite +1 extra Aurelionite in combat
Grandparent uses his special attack additional time when his hp below 50%
Grovetender spawns elite greater wisps when his hp below 50%
Imp Overlord throws extra knifes around after each teleport
Scavenger gets +1 active item
Xi Construct +2 laser beams from his laser attack
Void Devastator gets random void item (Plasma Shrimp, Lysate Cell, Needletick, Pluripotent Larva, Polylute, Safer Spaces, Singularity Band, Tentabauble)
Mithrix his jump attack strikes 2 additional shockwaves (both first and third phases), his pizza attack has 2 times more projectiles, hammer smash attack in 3rd phase strikes shockwaves around him, his 4th phase can't be skipped, no more bridges in the arena
Voidling Giant laser speed +50%, Giant laser pierces all cover, -25% cd reduction for Giant laser attack, Voidling gets 50 armor while using Giant laser
upgraded bosses spawn depends on eclipse level
1-2E Beetle Queen, Stone Titan, Wandering Vagrant
3E Clay Dunestrider
4E Imp Overlord, Solus Control Unit, Magma Worm
5E Grovetender, Xi Construct, Overloading Worm
6E Alloy Worship Unit, Void Devastator
7E Grandparent, Scavenger
8E Mithrix, Voidling
Need mouse support on console, as well as a closer experience to PC
!feedback
Lunar Equipment: Affection
Appearance: a Dog Collar
On Use: Supercharge an Ally (give the targeted ally all the buffs of Tonic) for 20 seconds BUT at the cost of your own stats (-20% to all stats for 20 seconds).
(Supercharge ends instantly if the user dies)
Cooldown: 80s
!feedback mushrooms and water geyers should point in the direction they are going, not just upwards
!feedback
Make it so when the leader leaves in a quickplay match, the game isnt ended and host is transferred.
Even if it takes a minute or two, thats better than having x amount of minutes wasted because of a disconnect or a quitter
!feedback
Why can we repair drones but not turrets? This needs to be fixed
!feedback more artifacts
!feedback
Especially Prestige please I love Prestige
!feedback
Void ignition tank that improves electric/plasma effects instead, i.e. ukelele, captains tazer, tesla coil, royal capictor, charged perferator, by allowing them to chain to a nearby target if they cant already or improving the damage of the chain.
!feedback
Commando's Frag Grenade should explode on contact with the ground/enemy
!feedback have the bazaar be inaccessible for the rest of the run if this is done
!feedback
A few ideas for artifacts
Artifact of Maze
Stages progress in a random order, also disables portals
(Commencement, Planetarium, Bulwark’s Ambry excluded, spawning at set stage intervals, with a portal to leave and continue guaranteed in commencement and planetarium upon the boss’ death)
Artifact of Mass
All knockback is negated for allies and monsters alike
Artifact of Blood
Purchasable interactables cost health rather than gold
(Small chest = 15% hp, large chest = 30% hp, attack/healing/utility chests = 25% hp, legendary chest = 75% hp)
Artifact of Suffering/Multitudes
“Multiplayer” scaling is increased by 1 “player” each stage, starting at current player count
Only enable if you are a masochist
Artifact of Scattering
Any item can spawn in any item pool
(For example, voids can spawn from regular chests or lunar shop, equipment barrels can give regular items and vice versa, etc)
Also, what do you think artifact of design would do?
!feedback
Endless survival mode where you can play as providence or mithrix (or both, if you bring a friend) and use their abilities to fight off void monsters. Could perhaps use the big worms as a special ability for providence and summon lunar chimeras as a special for mithrix?
It’s be competing against your friend if you do two person, with providence defending petrichor V and mithrix defending the moon. Mithrix deals heavy damage but is slower; he makes up for this with his minions and his large aoe attacks. Providence is faster, can teleport, and is more combo focused but deals lighter damage.
!feedback!
Artifact of Design
Monsters can use other monsters attacks. (Example: Beetle uses Stone golem beam)
!feedback
allow setting a minimum eclipse level in eclipse multiplayer lobbies, ie only players with eclipse levels at or above that can join
!feedback
decrease the base damage and scaling of blind pests, even if the %damage on their attack is increased to compensate
200+ damage from a single stack of a void pest's collapse on stage 2 is just absurd
!feedback add more complex discord rich presence, especially to join lobbies
!feedback
Change the spawning pod of REX.
Its really strange than a robot like him was in a escape pod
!feedback
!feedback make it so that you can kick/ban players from your server without commands
!feedback. Would be nice if we could destroy the glacial elite death explosion. Like how we can destroy the healing core that comes out of a dead mending enemy
!feedback make recycle rerolls be per recycler instead of per item. This just gives you a cool interaction where if there are 2+ recyclers on a map you can recycle an item once for each recycler, using each recycler on the item. It also lets retool mul-t get 2 recycles per item, one per recycler.
!feedback
let grandparents throw nearby enemy corpses and player ragdolls and/or small enemies
it’d be funny
!feedback
Add new gup, even bigger or the smallest 
!feedback add the children from rorr/ror1 to the new dlc (maybe in simulacrum, maybe somewhere else)
!feedback
new equipment
Upgrader
upgrades rarity of an item (like
)
Then becomes 
!feedback
I suggest fixing drones getting stuck in the air lol
!feedback
give caps passive a 0,5% chance to replace any chests loot with microbots so you don’t have to gamble the run away at a shrine of order to get more stacks or lose the bots forever through scrapping or ego
!feedback
make it so that zoea's void creatures inherit your items, but only half of the effects (or all of the effects, but i think half would be fair since theyre already quite good)
also make it so that zoea's void creatures dont get damaged by void fog, for example in simulacrum (so that you dont have to wait a whole ass minute to wait for your reaver to respawn)
!feedback
add a sandbox mode that lets you spawn enemies and test out loot combinations
!feedback
make a 10% chance to teleport into planetarium from black holes (Void reaver, Void jailer, Void devastator)
chance increases by +8% for each unique void item, stacking same item wont increase chance
!feedback.
Make it so items that fall off the map get teleported upwards back onto playable space.
This would fix the issues with 3d printers/chests spawning near cliffs, as well as the awful interaction between trophy hunters tricorn and magma/overloading worms
Use the same teleport algorithm that survivors have when they go out of bounds to determine where these items are placed
!feedback
A void version of the delicate watch that linearly increases your damage as your health decreases
something along the lines of increasing your damage by 1% (+.5% for every stack) for every 2 % of your maximium health you are missing
!feedback
New void item: Tie & dye t-shirt
Red item, corrupts Ben's raincoat
Effect: X% chance on hit to apply a random debuff to an enemy. Cannot apply certain blacklisted debuffs (most likely those which are unique to a character). Stacking this item increases the chance of applying a debuff and its duration
!feedback a couple of things i thought of
make it so that EVERY player gets a damage boost to the enemies inside the focus crystal area, not only you
add a corrupted gasoline, either electric or freezing (could stun, slow or just be a slightly worse/better will'o the wisp)
make heretic have items displayed on her like any other survivor, like cmon man even turrets have their items displayed
make it so that the simulacrum focus either leaves marks behind it or marks the path its going by (aka mark its pathing but via ingame markers)
make nkuhanas opinion + lost seers + 50 bungi on engi less op
tell me how all feel about each one of those
!feedback
One of two ideas for a corrupted death mark
Idea 1: apply "misery" debuff. When an enemy with misery dies, it creates an explosion in 5 meters (+2 per additional stacks), dealing 250% base damage for every debuff that enemy has
Idea 2: on hit, apply "Misery" debuff. When an enemy with Misery dies, it applies all debuffs the enemy had to all other enemies within 5 meters, except for Misery.
!feedback
Change Artificer's flamethrower ability to also have a function similar to the Photon Jetpack from RoRR, allowing artificer some vertical movement while using it
!feedback
new twisted scavengers
Shwoompshwoomp The Harsh
1
3
2
1
2
10
1 
All watches will be repaired after each extra life
When he uses Ahoy! he gets marked (like Ping)
Dindon The Seeker
10
1
200

Pukipuki The Infernal
1
6
5
2
1 
He gets +1
after every use of 
Lulu The Purified
2
2
2
1
2 
1 
converts items +100% faster
!feedback
Name this ‘Hollow Remorse’, resembling a blackened, hollow carapace of a void jailer’s head
The log’s lore description would probably read as the void’s ode to its fallen brethren, a poem perhaps.
!feedback
New Void White
on level up or starting the teleporter even, drop a banner that weakens all enemies within 16m (+8m per stack). Lower Attack and movement speed by 25%
Corrupts all Warbanners
[while i dislike warbanner as an item and the way it scales due to the lack of scaling for the buff itself, i feel like this kinda fits how void items work and is definitely fair since having a boost in the amount of debuff this has would be a tad ridiculous]
!feedback knurl rework
+5% max health (+5% per stack)
+50% health regen (+25% per stack)
boost health regen to 200% for 0.5 (+0.5 per stack) seconds after hitting an enemy
!feedback
A void equipment to 
Matter Compressor
Single use. Convert any item that isn’t a void or a lunar into a void potential of that rarity.
For example;
—>
/
/ 
Alternatively
Singularity Organ
“Eat” any item, converting it into a raw boost to a random base stat (1 use per stage, stat increase and quality is determined by rarity of item eaten)
For example;
—> +5% base damage,
—> +10% movement speed,
—> +20 armor
—> +50% hp regen
Stat increase from items is only an example, stat chosen would be picked at random regardless of item’s original effect
!feedback
i think that ancient scepter should return, but applied to the primary instead. think about it,
secondary is upgraded by backup mag, utility with hardlight afterburner, and the special with lysate cell. nothing buffs the primary yet!
!feedback
Add a setting or change it so that artificer's nano/spear is able to be held at max charge like viend's secondary
I'd just like to choose when to release it yknow
!feedback
For the love of god allmighty, PLEASE make it so that when someone leaves, the game remembers their items and make it so they can join back mid game and get all their items back. its bs to lose everything for such a long run and not beat the boss
!feedback
There is no shot this happens, but since it has already been teased that the DLC tracks are going to be metal, I would love to see (or maybe hear?) a metal remix/remaster/remake (or some other re- word I don't know what it is) of "reaped by death//limbo" from deadbolt. I think the base song would fit perfectly as a teleporter theme, and a remix to shift it closer to the asthetic of risk of rain would be fantastic. I seriously doubt this will happen, but this is a page for ideas, and it's an idea.
!feedback make it so mushroom cant hit you in the air
!feedback
gup boss concept
Strawberry princess
Royal Majesty
Spawns in these stages:
Sundered Grove (replaces Wandering Vagrant)
Wetland Aspect (After looping)
Sky Meadow (replaces Magma worm)
Abyssal Depths (replaces Stone Titan)
!feedback
"Peripheral Fractal"
Rarity: Void item (consumes all focus crystals)
Removes damage falloff, deal 2.5% more damage (+2.5% per additional stack) to a target for every 5 meters they are away from you (maximum of 50 meters)
The idea here is that if you're really far away from the target, you'll do far more damage than if you were closer. It is obviously designed to be far better on some survivors than others
Add new graphic options such as Ray tracing and DLSS/FSR
!feedback
!feedback
There needs to be more ways to stop fall damage/ change your vertical momentum.
As of right now we have hopoo feather
, headstompers
, and tougher times
/safer spaces
for items (and strides of heresy
if you want to include lunars). About half the survivors have a default utility thats movement based. The other half arent so lucky and they heavily rely on getting feathers/head stompers to reliability stop fall damage. As more items get added into the loot pool, the likelihood of running into feathers and headset is further lowered.
It makes runs where you dont see a feather and end up taking needless fall damage more common.
Not sure how this could be worked around but something definitely should be considered before seekers of the storm dilutes the item pool again. Could be as simple as adding an item that has a flat fall damage reduction (like raps but specializing in fall damage). Or it could be something more complex like giving all survivors new alternate abilities
!feedback
The item pool dilution could be aVoided with more void items, so you chose to get them or not, also making redundant items such as Mocha. Another way would be to put a different weight to items so for example the Hoppo feather could appear 20-50% more frecuent that a ignition tank for example.
!feedback replace commandos grenade with a grenade launcher that launches a grenade
(explodes on impact, maybe has multiple charges and looks cooler)
!feedback
Character idea
Lunar character, unlocked on a new secret area "the dark side of the moon"
This character will have a low gravity feeling movement, similar to moon.
One of its attack would throw down meteorites. The second stack would create a crater below enemies.
It's special would change gravity under enemies so they go up and fall from damage (this attack afect a group of close by enemies) and it's movement special would give it lower gravity to be able to elevate/hover.
!feedback
void sticky bomb: becomes old sticky bomb from early access as well as having a chance to have a larger explosion (and maybe the newer proc chance) also its blue instead of orange
!feedback
Volatile Barnacle
(Void
)
On hit, attach small bombs to an enemy that shortly explode afterwards for 20% (+10% per stack) TOTAL damage. Corrupts all Sticky bombs.
The bombs will all collectively run on a 5s timer per enemy which is reset every single time another one is applied to the target, with them all collectively detonating into a 6m radius with a proc coefficient of 0.0 whenever the timer ends. The explosion suffers from sweet spot falloff.
!feedback
void tier: void equipment(gives extra charge if equipment is corrupted)
void recycler: corrupter(does what it says)
void cube: existential cube? draws them from a slightly shorter distance but is a bit quicker and dies a tiny bit of damage
some other stuff
!feedback
New Void Item: Corrupted Upgrader
Corrupts all
, picking up another recycler adds a permanent bonus charge to the Equipment
Upgrades an item to a random item of a higher rarity:
White—>Green—>Red—>Void White—>Void Green—>Void Red—> 5 Non-Void White (all completely random)
Cooldown: 45s
Breaks after being used 10 times, will remove permanent bonus charge instead if available, but not charges added by 
!feedback
New item: albatross
Reduces player speed by 1% but increases fire rate by 1%
Rarity: green
"Your neck feels heavy"
!feedback buff vand to 200% damage and 15 second cooldown
!feedback
Void item
BeforeBorgir
Your skills are corrupted and get burgers, corrupts all 
Using all skills in order gives you invincibility and increases movement speed by 50% for 3s, recharges every 15 seconds (-10% cd per stack, but cant be lower than 7.5s)
To get the buff you need to use Primary, then Secondary, then Utility, then Special, If you fail order you will start from the beginning
After death you will drop burger (does nothing)
!feedback add scrappers in command games for bazaar
!feedback
Make mercenary's sword and related effects red when his alt skin is equipped
!feedback
and make REX's foilage whenever they sprint and attack with plant attacks and etc green as well
!feedback
Add skins for beating Voidling and Getting to 50th wave in Simulacrum
Or
Add accessories for beating Voidling or Getting to 50th wave in Simulacrum, something like Gup hat, Classic Dog collar for acrid, Purple Fire effects for Artificer, Special badge for Captain, Print for Railgunner's weapon or Commando with Golden revolvers
||maybe Amongus on shoulder||
!Feedback
No intercorce
!feedback
intercorce
!feedback
ive only faced it once and experienced the attack once so i may be a lil stupid,
but I think the voidlings blackhole attack should have a version where, at low health, instead of purely trying to pull the player in, it also pulls the players items in like mithrix in his final stand, as the only time id faced the voidling my teammate had so many items he basically one shot it in each round.
Having a situation where it strips the players of all their items like mithrix for a more raw showdown could be interesting and a lot more challenging which would definitely fit the tone of the boss more.
(i mispelt the bosses name lmao)
!feedback
change the risk of rain 2 feedback channel (this one) to work the same as the risk of rain returns feedback. it’s nice with them each being its own thread
!feedback
New Void Item: King’s Robe
Corrupts all 
Transform a debuff inflicted on you into a temporary version of a random item you have in your inventory (other than King’s Robe, works like blue temporary items in RoRr)
Same cooldown effect as normal 
!feedback
!feedback
New lunar item
(Resembling a chimera tank’s cannon)
Chimera Feedback Catalyst
Ingame description:
Gain an additional charge or projectile to your primary skill, BUT it fires in bursts and has a cooldown period.
Detailed description:
Adds 1 (+1 per stack) charge to any applicable primary skill (ie Artificer’s Flame/Ion bolt, Heretic’s Visions, Bandit’s Burst/Blast), BUT all available charges of the skill will unload at once when used, with 100% increased cooldown. Each projectile of this burst is fired randomly in a front-facing cone.
Non applicable skills will instead receive a +200% (+200% per stack) attack speed boost for a 5 second long burst, before needing to recharge with a 5 second (+5 second per stack) cooldown.
“Hmm, my designs are yet inefficient.
They lack the necessary energy to maintain their firepower, failing after first use.
Perhaps… he was right…
Perhaps… a minuscule amount of soul is necessary…
…but. no. more.
We do NOT want a repeat of his guardians.”
!feedback
Commando's Frag Grenade is complete garbage. Seriously, this is a damage skill that is hard to deal damage with. This skill cannot compete with Suppressive Fire. This skill needs an upgrade. The most obvious thing is that the grenade should explode without delay
!feedback buff rex m1 proc coeff. from 0.5 to 0.7 /0.8/0.9/1.0 (he already has bad damage on the m1, at least make it proc shit)
!feedback
remove shrine of woods or make it increase your dmg or attack speed
it is literally useless and chest could spawn instead
!feedback
Alternatively, have it grant temporary hp regen worth a total of say 100% of your max hp (full health from near dead) rather than a small healing area, with shrine cost doubling each use. 3 uses still?
!feedback
also alternatively, make it increase your automatic health regeneration for the rest of the stage or possibly just increases all healing received for that stage? Not as much as
though
!feedback
Overhaul the category chest loot pools.
Right now we have 3, red for damage, purple for utility, and green for healing. I think the damage and utility pools have become crowded and should be split into smaller, seperate pools.
Part 1 bc character limits:
Indead of just "damage", i think we should have damage and crowd control chests. "Damage" ones would keep the red color, but just include items that increase flat damage or are more suited to single targets. Such as, but not limited to:

Crowd control chests are yellow chests that are more Aoe centered and contain items like

!feedback
Part 2:
As for the current utility chests, i think those should be separated into "utility", and, "defensive" chests.
Utility would keep the purple color. The items they get would include mobility items and those that change how your build works. Things like

The final new category would be "defensive" items. Anything related to barriers, damage negation, and armor.

!feedback
All the man cannons /launch pads/ geysers that damage you on the way down should be fixed.
Give the landing spot some kind of cushion to slow your fall. Or even simpler than that, find which ones send you a little too far, and lower their launch height. Its a very repeatable problem so i dont see how this would be too tricky to work around.
This is more than, "just an eclipse" problem since it can use your safer spaces and opal protection (when traversing the map shouldnt be a hazard* in itself)
*vields
!feedback
Alt utility for artificer
Unlocked by:
Artificer: Carpet Bomb
Kill a total of 1000 enemies while airborne.
Ion Quake
Creates a large 30m radius ion surge where aimed. Blasting enemies caught within upwards. Launch height is scaled on size of enemy, with heavier enemies affected less, with 5m as a minimum. Enemies caught within the blast are inflicted with ‘ion pulse’, exploding upon death for 30% their max hp as damage. Explosion radius varies on size of enemy.
!feedback elite drones
!feedback make the alpha constructs from defense nucleus immune to infestors or make them not spawn from voidtouched enemies
it can very easily create an infinite loop of the infestor popping up just to immediately re-infest the new alpha construct (lmao)
!feedback
Make Newt Altars also guaranteed on Stage 1
!feedback constructs are not organic creatures, why can they be infested at all? i think they should act like drones/solus units and not get voidtouched because they are inorganic
!feedback
Make the chance of the Void Portal spawning increase each stage
!feedback
With the addition of night and day on Ror2 I've been thinking about "dark touched" enemies, a new elite tipe that give them a stealth quality, move quietly/faster/ghosty type. This could bring a horror/scary component to the game. Maybe there could be dark items.
Feel free to develop this idea!
!feedback
Warbanner buff.
Make it so instead of activating on level up or starting the teleporter event, it activates on level up or starting boss events.
This would still have it activate at the start of the teleporter, but it would also consistently be useful for fighting mithrix.
I dont think warbanner is a terrible item. I just think the requirements behind dropping the banner are
!feedback next-gen editions for the console ports of the games (just a thought reallt)
!feedback pls readd mouse and keyboard for console
!feedback
should have chance of replacing white/lunar/equipment item to

Chance is 5% and wont increase if you stack 
!feedback
Lunar item: Celestial Magnet
All enemies, allies, and pickups are constantly pulled towards you. Force increases with stacks.
*Even things such as Alpha Constructs and Engineer Turrets would be pulled in. Pull-in speed is dependent on weight.
It'd be kinda cool if when two war banners occupy the same space, they add their radii together and increase the total area they can cover. this would be useful for when you activate a teleporter event and then level up and now you have two war banner areas that do nothing when they're overlapping, or in the early stages when you have only 1 or 2 stacks, but it procs like 7 times on stage 1.
Image 1
Image 2
!feedback
A small rex rework (and new primary)
For the plant based skills, rather than damage scale on a flat base% value, perhaps instead they scale based on numerically how much hp the skill took (perhaps about 2% base dmg per 1 hp taken)
New primary
Thistle Whip
10% hp. Whip forwards with a thorny branch in an overhead arc. Dealing 240% damage. Weakens and heals for 50% of damage dealt.
can we a have toggle for artificer flight on pc for the console controller? edit: i forgot to do !feedback
!feedback
This is more of a joke idea than anything else, but give acrid a tiny (>1%) amount of increased regen when he has bison steak because he is having a snack. 
Add fresh meat stats to bison steak
acrid can use bison steak as mini elixir
is acrid better with poisen or blight
acrid can use poisen midair
w h a t
I have an Idea; at the last stage, put the gunner turrets in the Mithrix arena (so they aren't in the spawn room doing nothing the whole time)
!feedback
Another Idea: make the elite equipment drops (those things that give you there aspect) items that can't stack and have it so only one can be held (so if I had the fire aspect and grabbed the ice one it would just swap them) and also we should have them be like lunar item pickups where you have to press the button to pick them up due to some of them having potentially harmful traits
!feedback
!feedback
More skill based Lunar items, based on the commencement pillars
Sword of Mass (replaces primary)
Swing a large sword horizontally in front, dealing 150% survivor base damage.
“Mass.
Presence and weight.
However shapeless.
It is boring, but required.”
Stars of Design (replaces secondary)
Cast a flurry of small stars where aimed, inflicting 50% survivor base damage each and inflicting cripple, amount of stars is determined by attack speed.
“Design.
Shape. Features. Intent.
I love design.”
Sphere of Blood (replaces utility)
Consumes 50% hp. Cast 5 spiralling orbs of light around you, the orbs loosely orbit around you, dealing 50% survivor base damage and restore 5% hp for each enemy hit.
“Blood .
Volatile. Radiant.
It is heat, It is life.”
Spiral of Soul (replaces special)
Cast 5 large walls of flame around yourself, the walls spin in a random horizontal direction for 5 seconds before bursting with an additional input, dealing 500% damage and launching any enemy hit up. Can burst up to three times. You cannot move while casting the walls, use with caution.
“Soul.
Invisible. Thin. Frail.
[thoughtful pause]
…Something he understood.”
Pentagon of Perfection (equipment)
Use on an enemy to grant it ‘shared design’ and convert it to an ally. Can only be used once per stage.
“These are the compounds.
They are what grant you being.
Go, my construct.”
Unlike the heresy items, collecting all 4 will not transform you into a unique survivor, but your current survivor will take on the color palette and visual effects of a lunar chimera
!feedback What if when you select the starting difficulty it affects how the enemy reacts in game.
On drizzle enemies seem to not have a brain.
On rainstorm enemies have a sense of their surroundings and where the player is, and in multiplayer will take priority for the closest player.
On monsoon the enemies will have a thorough understanding of the environment and what survivors are in the environment (they can prevent attacks from the survivors by knowing the ability).
!feedback
just found out this channe existed! I've been playing risk of rain since like 2015 or something, havle like, almost 400 hours in ror2, and might not be the best player, but I think my low skill makes me a good average player to get feedback from? maybe? I also have weird tastes though, so I'll try to keep those out of this. save it for later posts perhaps.
things I think would be neat to see in the new dlc that's probably too far into production to make massive changes to:
more gimmick items. specifically ones that have drawbacks to them. void items I don't think had enough drawbacks. you'll find a bunch of people with similar complaints about them being "OP" or "make the game too easy" and this is why. just corrupting items isn't that bad when they're generally a direct upgrade.
more loop mechanics. like how some enemies and elite flavors only show up after you loop once. I think this can go harder. malichites have ways of just ignoring their status effect. void reavers are kind of harmless unless you're somehow still a pure melee build at stage 6. and celestials are kind of no big threat. maybe having an enemie that tries to counter build you would be neat? sort of like a mini scavanger that adjusts their items every time they encounter you, basing their tactics on what your build was when you hit the teleporter on the previous stage? idk, spitballing. just something to threaten god builds a little better than enemies just getting lucky ig. but this is kind of a non issue when not playing command.
ways to upgrade/change character abilities. possibly making a new secret survivor like the heretic out of it. or creating a "super" survivor if you upgrade all four abilities. I have no earthly idea how to balance this, but I think it could be very fun and help make new content affect how old content plays. integrate it better into the base game ig.
looking forwards to whatever you make. best of luck, and pay your employees well pls.
!feedback
Show equipment in End screen and in Run history
!feedback
New red item that give all ai allies your on kill effects. (If a drone/turret/other gets the final hit on an enemy it will activate gasoline, will o wisps, soulbound catalyst etc.)
!feedback
new lunar item
ALL allies inherit your items, but you no longer inherit the bonuses from your items
!feedback
A void version (or equivalent if they add another item sacrifice mechanic in the DLC) of gasoline that spawns an aoe similar to lunar chimera, minimushrooms and molotov (though slightly weaker). It would perform similar to how gas worked in the original ror, and returns.
!feedback
Please fix a glitch. For some reson with command sometimes you cannot chose the item when you back out any other essences are no longer accessible and basically dosent let you chose items for the rest of the stage Please fix it!
One message removed from a suspended account.
!feedback
An idea for a lunar item: double equipment power (Such as fruit healing to full and rockets firing more... rockets) BUT double equipment cooldown.
!feedback
can we get a feature that shows us the item details live like how league of legends does (shows item healing, dmg, duration etc.)
!feedback
An idea for a new red item
Particle Accelerator
‘Slightly increases proficiency of ALL item stacks’
Increases effective stats of ALL held item stacks by ~+50% (+25% per stack of itself) as a COLLECTIVE per stack
x1 - +22.5% atk spd
x5 - +112.5% atk spd
x1 - +30% close range dmg
x5 - +225% close range dmg
x1 - +15% chance to fire, 450% dmg
x5 - +15% chance to fire, 2250% dmg
x1 - heal +150% more
x1 - -50% hp, +150% dmg
x1 - +15% max hp
x1 - +2 beetle guards
My math could easily be wrong, but you get the idea
!feedback
Give mercenary an M2 alternative that replaces the spin slash attack with a Parry that functions similar to Sekiro, allowing you to defend against attacks, but blocking too much damage will stagger you, making you unable to move. Alternatively, make it a counter-attack thing where he blocks a hit and performs a retaliation strike, maybe one where he teleports behind the thing that shot/hit him and performs a critical slash, that'd be neat!
idk man i just think it would be cool also im sick of just getting one-tapped because all my shit is on cooldown and i cant move
!feedback
An idea for a new kind of item type/color
"Aqua items" are items that are relatively uncommon, like green ones.
These items would allow you to summon a 'companion' (similar to
,
,
)
The way you pick them these item up however, is like the equipment ones. For example, if you have (x3) Aqua items of "item 1" and then pick up an Aqua "item 2", instead of having 1 (x3) and 2 (x1), you have your 1's replaced and instead gain 2(x4).
Stacking on aqua items would either improve the stats of your companion or have more of them (depends on what companion it is)
Companions would only appear/revive when you start a stage or get a new Aqua item.
Companions, different from drones or boss items summons, would stick with you differently. They can wander off but will teleport to you when you are far away.
A fun idea that I thought with them, is the fact that you can interact with your companions to give them a certain amount of one type of item!
What does that mean? your companion will inherit all stacks of an item you choose and the effects will apply to them, but they can only stack on an item for each type, so they can have 1 white, 1 green, 1 red, and so on.
If your companion dies, the items will go back to you (this could be subject to change or discussed).
Is a mix between engineer's turrets on the inheriting of items and equipment drones but interactable.
Aqua companions could be based off other enemies or elements/de-buffs.
Item example of this:
Runic stone (Aqua)
Summons a floating stone guard to stomp nearby enemies, dealing 300% survivor base damage.
"Such loyalty deeply incripted in these ancient runes... It will protect anything who threats against the stone"
(Giving it a
for example is a great idea)
Any change/suggestion are welcome! (in #ror2-discussion channel)
!feedback
New Aqua Item: Rotten Foot
After killing an enemy, summon a friendly zombified version of that enemy
Cooldown: 45s
Zombified allies cannot be healed, zombify enemies on hit (converting them into allies), and move faster with less health (up to 50% faster at 1% health)
Can only have 6 (+2 per stack) Zombified allies at a time
Cannot Zombify bosses or Champions
!feedback
I've been sitting on a printer with artifact of sacrifice for like 45 minutes. realizing that a hoard mode might be kinda fun. maybe have the printers refresh. some kind of custom level built like a fortress and you have to keep track of what choak points are being swarmed. idk. might be something neat.
!feedback
Black Rarity (Cursed)
‘Ancient relics from a forgotten time, abandoned by the gods themselves and left to fester, a blister upon petrichor V’
Cursed items would have a detrimental or direct opposite effect on the player, BUT they also create an aura, afflicting their curse to nearby enemies. The range of this aura increases with number of cursed items held.
How would you get these items? I’d think they have a small chance (0.5%) to drop from their source monster. You’d know the monster will drop it as they’d be noticeably darker and be afflicted by their own item.
You can scrap cursed items, however doing so will grant you Black Scrap’
Item Scrap, Black
-2.5% (-2.5% per stack) to ALL stats. Is prioritised by ALL 3D printers. However using the scrap has a 10% chance to instead print a random cursed item.
Cursed Aura
The dark cloud that comes with all cursed items. Inflicting their detriments to all within. Your first cursed item will grant you this aura at 15m (+5m per additional cursed item)
Broken Femur
A scuffed Lemurian femur bone which has snapped in half, a black rope is tied around the fracture.
-15% movement speed (-15% per stack)
Corrosive Armor Plate
A small, blackened clay armor plate, once used by the Tarfolk the tar has become corrosive with age to the wearer.
-5 armor (-5 per stack)
Ghostly Membrane
Thin, translucent membrane of a Jellyfish. It is said possessing this membrane will heighten the bearer’s mortality.
Gain a PERMANENT ‘execution’ threshold to your healthbar worth 8% (+8% per stack) of your max hp, falling below this threshold causes instant death. Also negates natural oneshot protection.
!feedback
new enemy - Gold digger
240 hp (+72 per lvl)
1 dmg (+1 per lvl)
20 m/s speed
Spawns only when you enter stage
Gold digger is not aggressive
he will try to run away if player comes close
he can jump very high and leave bombs that stun player after jump
When dies he drops his bag
bag contains: $50 scales over time (20%), equipment to choose from three (15%) 1 white item (55%),
(5%), 1 yellow item (3%),
(2%) or
(0.01%)
After 2 min and 30 sec entering stage all gold diggers will disappear and leave bag called 'skill issue' which contains 
!feedback
New White Item: Potion of the Gods
While health is below 5% (+5% per stack), take 50% less damage
!feedback
New construct enemy: remnant remnant construct
After first loop if a XI construct has been killed a chance for a remnant construct to spawn it has most of the same abilities as a normal XI construct but buffed some new abilities are:
Seek: it will call upon alpha constructs to help find the player if not found yet
Control: it will fire a volley of alpha construct around the player 10 to 5 depending on difficulty and or randomly your choice
Death: an AOE attack kinda like wandering something I forgot the name it deal a lot less damage but has a larger range
Final stand: upon death it will use its ability: death as it does this it will be alive for the time for the death ability to charge
That's all DM me for any ideas or changes for this and have a amazing day 🙂 edit: had a typo so I fixed it
!feedback
A vizualisation of your general progress in the game on the main menu, with icons and graphs.
🎖️ 📈
--> Icons for each survivors you unlocked, with a little badge with the highest difficulty you've beaten (Monsoon? Eclipse 5?) and why not a number with the furtest level you've reached in loops.
Also: A little graph with the % unlocks and logs you've achieved in the game.
Explaination: Rogue-likes are all about unlocks and goals to achieve. And it's way more fun to do so when we can clearly see what progressed we made. In The Binding of Isaac, when you select a character, you can see with nice icons every mode and boss you've beaten, in what difficulty. I think ROR2 needs that in a better way. Sure, there's a progress menu in the "Player's stat" (not sure of the name, playing in french) but it's quite far to find, i just discovered it after 200h in the game, and it's also quite messy.
I think a nice visualization of your progress that appears in the main menu would motivate new players because they would directly see all there is to unlock. And it would motivate long time players because it would make them get all those badges.
!feedback
void item - The storm in the bank, corrupts all 
ALL lightnings have chance to strike additional lightning with 100% (+100% per stack) TOTAL dmg and 1.0 proc coef, chance is 40%
Lightnings:
,
,
,
,
,
Plasma Bolt,
NanoBomb,
Ion surge,
Thunder Gauntlet,
M551 Pylon,
Thunderslam,
Power Tazer
!feedback
Make aspects more common, they’re a unique part of the game, but it’s so hard to get them
!feedback
Make cloaked chests have the same rarities as a large chest. They are extremely hard to find so it would make finding them worth it. Maybe to counteract this we could make it unnafected by the radar scanner/teleporter (maybe, probably not)
!feedback
(For artifact of sacrifice)
Make it so when that enemies drop items off map the items teleport to the nearest ledge so they can still be picked up please 🙏
!feedback
Add Robomando as a special drone to be purchased, much like the TC-280, but a lot rarer, maybe only appearing after a loop on stage 10. Either that or make it so when you pick up Spare Drone Parts, there is a very slim chance for Col. Droneman to be replaced with Robomando. He would be similar to Commando but a smaller hit box, higher movement speed, and the silly face plant animation. The only downside is his very low base health and the fact he is just an ai ally.
!feedback
new lunar item - Big Ben's Clock
Reduces your dmg, max hp, attack speed, movement speed and armor by -25% (-25% per stack)
After 3 stages becomes Epic Ben's Clock
The next item you get, will be legendary (+1 red item per stack)
!feedback
New red item
Adaptive Armor
Armoured chest piece lined with highly adaptive plating, able to sync with most hazards, usually reserved for the wealthy or royal of a populous.
Increases defence relative to HP remaining, up to +95% damage negation at max HP. Also outright blocks minor attacks (>5% HP damage).
‘If you strike at the king, you better not miss. And it BETTER hurt.’
!feedback
Sticky commando grenade.
!feedback
New Chest: Overgrown Chest
Only appears if Artifact of Kin is active
Has the same chance of appearing as a Boss Item dropping from defeating teleporter boss
Same cost as a Legendary Chest would on the same stage, but -25%
Alternative opening condition; feed it the bodies of all Teleporter Boss enemies (just kill the enemies within 25m of it)
Gives a random Boss Item when opened
!feedback
New yellow item from ‘horde of many’ teleporter bosses
(Likely with much higher/guaranteed drop rate to compensate for rarity)
Mask of Many
Mysterious mask carved of bone, seemingly representing many of Petrichor’s denizens at once, depending how you look at it
Gain 3 (+2 per stack) allies of randomly picked monsters native to the current stage (excluding Mithrix or Voidling). Your allies inherit ALL of your items.
Synergises with artifact of dissonance.
!feedback
change lost seers lens so that instead of chance to instakill, it increases crit damage by +2.5% or some other small number
!feedback
When you die in coop you will play as one of the allies
similar to rorr
Turn wake of vultures into horde boss item. It isn't strong enough to be a legendary, and stacking it does fuck all.
!feedback
new intractable - Hacking Laptop
appears only on Sky Meadow or Rallypoint Delta
it eats 3 white items, 5 green items or 2 red items and gives ONE white/green/red
orb
It will never eat Scrap or 
Can be used only 3 times on stage
!feedback
Artificer gets a new util for ror2, perhaps ion based to go with the rest of her arsenal
an idea I had was an ion wall that reflects projectiles.
would be cool for a ion loadout and a thermal loadout sort of thing
overseer construct: Behavior: floats around seeking a player and or players call: calls upon 5-20 alpha constructs Command_fire: fires a volly of alpha construct bullets from each eye (min 3 per eye max 10 per Eye) strike: if above a player it will strike itsvself on the ground doing little damage to its self dex will probably make this thing way better than me so thank dex for being amazing (dex is the goat)
!feedback bigger gup
!feedback
New boss - Grandmother
Upgraded version of Grandparent (similar to
)
She throws rocks that spawn Lava pillars
She can release Lava orb that raises up Player and then deal fall dmg
Her sun will be moving while active to make player change location consistently
!feedback
Mando frag grenades can be activated early if you shoot at them with Phase abilities, it will increase dmg
Phase blast: +30% grenade dmg
Phase round: +60% grenade dmg
!feedback
makes Mult scrap launcher shoot triple rockets
Rockets trajectory is similar to Conjoined from tboi, it means you have to be hard melee to hit 1 enemy with all rockets
!feedback
New lunar equipment - Lunar Devastator
Deals 999 999 dmg to all enemies on stage then becomes Random lunar equipment and gives 5 random lunar items directly to you
dmg from this equipment cant be increased or decreased
!feedback
'Digital' items (color could be some lime or black)
The main purpose of these are adding a little something per item in your inventory
These can be obtained after going trough a celestial portal inside "A moment, fractured", in an island with an abandoned computer with a container.
These items would grant you really little buffs and additive improvements, most of their effects add linearly and not in a hyperbolic way.
These would not serve purpose upon stacking (sorta like lunar items are meant to be used 1), but at the same time, by the way they work stacking them would be also useful.
Examples:
Code of the heretic
grants you with an alloy shield that increases +2 defense for each item in your inventory.
So if you have 30 items in total (counting stacked ones), your total defense would be of 60. Having 2 codes of heretic would still grant you 62 defense.
Solus soul
Gives you an auto shooting solus probe eye that orbits around you, which damage is 10% (+5% per item) of your total damage, and inherits 20% (+5%) of your total attack speed.
The internet on a pen-drive
Adds +1% of each of your stats per item in your inventory
Virus wisp
Summons a tech-made wisp to fight for you at the begining of each level. For each item it will have +4% speed, +2% attack speed, +1% damage, +1% health.
The idea of these items is to rely on the amount of items that you have and help you trough loops, as they can only be obtained after going trough celestial teleporters... and to make sure that you will constantly think about whenever you are able to one shot Mithrix before is phase 4 or not.
Feel free to ping me for any suggestion or comment!
!feedback
acrid alt skin should have his poison in his body same way his normal skin does (poison round and in the mouth, on hands and feet, green eyes, etc.)
give acrid his poison back
!feedback
Expansions should contain new menu screen aesthetics, and be able to be customised in settings once obtained.
I miss the old menu screen changes
!feedback
Add color blind options, PLEASE!
The pain of not being able to tell uncommons from boss is real guys... 😂 This would be really cool if you could completely customize colors of some things, to let it be completely functional for all colorblindness and something fun for those who arent colorblind.
!feedback
Some steam/other platform achievements for eclipse would be nice, maybe one for each gold badge or something idk
!feedback
There needs to be an option to unready. I often find myself readied up, but the host isn't ready yet, and that makes things very awkward because I can't take back my ready up, leading to games sometimes falling apart before they even begin.
!feedback
Make aspects passive items
Lunar item: double your movement speed, BUT double your fall damage and make it lethal. (If the artifact of frailty is enabled or playing eclipse, this further doubles fall damage). Would be cool to have a slightly risky option when the rng just isn’t giving you movement items.
!feedback
!feedback
Lunar item
Moonbitten Fungus
All healing is increased with current speed, up to +200% (+200% per stack) BUT all healing is made NEGATIVE, -200% (-200% per stack) at a standstill
‘Speed is war. Stand still too long, and all is lost for you.’
!feedback
Lunar item: Backup Energy Cell
On death, revive at 100% health with 20 seconds of invulnerability. Consumed on use. Permanently decreases all stats by 20% on consumption.
!feedback
Add Chests, Shrines, Void Cradles log books, it is not possible to know chance of an item drop without wiki
!feedback
Secret synergy
- Bread
- Lettuce
- Hot sause
- Mayonnaise
- Meat
- Mushrooms
If you collect them all you will get secret item 🍔 God made burger
It gives you 1 random elite boss ally every 30s with bonus 200% dmg and 100% health (similar to
)
This boss will have 5
2
1
!feedback
Whirlwind and Laser Glaive should be given the "agile" property. Given the playstyle of the respective survivors, it can feel disruptive to have your sprint cancelled upon using these abilities
!feedback
New equipment: beetle brigade
Summon 1-5 friendly beetles (they can be elites)
!feedback
Void Item
"Spacetime Anchor" (corrupts all hunters harpoons)
+5% critical hit chance. Critical hits apply the 'Anchored' debuff to enemies within 10 meters (+5 meters per stack) that slows enemies by 25% and reduce firing speed by 20%
!feedback
An idea for a void item
broken cuirass (corrupted ap rounds)
"remember what they took from you"
unlocked by defeating mithrix as heretic and voidling as voidfiend
take 15% (a multiplicative 20% per stack) less damage from bosses
!feedback add a boss version of gup named gop/goop
feedback, find new item places at the character! so many items just spawn at the back, or are placed boring / nonsenced. for example, the hammer, is in the hand of the samurai, nice position why u dont positioning the behemoth like its the "new" gun from the gunner, or inside the bow of the archer?
!feedback add generic "elite monster" logs (for each type), to see exactly what they do, and lore and stuff.
!feedback
Stacking crit chance over 100% would grant chance to double crit
!feedback
Red item
Drifter’s Backpack
Allows you to carry 1 (+1 per stack) additional equipment, active equipment is swapped by holding the equipment input (or Mul-T’s retool)
All equipment cooldowns and charges will persist even when equipment is not selected
!feedback
An idea for a void item
Fractured Reflector (corrupts all focus crystals)
"What are the purpose of these?"
unlocked by killing an enemy 300 meters away with 10 or more Focus crystals
Increase damage to enemies outside 20m by 10% (+10 per stack).
"A glimpse... To kill your opponent, a glimpse of him is all you need"
!feedback
will spawn an Ally Xi construct if you kill the tp boss, but the max number of Xi constructs is 1 (+1 per stack)
!feedback
||this was going to be about a void item counterpart of the focus crystal but I already seen the suggestion before posting it so Imma just improvise||
White item: Magnetic frying pan
"And his cooking was magnetic... Chance on 10% (+10% per stack) to throw a magnetic frying pan that deals 50% total damage, the pan attacks a single target and bounces back to the owner dealing piercing up to 5 enemies."
A little downgraded
/
item alike, but because the way it particularly works, it can be pretty useful and OP if stacked enough and used correctly.
Fun thought experiment tho.
!feedback
Equipment
Vent Cover
3 charges base. Place ‘vents’ where you stand.
The vents stay on the stage forever and allow you to travel between specific vents instantly from any other vent. Also losing enemy aggro.
10sec cooldown
!feedback
Void Item
Sentinel Cloak (Corrupts Aegis)
Being at 25% HP or below activates Sentinel Cloak which grants a 20% boost to Speed, Attack Rate, and Damage per stack
!feedback
Every Survivor log book has a little tip to find artifact code, it is literally impossible to find some of them without wiki
for example ||Artifact of Evolution on
face||
!feedback
The Fungus Amongus
Blistering Fungus Green (Blungus)
After standing still for 1 second, create a zone that deals 40% (+10% per stack) damage to enemies every second within 6m (+3m per stack) with a 5% chance to proc stuff
Festering Fungus Green (Fefungus)
After sprinting for 3 seconds, release 3 auto-targeting spores every 5 seconds while sprinting. After an enemy is hit with 6 spores, a fungal growth will appear on that enemy and explode for 300% (+150% per stack) damage in a 40m (+15m per stack) area, releasing 3 additional auto-targeting spores
5% chance to proc stuff upon growth explosion
!feedback
After you block final boss hit (
, Voidling,
) with
or
, you wont block any hits for the next 5 seconds
are very strong and often these guys remove all challenge from Final bosses
!feedback
Void Equipment:
Soul Seeker's Extractor
Execute the targeted elite monster, and replace this equipment with its elite aspect (Her Biting Remembrance, N'kuhana's Retort, etc.)
Acts as a regular item, until the player has a Trophy Hunter's Tricorn, then the item transforms into this void equipment.
!feedback
Captain equipment beacon can recharge
, but once per stage (even if you have 2 equipment beacons)
!feedback
Balance voidtouched squid polyps. Even 1 squid can be a death sentence.
They borderline dont miss, have a high proc coefficient, and have ridiculous damage scaling.
I get that its a sort of reverse synergy that you have to be careful of, but at a certain point you gotta look at their current state and say, "thats beyond dangerous/challenging and should not be like that".
Voidtouched squid polyps in an open area are worse than mithrix
Edit: also, their projectiles are small, fast, and relatively quiet compared to the rest of the game. This could just be me but 95% of the time they attack me i have no idea where theyre shooting me from until its too late
add pilot in ror2
!feedback Im not usually one to rant about Engi... BUT after playing him for a biti realised how fun he really is and what fatal flaws are holding him back. First of all, lack of movement. I mean, he literally has a jetpack so let the man hover or something. Second of all, his tracking missles suck, for lack of a better term, they just hit ceilings like wth. And lastly, give the poor guy a passive. He definitely is on the complexity level of other characters which do have passives, but hes missing one. Considering his synergy with drones, give him something exactly like spare drone parts, but probably reduced a little bit because drone parts are maybe a little crazy. Both the hovering and parts could be combined for quite a nice name, "Engineer"s Pack"
!feedback
Lock
after you collect them all, like void items
Sometimes you can ruin your run just because you press wrong button
!feedback
Add the artifact of Prestige from Risk of Rain Returns
Effect (Slightly Adjusted): At least one shrine of the mountain appears per stage, shrine of the mountain effects are permanent. The location of shrines of the mountain are revealed to you.
The location of the code could potentially be found in the ending cutscene, most probably in the background while it's showing mithrix's fallen mask.
!feedback
Make an option in the game that reduces amount of visual effects on screen from items
for example remove
visual effects
!feedback
Make Language change button more visible or move it to settings
!feedback
Add an option to autofire with Bandit. I feel like the amount of clicking it takes to play bandit optimally can lead to RSI. being able to hold the button for autofire would help alleviate that.
just no, there is a strategic point to double tap vs attacking all 4 at once.
!feedback
make 11% chance to left handed Scavenger spawn
!feedback
1% chance to get Elite family event
all enemies on stage will be elites and only 1 type, elite hp and dmg bonus reduced (like Honor)
You will also have 50% chance to get Aspect for TP boss(es)
+1% event chance each loop
!feedback
Make ror games cross platform
!feedback
make
give you 100% hp temporary barrier instead 50% healing
!feedback
Make
trigger their effects in Mithrix, Voidling and Twisted Scavenger fights every 45 seconds
!feedback
New elite type - Soul
Only ground enemies can be Soul elites
Soul elites have x4.0 dmg multiplier and x4.2 hp multiplier, Soul elites get wings to fly and they have +100% movement speed
They appear only after stage 3
!feedback
I think a new difficulty above monsoon (that ISN’T eclipse) would be great, complete with survivor skins
Could name it something like
Maelstrom
You will witness true horror. Petrichor is merciless and cruel. Attempt this only if you are a masochist.
🟥Player health regeneration: -100% (no natural regen)
🟥Difficulty scaling: +75%
🟥Enemy level cap: REMOVED
🟥Player damage reduction: -20%
🟥ALL item effect proficiency: -50%
🟥Enemy movement and attack speed: +30%
🟩Stage loot amount: +50%
🟩EXP earned: +200%
Delicate watch should increase base damage
this wouldn't change a whole lot, I just think there should be a damage version of cautious slug
Addendum: this would open up potential synergies with new items that scale with base damage instead of total damage. Specifically items that use base damage outside of dealing damage. For instance, "heal for 100% base damage" or "reduce damage by 100% base damage"
!feedback
Make dmg zones from Mushrooms and Ball lunar chimeras unstackable
I mean if there are 3 zones in the same spot then only 1 zone will deal dmg
!feedback
make ally Aurelionite laser
and ally golems laser
blue
honestly i just beat my first ever eclipse run and i love that 99% of the times i failed before i felt like i was my own fault. just wanted to say love the work you put in and keep it up ❤️
!feedback
Void Item (corrupts all Interstellar Desk Plants)
Celestial Cordyceps
Killing an enemy drops a fungus that drains enemies health within 15 meters (+5 meters per stack) at a rate of 200% base damage per second. This cannot kill. After 5 seconds, 25% of the damage dealt is returned to all allies within 25 meters as health
!feedback
Item Name: Celestial Beacon
Rarity: Legendary
10% chance to fire a beam of light, dealing 5000% damage (+250 every stack), slowing enemies down by 30% (+5 every stack),, and increasing damage output of allies nearby by 20% (+5% every stack).
Other details: 0.5 proc chance
30 second cooldown (Unaffected by blast shower)
!feedback
Add a retry button (like RoR Returns in the providence trials) for prismatic trials and simulacrum. Also add retry button for normal runs and eclipse as well.
!feedback
remove knockback from all skills (like Nano Spear), Knockback doesnt affect your gameplay at all, but makes
even worse
!feedback
Equipment idea: "The Colonial Mass"
A new lunar equipment that allows the user to acquire and use up to 3 equipment items at once. How this will work, basically once you pick up the colonial mass you must now find 3 equipment items to consume, once found you may now use all three at once but if you wish to change them or change a specific one then you just need to find a new equipment but fair warning, upon finding and eating a new equipment item it will DESTROY the oldest one you have consumed, giving the user "unknown matter" which is just white scrap so even its waste can be used for something. The downside is once the user picks up this item it CANNOT be removed unless you use a cleansing pool like other lunar items but it will take whatever equipment items you had consumed with it, it will also combine all the cooldowns the items you consumed have but reduce it by 10% (tho this can be changed in case 10% is too generous or too little or if it shouldn't have it to begin with), so lets say you picked up the Foreign Fruit, Blast Shower and Milky Chrysalis it will take all their cooldowns and total it to 150 sec then it will reduce said cooldown by whatever Hopoo Games decide but we'll use 10% for this example, doing that will bring the cooldown to a 135 sec cooldown. Now you can stack the same equipment three times to use them three times at once but some items wont be effected like the affix buffs, only one can be acquired and if you pick up a new one the old one is spat out so your allies can use them as the lore for this item would inquire that "the blessings the planet provides to its people are so powerful not even this creature that has been known to consume anything cannot feast on them and will simply regurgitate them back out"
Edit: If you guys have any suggestions on how this can work then @ me in the #ror2-feedback-discussion, im open to ideas on hjow to improve this concept
Edit 2: thanks to @cobalt quarry for simplifying its function into an easy to read description, made some changes to be more accurate to the original idea
Colonial Mass
Lunar Equipment
Picking up an equipment will instead ‘consume’ it, storing and combining its effect into itself BUT also combining their cooldowns.
Can consume up to 3 equipment’s effects, uses all consumed equipment as once.
Picking up further equipment will regurgitate the oldest equipment as either
'Mysterious Waste' (white scrap), ‘Questionable Slop’ (green scrap), 'Unknown Matter' (red scrap).
Does nothing. Prioritized in their appropriate printers.
Cannot consume more than 1 aspect.
Can only be removed with a cleansing pool.
!feedback
make Perfected Lunar wisps not apply their debuff in the first 2-3 seconds of attack
almost always die from them
!feedback
New event - The Peaceful Scavenger
at the start of stage 4 there is 10% chance to get this event
Chance will be increased if
• you dont spend lunar coins (+50%)
• you have 5+
(+50%)
• you have 3+
(+50%)
• you dont have void items (+50%)
===========The Peaceful Scavenger===========
He is the friendly Scavenger who sleeps on stage 4, he will wake up after beating tp boss
You can talk with him and he will give quest to kill his Evil brother on stage 5, but he will take away red item you got on this stage
===========The Evil Scavenger===========
He is the evil scavenger on stage 5 and he will spawn only if you have accepted the Quest
He is always Blazing elite
He has extra
• Red item
• 2 green items
• 
===========Reward===========
After Death The Evil Scavenger will drop special Golden bag which contains:
• 5 
• Red item (Category Damage)
• 
!feedback
New drone - Devastator Drone
Health: 337.5 (+101.25 per level)
Health Regen: 7.5/s (+1.5 per level)
Damage: 14 (+2.8 per level)
Speed: 21 m/s
Base Cost: $80
It attacks enemies with Piercing Rifle that deals 250% dmg and always crits against bosses/elites
CD: 3s
!feedback
New red item, B4n-DIT "Axe"
All attacks from behind have increased luck to activate items, +2 luck (+2 per stack)
!feedback
Allow console players to use keyboard and mouse. It would allow for more smoother and overall better gameplay if you have a keyboard and mouse to use.
!feedback
Add a gamma slider
!feedback
Add d-pad functionality for menus on Pc.
!feedback
!feedback
should give +5% or +10% crit chance at first stack
!feedback
When you get Final boss ghost
you will always get Logbook from it
!feedback
should increase dmg by +30% instead movement speed +30%
like why do you need movement speed when you are in small zone
!feedback
Make Grandparent not use sun attack more than 3 times on stage, usually he never does this that much, but eclipse 7 can ruin your run if multiple grandparents take turns using the sun attack
!feedback
New red item- Flightless Quail
Gain an extra temporary jump (+1 per stack)(affected by wax quail) on kill
(Just imagine the potential on Merc, jump.kill.jump.kill) plus, there's not enough mobility reds
!feedback
You’ve heard of funny on-kill movespeed (
), now get ready for…
chance-based healing
Red
Reverse Card
Upon taking damage greater than 5% of your max hp, 15% chance to block the incoming damage and instead receive that value as healing. Resulting heal is DOUBLED if the attack would have been fatal. Excludes any minor (>5% hp) damage or status effects.
!feedback
if Void Infestor infests
or
elder lemurian in Abandoned Aqueduct, this elder lemurian will drop
instead
!feedback
Orbital Probe summons 1 strike drone (similar to
) for 7 seconds after killing enemy, if it is too strong then dmg can be slightly weakened
Each probe can summon only 1 strike drone
!feedback
Add gamemode icon in logbook
!feedback
Artifact of Oneness
(Also known as Artifact of the Clinically Insane)
At the end of each stage, your items are sequenced as if you hit a shrine of order
!feedback
Artifact of Ascendancy
All elites are of multiple types.
Code could potentially be found in Sky Meadow, replacing the artifact of Honor's code on the second loop, if the player has the visions of heresy.
!feedback
New red (maybe yellow) item: chemically enhanced dung-beetle
For each scrap in your inventory, increase the chance to inflict beetle juice. 1(+1)% per grey scrap, 3(+3)% per green scrap, and 5(+5)% per red and yellow scrap
!feedback
New Green Item: Bullseye
Activates 3 seconds after pinging an enemy
Damage received from that pinged enemy is decreased by 50% (+10% per stack), and damage dealt to that enemy increases by 30% (+5% per stack)
Multiple pings on the same enemy don’t add more buffs, and it only removes the buff if you ping a different enemy
!feedback
when you activate
you also apply
debuff on every hit for 8 seconds
!feedback
why does REX's passive utility (directive: disperse) remove red whip buff. it deals zero damage. this should be changed
!feedback
List the drones that you had on the endscreen, when beating or losing the game
Maybe in a separate section from the items, or maybe underneath or after them
!feedback
why does engineer's alt utility (thermal harpoons) not remove the red whip buff when it is clearly an attack, this should also be changed
!Feedback
Artifact of blood
Gold can no longer be gained normally, but twice as the amount of killing the enemy is gained when they hit you.
In game description: money cannot be gained normally, but gain double money upon being hit.
Mul-T primary idea: shield. On press, reduce all damage you take from the front by 50%.
When used in power mode, your other primary is still usable while active.
- When not in use, shield collapses and blocks a much smaller space on your back
- Could be riot shaped.
- Could be big like overwatch or
the better gameTF2
Gartic Phone - The Telephone Game
definitely feedback
!feedback
Void themed survivor skins could be nice, unlocked from voidling/simulacrum seeing as there’s no real incentive for either outside of unlocking void fiend
!feedback
Make that you can hear monster sfx in log book
!feedback
Yu-Gi-Oh! Crossover 😱
New Survivor: Duelist
Stats;
Health: 120 (+36 per level)
Health regen: 1.5 h/s (+0.2 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 5
Passive: Has 3 different cards to use; Monster, Spell, and Trap. Can hold maximum of 8 cards in the Hand, starts run with 4 cards. Cards in Hand and Tier are visually shown on left of the screen. Duel Disk on arm which holds Activated Spell/Trap cards (5 shared Zones) or Summoned Monsters (5 Zones). Can’t Activate or Summon cards if all Zones are full. Monsters and Traps stay on Duel Disk, Spells are removed after their effect goes through. 3 Tiers of Cards.
Primary: Draw a card from the Duel Disk’s Deck that sends a seeking laser-card to the nearest enemy, dealing 125% damage. 1 charge, recharges after 2.5 seconds. Attempting to draw a card with a full hand still sends laser-card. 60% chance of drawing Tier 1 card, 30% chance of Tier 2, and 10% chance of Tier 3.
Secondary: Summon a Monster Card from the Hand onto the Duel Disk. Grants defensive bonus depending on tier;
•Tier 1: +10% Armor
•Tier 2: +30% Armor
•Tier 3: +50% Armor
Activating while all 5 Monster Zones are full will combine 2 cards of the same Tier into a higher one, prioritizing lower Tiers. If combining Tier 1 or Tier 2 is not possible and the Zones are full, then all Tier 3 will be combined into a Tier 4, which grants immunity to all damage for 5 seconds for every Tier 3 combined, then it disappears.
Cooldown: 10s
Utility and Special in a bit, character limit’s stupid
!feedback
Utility: Activate a Spell Card from the Hand. Different effects based on Tier;
•Tier 1: Send out 3 seeking laser-cards dealing 125% damage each, and increase Movement Speed by 10% for 10s.
•Tier 2: Send out 5 seeking laser-cards dealing 150% damage each, and increase Movement Speed by 15% for 15s.
•Tier 3: Send out 8 seeking laser-cards dealing 175% damage each, and increase Movement Speed by 20% for 20s.
Cooldown: 20s
Special: Place a Trap Card from the Hand onto the Duel Disk. Grants effects based on Tier;
•Tier 1: 15% Attack Speed
•Tier 2: 25% Attack Speed, +25% health regeneration
•Tier 3: 35% Attack Speed, +50% health regeneration
Combines like Monster Cards, combining into Tier 4 explodes in a 50m radius, dealing +500% damage per Tier 3 combined, heals all allies to 100% health within range, and destroys itself
Cooldown: 20s
!feedback
Give 5 seconds to drop Void/Lunar item in tab menu when you pick it up first time
!feedback
Make
also ping Bosses and dangerous enemies like Clay Templar, Elder lemurian and etc
!feedback
FMP should also trigger on elite kill effects.
Mainly to trigger ducleus but brainstalks might be a little powerful. No clue what walk of vultures would do (random elite every pulse?)
!feedback
Artifact of Hospitality
The game starts on stage 6 (the beginning of the first loop). Celestine and Malachite elites can spawn at any difficulty.
!feedback
Green Item - ICE Machine
When activating Special Ability, shoot out a wave of ice around the player that applies 80% Slow within a 35m radius (+10m per stack) for 5 seconds (+1 second per stack).
Item Description
Great for a hot day! And great to save you some money! Kona isn't getting any less expensive!
Red Item - Insta-Use-Cryotherapy
Raises execute border to 35% of health. If the player has not been damaged for 12 seconds (-20% time per stack), any enemy hit that has the 80% cooldown effect is turned into a frozen statue for 5 seconds. If the frozen enemy is killed, it drops a crystal that (when obtained by means of picking up) heals 100% of an allies health and gives an ally 75% barrier. (Frozen enemy is executable.) (Allies are players as well.) (Works on all bosses.) (12 seconds of avoiding damage are needed after each use.)
Item Description
Athletes from Mars started ordering cryotherapy chambers in bulk. Instead of wasting all the money shipping them over, we developed a brand new way to get the same effects with only a small device! Officials started requiring the athletes to get licenses for these things, though. I heard a report of some kid who got his hands on one and freezed his entire school staff.
Suggestion: Make it so that the top 10% of players in the prismatic trials just recieve a bunch of lunar coins for the moment. I mean, it would add more incentive to try really hard to get good times over just playing them for fun or to get that one mercenary special move that's completely inferior to our lord and savior eviscerate 
!feedback
!feedback
Make it so that REX’s self-damaging abilities do not count towards permanent damage on eclipse 8
!feedback
EQUIPMENT - Practical Accelerator
25 second cooldown. 8 second duration.
Gives all projectile attacks infinite range for full duration. Attacks deal more damage the farther away from the target you are, up to a maximum of 100% extra damage at 100m.
Item Description
What's more deadly than a speeding bullet? A speeding bullet that just got hyper-accelerated to 95% the speed of light! Sadly, we're gonna need another 50 or so years before the technology is small enough to be put into a gun. At the moment, we struggled to fit the damn thing into an airplane hangar.
!feedback
Allow
to hold down a pressure plate in the same way a pot or engie turret can
!feedback
it would be cool if
had collision, like to use it to counter some attacks or stack up a lot of
to skip pillars
!feedback
Remove quite to desktop button when pausing in a game. I don’t get the use for it and I always click it by accident and close the game. That might be a me issue but I just feel it’s a bit redundant
!feedback
Rework for stone titans gold item. Right now it’s very underwhelming but what if ,instead of just increasing regeneration and some other stuff, it would be like some rocks that float around the character that fling themselves at enemies and pushes them away. I don’t think they should do damage but it would be more so a defensive item that keeps enemies away from you or overwhelming you. If not a rework for stone titan gold it could become a standalone item of some kind
!feedback
new survivor idea
uhhhhhh joe
!feedback
Add shrapnel to commando’s frag grenade explosions causing a second damage instance and increased aoe. Another option: make them explode on impact with an enemy, but not terrain. Increase the damage or reduce the cooldown of suppressive fire
New red: +100% duration for all of your debuffs, like bleed, burn, slow, poison, collapse, etc. won’t be useful on all builds or characters, but when you have something that works with it, it will be very strong. Would be a paperweight in a benthic bloom run, but great with death mark.
!feedback
!feedback
Planula rework/knurl rework. Knurl will take the ability of planula, being much better as an early game item. Planula could be a good late game defensive item, possibly converting 5%(+5%) damage taken into healing.
!feedback
Make Lysate Cell with Captain allow him to place down a third beacon, like how Engi gets a third turret
!feedback
Make extra lysate cells give 1 charge to his left beacon, then 1 charge to his right beacon, and alternating back and forth.
Limiting engi turrets is honestly more annoying than helpful, but I can understand that 10 moving targets able to stack items would be busted.
But beacons are not at all like that, and are very limited in use. Giving as many beacons as charges makes perfect sense.
!feedback
new shrine - Voidling's sacrifice
uncorrupts random void item in your inventory and you lose 1 stack of it
then it will give 1 random void item
single use
!feedback
add a setting to change the strength or amount of the... ui facing inward?(vertical shearing?) idk what to call it
like a slider to change it *NOT FOV
!feedback
Transcendent Terminal, costs Lunar Coins and Gold to put in and take out stored items
Takes selected items from inventory and turns them to a Light Blue color, letting you know that they will appear in the Transcendent Terminal in your next run of the same type (If transformed in single-player will only appear in the next single-player run, same with multiplayer, Simulacrum, Eclipse [not 1-8 level exclusive, but instead Survivor exclusive], etc)
Light Blue colored items do nothing in current run, but regain normalcy once added in next run
(Kinda like the Bank System in Black Ops 2 Zombies)
!feedback
Lunar Item:
-Planetary Tether-
Every 10 seconds, rope up to 15 (+5 per stack) enemies within a range of 25 (+15 per stack) meters and pull them directly adjacent to you.
"Be warned about this one, we haven't found a place to test this thing yet. UES seems worried about what it can do... "
!feedback
Multiplayer:
if share items had the option of everyone getting the same items it would be so fun
!feedback
New artifact - Artifact of Lost
there will be 3 teleports on stage instead one, but you can activate only one
Teleports are marked and you can predict what boss you will face
if family event happens there will be only one teleport
Horde events wont happen if this artifact is enabled
this Artifact doesnt affect hidden realms
!feedback
New boss - Null Worm
special boss which spawns only in Simulacrum
He creates blackholes from ground
He can release laser forward to slow down player
When he is at 25% hp he can create 2 copies of himself for 10s
When you defeat him you will get his special equipment - Null Perforator
145s cd
Get Overloading worm and Magma worm allies with 300% dmg and 150% hp for 30s
!Feedback
New lunar/heretic equipment: thoughts of heresy.
Upon picking up this equipment, it can not be dropped. All future equipments picked up are turned into extra charges. Upon activation: gain a 10% x charge amount buff to all stats. Cooldown: 150 seconds.
It is required to become the heretic.
!feedback
New artifact - Artifact of selfishness
All items from interactables unlocked by you can only be picked up by you. One teleporter drop is also reserved for each teammate.
!feedback
I'm just sad that some unlocks are pretty much not worth the struggle, so here are some buffs I wish this unlocks get! (Even a mini rework is here)
Commando's frag grenade: everyone know how underwhelming this ability is, my suggestion is just a damage buff, buff it from 700% damage to 1200% damage, if flood can do 1100% damage and be much easier to hit,so the frag can a bit hit harder (I know it has 2 charges but this doesn't make it worth the 20 stages)
Mul-T scrap launcher and saw:
I'm probably a bit biased here, but man, these alt primary are kinda rough, everything they do, rebarb and nail gun do but better (I'm separeting this segments so it doesn't get confusing)
Mul-T's Scrap launcher: please make the reload scale with attack speed, so stacking attack speed make you reload faster and make the projectile hitbox bigger (the projectile not the explosion)
Mul-T's Saw: I find this primary really fun, but being fun doesn't mean it's good, I want to make a change when you hold down m1 you still get that nasty DPS up close, but when releasing m1 Mul-T would throw the saw forward and return back to he's hand, like a boomerang of some sort having a 17 meters range or something like that, just enough to hit those annoying flying enemies, I'm looking at you blind pest. (I know chef's primary from RoRR is a boomerang of some sort, but we don't have that in RoR2 for some reason)
Acrid's blight:
Why doesn't the stacks uptime refresh everytime you add a new one? (Bleed AND poison do that, why blight doesn't?)
Sorry if there is any mispeling, my native language isn't english.
!feedback
Artifcat of design
All elites are replaced with the perfected elite. (Yes, this works with artifact of honor.)
!feedback
Artifact of Repercussion
Killing an enemy spawns void infestors.
!feedback
Artifact of Blazing: All elites spawn as Fire Elites
Artifact of Freezing: All elites spawn as Ice Elites
Artifact of Healing: All elites spawn as Mending Elites
Artifact of the Unseen: All elites spawn as Celestine Elites
Artifact of Decay: All elites spawn as Malachite Elites
Artifact of Lightning: All elites spawn as Overloading Elites
Artifact of Elitism: All elites spawn as the same random elite type
They all work with Artifact of Honor. If multiple are active, an equivalent percentage of elites will be whichever you chose (Blazing and Decay will be 50% Fire and 50% Malachite, Elitism and Healing will be 50% Mending and 50% random
Artifact of Broken Elitism: All elites spawn as the same random elite type, changes each stage, won’t work with the others, does work with Honor
!feedback
EQUIPMENT - Ride The Lightning
12 second cooldown.
Create an outline of a worm around the player in the shape of a worm made of lightning. Dash forward 35m (at about Commando slide speed), dealing 1000% damage to any enemy hit. Become fully intangible for the duration.
Item Description
The lone survivor held his sword high, looked into the sky, and declared without a hint of uncertainty: I HAVE THE POWER!!!
(Intended to be a dash as an equipment that can be used by any character at any point in the game.)
!feedback
Artifact of Naturality
Survivor allies start the run with 100x max hp, but healing no longer works and health is not restored between stages
!feedback
(I have a lot of shit ideas this week bear with me)
Artifact of Amelioration
Item drops are now replaced with XP drops that scale with rarity. Level scaling is reduced by 50% and is capped at level 30. Upon level up, base damage/max health are given a bigger boost, and a percent is added to all other stats (1%?)
!feedback
Lunar
Replicative Blueprint
Gain 1 (+1 per stack) random lunar item each stage. Can include itself.
!feedback
My opinion changed a bit when discussing with the people here so, gotta make some changes, I'm going to make separate segments just like my other post:
Commando's both special:
We all know the grenade suck, but what also suck? Suppressive fire, so here are the changes I like this abilities to get
Suppressive fire:
Damage increased from 100% per bullet to 150% per bullet also the bullet will penetrate through one enemie, so you're not losing AoE damage by not using the grenade.
Frag grenade:
Increase the damage from 700% to 1200% and also make it explode on impact or atleast a bit faster.
Mul-T saw:
Not gonna lie, that saw rework I made would make sense in almost ANY other character BUT mul-t, why I'm saying that? Because the saw is fucking NUTS, high proc coef, a ton of hits with no attack speed and a lot of damage but lacks range, which sucks, but you gotta remember it's on mul-t, press retool and you're with a complety different primary that has range.
Just ignore my rework, it would end up making this ability one of if not the best primary in the game.
Mul-T's scrap launcher:
I still think this ability could be changed, but not really big changes, just make rocket hitbox to be bigger so it doesn't right through golem's chest or below beetle's (yes this happens to me more often than I would like to admit) the reload with attack speed could be great but it would be kinda unnecessary.
Acrid's blight:
I don't know what type of buff would be good but stack refresh is not the one, damage buff? Probably?
From 60% to 80% per stack?
!feedback
Artifact of Uncertainty
After using any ability, have it replaced by a random survivor ability of the same type. The cooldown of the first ability will be applied to the new one. Any ability with multiple charges will force you to use all charges before switching ability. Any ability that you hold down to fire rapidly (i.e. Commando M1) will remain until the button stops being held.
!feedback
Artifact of time.
Add the purple crystals from prismatic trials into the base game, starting with 500 hp. They gain 1.5 times health every 5 (?) minutes
!feedback
New Red Item: Lunar Symbiosis
Increase base damage by 10% (+10% per stack) for every Lunar Item in your inventory, Lunar Equipment doesn’t count
!feedback
RED ITEM Rink Runner
Gain a 60% (+30% per stack) increase in speed. While grounded, running causes you to leave behind an ice trail for 2 (+1 second per stack) seconds that gives enemy 80% slow for 3 seconds.
Item Description
I hate the people who jump into the rink with 1000 hours of straight practice and begin weaving in and out of people while riding backwards with their eyes closed. We get it. Venusians are good at ice-skating. Now can you stop running over 10 year olds?
(Part of the "Hailstorm" set).
!feedback
New Yellow item - Gup in the pocket
Spawn 2 giip allies on Death
you have 0.005% chance to get this item from Gup
!feedback
Artifact of gup 
All enemies and allies split into two smaller versions of themselves on death. They do however have less health. this includes you, and you control all your clones as one big hive mind.
!feedback
make mask 100% chance to get ghost from first enemy you killed on stage
When you enter stage there are tons of enemies and Mask could help clear them
I think it would not break the game because it is only 1 ally
!feedback
i think some people may agree that pillars are tideous , what if we instead make mithrix 10 or so % stronger than he is now but a bit weaker for every pillar you take down and ofc make the pillars officially not mandatory anymore. (people who have played dark souls 2 will understand when i bring up king vendrick as an example) here is my explanation why i think that's a good idea - pillars = tideous --> not fun
games = fun !!!
!feedback
Red
Spectacular Sneaker
Gain +50% base speed. Your damage is scaled based on current speed, up to +200% (+200% per stack)
!feedback
I know this is kinda stupid of my part, but why I can't change the language of my game? (Atleast in the xbox version you can't, I searched every corner of the menu and I couldn't find an option called "change language" or something like that)
!feedback
Show stage name when you hold tab button
!feedback
Rework the soul pillar. Screw the entire shrinking part, just every 25% a new lunar golem/lunar wisp spawns THE FIRST TIME. That simple, you either tough it out through at least 4 large lunar enemies and a lot of exploders or go kill them and it takes longer. (Hehe spelling edit)
!feedback
Equipment
Biometric Scanner
While active, Increases monster log drop rates by +25% and temporarily reveals monster weakspots for any survivor.
(Railgunner instead receives a +100% damage boost on all weakspots)
(Effects individually expire after first log drop, or all monsters within vicinity are killed respectively, otherwise both last 1min)
240sec cooldown
!feedback
Kinda a two for one, just with similar effects
Both Red
Hermes’ Boots (redux)
Slowly gain movement speed the longer you are sprinting. Resets when you start walking or stop.
Every second of a continuous sprint, gain +10% (+5% per stack) base movespeed.
Artemis’ Arrow
Slowly gain attack speed and shortened primary cooldown (where applicable) the longer you are attacking. Resets upon release of continuous skill use.
Every skill use of a continuous skill combo (not just primary spam!), gain +10% (+5% per stack) base attack speed and -5% (-2.5% per stack) skill cooldown.
!feedback
LUNAR ITEM Graceful Spite
Upside: Gain 1%+ (1%+ per stack) base healing.
Downside: The game runs at 15 FPS, every stage looks like Wetland Aspect, the teleporter radius reappears in random spots on the stage every 15 seconds, THE SUN hitbox is 3 times larger, brass contraption projectiles are replaced with Alloy Worship Units and make the Taco Bell sound when they hit you, the ground is slippery on any stage where it rains, drones are 20 times as common and auto-buy when you are close to them, watches break if you jump, elder lemurians can teleport behind you, blind pests get 2x faster every second they’re alive, E8 damage is permanent across the entire game, acquiring collapse crashes the game, acquiring nullified explodes your graphics card, watching a RayDans stream in the background makes all jellyfish have 4x speed and have behemoth, using your utility causes your screen to flash random colors, the moon arena is 10x higher, pillars take 3 weeks to complete, Mithrix is replaced with Radiant Sisyphus Prime, and you have to fight voidling (-1 defense per stack).
Item Description
Still better than light-flux pauldron.
!feedback
A few item tweak suggestions
- instead of +25 max hp, +12% max hp
/
- each proc restores 1% / 5% hp respectfully, help the slower attacking survivors with it
- maybe white and red regen scraps? Too busted? Just green can be very niche i find
- buff the barrier gain OR on each above-max heal give the barrier a very short grace period before it starts to decay
- might work better as a chance based on-hit item
Maybe have an option to get rid of screen visual effects from

!feedback
Void
Tragic Mask
When an ally dies, gain a short lived ghost of a random survivor character, with 500% base damage. Lasts 30sec (+30sec per stack)
Corrupts all Happiest Masks.
(Heretic gets added to the pool with higher chance if player is heretic)
losing a friend is a tragedy indeed. Lament not their absence, but let their memory strengthen you forward.
!feedback - item idea
frowniest mask
first 5 enemies killed on the stage become ghost allies with 300% health (+100% per stack) and 200% damage (+100% per stack) for the remainder of the stage. they respawn in 10 seconds after death. corrupts all happiest masks
!feedback
Easter egg early access construction golem somewhere in the game, maybe rare skin for a spawn, maybe fun mini boss, maybe frozen in newts place. I need my friend back. When no one got me, I know early access construction golem got me. Can I get a hey ya
!feedback
Fix this bug, for example reduce jumppad tossing force when you use
or movement skill
Clip by @rare jay
!feedback-dumb character idea
I'm just trying to see how creative I am, the result ended up being really lacking and unoriginal, but I still want to see you all opinions
Name: Gipo (bad name I know)
Basic stats:
Hp: 180 (+54 Per level)
Speed: 7 meters per second
Armor:12
Hp regen: 1 (+0.2 per level) hp per second
Damage: 12 (+2.4 per level)
Appereance: a gip or a slime similar to a gip on top of a robot (yes, I'm lazy as hell for the desing)
Now for the abilities, if see anything similar to already existing survivors, I'm sorry to disapoint you (BTW I'm terrible with names)
Primary: goopy spikes (unlocked)
Hold down to charge a burst of medium range projectiles dealing 110% damage per spike,can charge up to 10 spikes in one burst.
Rate of fire: 0.5 burst per second (1 burst takes 2 seconds to fully charge)
Primary: saw launcher (locked)
Throws a saw forward percing through enemies until hitting a wall or reaching the max range then comes back to gipo, dealing 250% damage on the way in and the way back.
Rate of fire: 1 saw per second
Secondary: goopy droplets (locked)
Cooldown: 10 seconds
Charges a lot of goopy droplets that explode on impact dealing 300% damage per droplet, can charge up to 10 charges. (This droplets travel on an arch with EXTREMELY poor range)
Secondary: explosive spear (unlocked)
Cooldown: 4 seconds
Throws a extremely fast rocket dealing 600% damage. (It has a explosion radius that does way less damage, just like scrap launcher)
Utility: Lunge (unlocked)
Cooldown: 7 seconds
Heavy. Jump on an arch dealing 500% to 1500% damage. The damage scale by how close to the center the enemy is. Holding down the ability increases the range.
Special: spinning strings (unlocked)
Cooldown: 3 seconds
Upon activation Gipo gains 100 armor and starts spinning dealing 1000% damage per second in a 15 meter radius, but you can't use your primary or secondary and you become 70% slower. (Does 10 ticks of damage per second)
!feedback
The second part of this post (I still trying to create an alt special, but it doesn't come to my mind)
Challenge: trinket enthusiast
Collect 100 itens in a single run as Gipo
Unlocks: saw launcher
Challenge: CANNONBALL!!
Eliminate 5 or more enemies with one lunge
Unlocks: goopy droplets
Challenge: mastery
Skin: adorablob (bad joke I know)
Color scheme: the slime would become turquoise with pink eyes and the robot would become a mix of white and pink
Almost forgot about the log book
Logbook:
Start of the recording.
Who the hell bringed a gip here?!
Don't worry about that, it's not causing any harm.
Of course I'm getting worried about it, it's litterally gathering robotic parts and damaging our property!
It just likes collecting trinkets and nothing more, it's not like it's building a whole robot.
If anything bad happens it's all your fault.
End of recording.
!feedback
LUNAR ITEM The Contrarian
Random item PNGs will appear on your screen every 2 minutes (+1 item per stack). If you don’t type out the name of the item(s) in 6 seconds (+5 seconds per stack), you gain 2 tonic afflictions. If you do type the item(s) out, gain the item(s).
Item Description
Leapfrog, but for a rogue-like! What is there not to want!
!feedback part 3 of character idea
I think it was because of the time I made this post nobody saw it, so here it is (the post right below it is the second part)
Also here is the alt special and passive
Special: goopy meteor (locked)
Cooldown: 20 seconds
Gathers a HUGE amount of goop throws at your crosshair dealing 4000% damage exploding upon reaching the ground, if it hits an enemy, the enemy is dragged with the goopy meteor until reaching the ground. There's no limit to the amount of enemys that can dragged down by this ability. (This ability has a delay just like preon and it travels in an arch, like the corrupted flood)
Challenge: explosions everywhere
Unlocks: goopy meteor
Find and use the glowing meteorite as Gipo
Passive: two in one (unlocked, of course)
Half of your hp is converted in shield. Healing itens are able to heal shield.
Scroll upwards a bit so you can find the first and second parts
!feedback
lunar item: FIRE IN THE HOLE
Gain an increase to all stats BUT geometry dash normal face appears on screen randomly with vine boom sfx and all enemy sfx are replaced with "fire in the hole"
!feedback
New Red Item: Rapidly Evolving Symbiote *** fixed ***
+10 Armor, +1 every 10 seconds, +25% (+25 per stack) damage, +25% every 10 minutes
Pauses after teleporter event is completed or in an area where time is frozen
!feedback
LUNAR ITEM Cockroach Throne
Upside: Chance based items reroll the chance to proc when another item (non-skill) creates the possibility (+1 reroll per stack).
Downside: A virus invades your computer that adds one 1000x500 image of the Hostile Worlds logo for every enemy you kill to your computer and hides it inside a random folder (+1 image per stack).
Item Description
Haken is fucking fire.
!feedback
Lunar item: Moon Dust
Gravity in a 10m radius around you is reduced by 33% (-33% per stack). Affects all entities.
!feedback
Lunar
Condensed Lunar Essence
Doubles both the positive AND negative of all other lunar items, except itself.
!feedback
Lunar equipment
Desperate Decisions
Upon use, gain a bubble shield that deflects all oncoming attacks back at the assailants for 100% (+100% per stack) of its original damage, at the cost of 50% (-50% per stack) of your current health.
!feedback
if Artifact of Evolution is enabled and Void/Lunar family event happens, then Monsters will get 1 Void/Lunar item
!feedback
Lunar
Double or Nothing
All lunar coin drop chances and rewards are DOUBLED and descaling is removed, but dying during the run will immediately remove all lunar coins earned and break this item (if you have a
/
)
!feedback
LUNAR ITEM Spaceless Sun
Spawns a black hole at random intervals (about every 1-3 minutes) that sucks all entities into it. If you are sucked in, you are subjected to an experience that neither the most cruel man on Earth nor The Devil would wish upon you: spaghettification. However, upon your entry into the undefined point in time, centered at the singularity, you find yourself not trapped in a cosmic void- but somewhere familiar. Upon a closer inspection, you determine that you are lost no more, and that the people who love you surround you. Through the darkest pits in the universe, you emerged someplace where you can- again- feel the warmth and comfort of a newfound hope. And though you wish to forget the pain you endured, you are reminded that it was an important step in making it to where you are now. And this strengthened wisdom courses through your soul and helps you make the march onwards. And now you are happy.
Item Description
Live.
!feedback
Eclipse 2 should disable pillars of soul, this interaction is not fun for anyone
!feedback
Polished Obsidian
(Void)
Gain 50% (+25% per stack) radius on ALL attacks and effects, but lose 15% (+15% per stack) damage
Corrupts all shaped glass
!feedback
New Lunar Item: Time-Tearing Morganite
All skills get +1 (+1 per stack) extra charge (if a skill can’t have charges, like Commando’s Primary, it instead increases the attack speed of that skill by 25% (+25% per stack))
*** BUT ***
Randomly disable 1 (+1 per stack) stack of items, excluding Lunars, Voids, Untiered Items, and already disabled stacks
Wears off at the end of the stage. Reapplies at the beginning of the next stage, or when picking up another Time-Tearing Morganite
!feedback
RED ITEM MMM
Any reds you pick up after getting this item duplicate (including any future copies of itself) (Mili-Tech printers are excluded from this rule) (+1 extra red per stack).
Item Description
It's impossible to get a place to live around here. The people with all the money will come in, buy all the property, and then make them even more expensive. And we never have a chance to catch up! Money just makes money.
VOID RED ITEM Schrödinger’s Clam
Lose a non-void Red item every time the stage counter increases. You get 1 free use out of ALL cauldrons.
Item Description
Commander and the scientist informed us that the pearl inside the clam we found could be made of pure antimatter. Apparently, that's- like- physically impossible. But what makes sense in the void of space. Hoping that our CHEF bot could maybe make us some clam chowder.
!feedback
Equipment - movable scrapper
Cooldown: 120 seconds
Deploys a cheap scrapper at the designated location. This scrapper can only scrap 5 stacks of itens, but you scrap them instaniously. (Bad idea? Probably, but whatever)
!feedback
Similar idea to this
Equipment
Port-a-Print
Summons a red/yellow printer from the Safe Travels. Printer type is decided by ratio of red/yellow item count in your possession, otherwise chance is 50/50.
240sec cooldown
!feedback
I just got an idea for a lunar which is kinda stupid but could work
Double edged fragment
You have a 30% chance (+10% per stack) to apply a random debuff to the target
But
You have a 30% (+10% per stack) chance to get a debuff when getting hit
(The debuff can be slows, the tentabable root, collapse, bleed and so on, but only TEMPORARY bebuffs are on the list)
!feedback
New family event - Scavneger family event
only can happen after stage 11
[WARNING] The ground is full of items..
!feedback
New Green Item: Pepperoni Pizza fixed
While below 50% health, gain +25% (+15% per stack) Critical Damage and Critical Chance
!feedback
(Red) Lassoed Rainstorm
25% chance to strike lightning for 400%(+200% per stack) on one enemy, and zapping all enemies in a chain within 5m(+5m per stack) for 200% damage. Zaps have a 100% chance to stun small enemies.
!feedback
Put some cosmetic decorations on the final ship. Now it's a bit plane!
(btw only 6 eclipses left 🥳)
!feedback
It's a really useless thing, but pls add some emotes to the game, doesn't need to go crazy on them, just some simple silly little emotes to use. (I know there's mods on pc that does this, but I play on console and it would be fun to wait those moments where nothing is really happening with a silly emote)
!feedback
A friend and I are thinking of trying to design a custom character named “biometrix”. Their idea is that they’re a low-decent damage support hero who relies on drones for big damage, starting with 3 invincible specialized drones as their passive.
!feedback
Make an accessibility option for railgunner's scope to reduce the intensity of the zoom.
Whenever I use rail gunner, I find myself getting motion sick from zooming in and out repeatedly, especially with how intense the zoom is. This has made rail gunner one of my least favorite survivors to play even though she is really fun. An option to reduce the zoom or disable the scope would be really helpful for my own and I am sure many others enjoyment of the character.
!feedback
Mark obelisk as ? instead Chest
!feedback
Turn
into an equipment, or at least have an equipment equivalent, let us turn invisible on demand for probably a long cooldown
!feedback
revert stealthkit changes from anni, and change the proc chance to be 100% at critical health (1.33% chance per 1% max health lost)
!feedback
show the modifiers of a difficulty when you mouse over the difficulty icon during a game
!feedback
Solution to the motion sickness problem on railgunner: just be able to reload while scoped. There will be a small amount of time before the reload starts in case you have a back-up mag (shooting again will reset the cooldown before reloading).
Maybe the whole back-up mag part is much, but being able to reload while scoped in on railgunner would solve motion sickness and make sniping feel much smoother.
!feedback
Artifact of Sentience
All interactables gain sentience and try to run away from you
!feedback
Make Players able to pause the game between stages in multiplayer
!feedback Make it so that on unlocking ALL item logs, their stacking and damage details show in-game.
!feedback
Make it so that you can see stacking and damage effects in game automatically, no need for all the logs.
!feedback
Replace
Equipment in 10 min timer Chest on Rallypoint Delta with Orange Command orb after unlocking 
!feedback
Make you able to go to a Moment, Fractured
, But you can end a run like this only with
, if you dont have
You can only leave and keep looping
!feedback - survivor idea
new survivor idea!
the summoner
The summoner would be a native to petrector V most likely an alloy vulture or any of the sentient species that live on the planet.
It would be able to summon wisps and other variety of artificial creatures to aid it and inflict effects like poisoned or other malicious effects with its own attacks.
Here's a rough sketch of the lore of it
an outcast of any place it went to.. in the scorched acres they were attacked and constantly harrassed by the wisps and sometimes grovetenders..
once it even made its way to the bazaar between time but was locked out on sight by the newt shopkeeper..
Nowhere it went was safe for it..
Escaped quote: And so it left, with weak delusions of acceptance....
Obliterated quote: and so it dissappeared, like a shadow in the night..
(I have no clue if im useing this right 😭)
!feedback
MAKE FUCKING VOID LOCUS ACCESSIBLE IN ECLIPSE!! I DONT CARE IF THIS HAS ALREADY BEEN SUGGESTED!!! DO IT MOTHERFUCKKKKAAAAA!!!
!feedback
Add regen scrap for white items and maybe red items
!feedback
Give commando a gernade launcher for his 3rd alt special in ror2
!feedback
Add colossal boss variants that can spawn, instead of just having more health and doing more damage, they would have unique attacks and be incredibly large. Would be a fun challenge and remove the monotony of the same old easy or obnoxious bosses.
Also, dramatically increase the size of maps. Maybe a more prominent tp marker would be good to make this not an annoying thing
!feedback
Make resonance disk home toward the nearest enemies
!feedback
vr ror2
edit: the actual feedback
!feedback
Artifact of Apocalypse
Enemies have significantly higher spawn rates a when a long distance from you.
During a teleporter event, enemies teem with unmatched spawn rates outside the teleporter zone, but enemies cannot see into the teleporter zone.
!feedback
At Distant Roost, when you kill all purple-wings-dragon, unlock a new anything (item, portal, altar, boss)
!feedback
Make
alternate utility equipment and replace it with other ability
Artifact of Acceleration
Director gains +1 credit/s every minute.
In short, this will add onto the exponential increase of the difficulty scaling in a way that'll add more enemies, rather than stronger enemies
!feedback
Lunar item: Sacrificial Amulet
Lose 1 (+1 per stack) random item(s) per stage, and gain a significant stat boost based on the category and rarity of the item.
Ex:
Lose a soldier's syringe, gain +5% atk speed and dmg
Lose a hoof, gain +5% movespeed and 5 armour
Lose a Rejuv Rack, gain +30% regen, max hp, and healing
Lunars give random up/downsides when sacrificed
Hybrid category items (like scythe) give half the normal boost from both categories
Current total boost is shown when hovering over the amulet in the tab menu
!feedback
Slight
rework
Still grants temporary 100% crit, but whatever crit chance you already have gets tacked on as ‘double crit’, basically +200% dmg
For example,
= 100% crit +
x5 = 51% double crit chance
So basically an equipment
, but would still have its uses
!feedback
LUNAR ITEM Meal O’ Metal
Upside: Gain 200+ defense for 1 second upon using your special.
Downside: You have taco-bell levels of absolute shitter fart and every 5 minutes you have to take a massive, unrelenting poopy otherwise you acquire 1 stack of “Soiled Underwear”. Upon reaching 3 stacks, your mom tells you to go to the bathroom NOW because YOU STANK! GO TO THE BATHROOM! YOU ARE LITERALLY SHITTING YOURSELF!!!
Item Description
Artemiz wants you.
!feedback
RED ITEM Baby Bird
Equipment cooldown reduced by 20%. Upon activating your equipment, gain consumable extra jumps equal to 1/4 (+1/4 per stack) the cooldown of the equipment. All extra jumps go away once the equipment is reactivated, replaced by new ones.
Item Description
It was a hard truth to bear: The pillows were, in fact, filled with the feathers of baby birds.
!feedback
hit me hat - green item
chance for a target to appear above an enemy on hit. shoot it down to deal 150% (+75% per stack) of damage dealt. the target breaks in 4 shots or in 10 seconds.
!feedback
LUNAR ITEM Nonchalant Reference
Upside: Quintuples health, defense, and damage. Increases character size by 1000%. Running into stage elements and walls breaks them, and smaller enemies get crushed.
Downside: The camera is in your ass.
Item Description
Mar 10 2083:
I'm playing video games. End of journal.
!feedback
buff
arrow rain
Proc Coef. 0.2 >>> Proc Coef. 0.25
!feedback
frozen hourglass - lunar item
killing an enemy reduces equipment cd by 2 seconds (+2 seconds per stack). equipment stops recharging on its own
!feedback
GREEN ITEM Steele Palette
Adds the “Paint” meter. After dealing 7500% base damage, the meter is full. Upon filling up, create a large splatter (100m radius) on the ground that deals 50% (+50% per stack) base damage every 0.2 seconds. Enemies will also receive stacks of a random debuff while within the splashed area, determined by the color that was spread. Debuffs that are cleanse-timer dependent last 0.5 seconds per stack. The paint splash lasts for 5 seconds. The splash damage has a proc coefficient of 2.0. (Meter is filled by any damage caused by the player or by player allies that aren’t other players).
Item Description
The artist is a curious creature. They function in their own, unique way that nobody else is supposed to understand. What confronted, the artist may kid around and call themselves a little crazy, or they will call themselves sane and everyone else around them crazy. But what can we really define as crazy in a world of undefined boundaries?
Probably that guy who threw his painting supplies at people when he got upset.
It's a philosophical question, genius.
!feedback
New Shrine - Shrine of Time
only spawns on Siren's Call
Replaces tp boss with Scavenger(s)
!feedback
Make
blacklisted item for mithrix, I know that it is your fault that you picked up this item, but when you dont know this you will most likely to lose 60+ min run right at the end
like there was big reason why
was blacklisted, so why not 
!feedback
LUNAR ITEM Dreamcaster
Upside: When day and dream unite (when your internal clock is set to 12:00 AM or PM), images and words will begin appearing in random locations (+1 word chance luck per stack). Picking up these words will give you one stack of "Awake", which can, when falling into infinity (beneath the stage) with more than 10 stacks, will add "Metropolis 2" into the stagelist. Before entering, you must endure six degrees of inner turbulence in the form of a fiery pit that damages you rapidly, which you must heal past to prove your worthiness. Once inside, you can farm loot on the train of thought which passes through several locations, all containing monsters of rapidly increasing challenge and difficulty. On the eight and final wave, called the octavarium, you are thrown into systematic chaos with 2 brand new enemies, the "Black Clouds" and "Silver Linings". Once defeated, a dramatic turn of events occur in which a massive petrichorian dream theater emerges from the ground and forces you to fight the astonishing, brand new boss, "Liquid_Tension_Experiment v4", who is a big cybernetic robot crated out of the remains of Providence. He attacks by attempting to ram into you at high speeds, where the damage is calculated by the boss's distance over time. After finally struggling through, you ascend a surreal mountain of rain and ashfall. Once the summit has been reached, you get a view from the top of the world beyond anything you've ever seen. Then you are thrown out.
Downside: Lose 1 natural health regen (-1 per stack).
Item Description
Welcome back, Portnoy.
!feedback
RED ITEM Aggressive Negotiator
Having all cooldown-based abilities on cooldown grants the player 10% barrier per second. Player gains more damage depending on how filled your barrier is, up to 25% (+25% per stack) extra damage at full barrier. Allies the player commands additionally are able to use this item with their own cooldowns and gain barrier separately.
Item Description
My Captain and I had what we called 'aggressive negotiations'. Fairly certain that we committed a few war crimes. But it's war- why would anyone play by the rules anyways.
!feedback
Make
not activate from
Ballista if you press Special key instead Primary
!feedback
yellow item Planula and Titanic Knurl are too weak.
!feedback
Artifact of Division
All item quantity/spawns are doubled, but their effects are halved
!feedback
Artifact of Recursion
Teleporter bosses respawn on death. Teleporter boss max health is halved each respawn. Teleporter bosses stop respawning when teleporter is fully charged.
!feedback
Add a “Randomize Survivor” button in the character select screen. It would select a random survivor with a random loadout when you press it, similar to the random artifacts button.
!feedback
Additionally, add the random loadout into artifact of metamorphosis
!feedback
LUNAR ITEM Dormant Demonheart
All non-cooldown debuffs are removed from the game, including: Bleed, collapse, burn, slow, cripple, curse, frozen, beetle juice, fun, balance, and enjoyment. Stacks by reversing the effect each time it’s picked up.
Item Description
Darkmaster said it's my turn to reroll.
!Feedback
LUNAR ITEM Cracked Mirror
All projectiles have a 10% (+10% per stack) chance to duplicate
and the downside?
ALL projectiles, including enemies
!feedback
Lunar
Tipped Scales
you feel… balanced.
Balances all of the user’s CURRENT stats to the average between them
!feedback
PLEASE bring back more engagement with the community about upcoming DLCs or general news for RoR2. The Survivors of the Void DLC especially had the team interacting and engaging so much more with dev logs. It felt heartwarming to see the team interact with the community as much as they were.
With Gearbox obtaining the IP, I'm excited but also nervous about whether they'll still keep the same level of engagement and interaction. Everyone seems great, I just haven't really seen any RoR2 stuff pop-up as of late and I don't want ror2 to just vanish into obscurity or to be a lesser.
!feedback
WHITE ITEM Red Wire
Gain 5% of health as shield. Gain 0.20 luck (+0.20 per stack). All area of effect attack ranges are increased by 20% (+10% per stack). Effects only apply when you have shield up.
Item Description
Reality of the situation is: You probably aren't going to be cutting wires when defusing a bomb. But if you do see some, cut them for good measure. And cut the red one, always.
!feedback
White item - Signal Booster
All attack and item AoEs are increased by 30% (+30% per stack)
!feedback
LUNAR EQUIPMENT Beau Is Aware
Upside: On use, scan the entire map for only chests. All chest prices are reduced by 25% on each use.
Downside: Jeeves is chasing you. He is unkillable and will not let up.
Item Description
If only he realized that Mona just wanted what was best for him. He just needed a little scare to wake him up from his delusion.
!feedback
Green
Charity Fund
First purchase next stage (+1 stage per stack) becomes free, after which this item gets consumed.
This can include newt altars and lunar pods
!feedback
Equipment(?)
Insurance Return Request
Upon use, summons a one-time use terminal capsule from UES, this terminal restores ALL broken or consumed items upon interaction from a given player.
Single use
!feedback
GREEN ITEM Firebrick
5% chance on hit to shoot a flaming brick from shoulder cannons that travels a very short distance before arcing downwards because of gravity. Upon hitting a surface, it will splatter into a circle of fiery bits (7m diameter), dealing 100% total damage (2.0 proc coeffecient) every 0.25 seconds for 3 (+3 per stack) seconds. If it hits an enemy, it will splatter on the enemy and will disappear if the enemy dies.
Item Description
Don't get into a heated debate when you're touring Venus. The residents don't fare well with offworlders telling them what is or what isn't. But if you do, just bring a shield.
!feedback
Lunar
Compressed Mass
Compresses all currently held non-lunar/void items into stacking raw stat boost items based on initial item type, but losing the true passives, with quality of increase determined by rarity.
[type] - [white],[green],[yellow],[red]
Damage - +5%, +10%, +25%, +50%
Defense (damage negation) - +3%, +6%, +9%, +15%
Healing (only regen) - +2.5%, +5%, +10%, +25%
Speed (affected by both movement and attack) - +10%, +25%, +50%, +100%
!feedback
LUNAR ÍTEM Eeffoc
Upside: Coffee spelt backwards is Eeffoc, which is funny because it gives you +20 (+20% per stack) damage.
Downside: Enemies acquire 1 stack of Neck Bump (+1 stack per stack), which shrinks their size by 50%.
Item Description
It is funny.
!feedback
Lunar Item: Stellar Hourglass
Deal 2x (x2 per stack) damage for 3 seconds, then deal 1/2 ( /2 per stack) damage for the next 3 seconds, repeating infinitely
Displays visually as an hourglass near your crosshair (similar to Viend's corruption meter) which flips every 3 seconds, shining either blue or red depending on its phase
!feedback
Add Agile for skills which dont have it in description, like Railgunner Utility
!feedback
fix console
!feedback
Add rusty jetpack to 2 as a green
Increased jump height and reduced gravity
!feedback
New family event:
[Warning] The air smells toxic
(Only Blind Pests and Blind Vermin spawn)
!feedback
Artifact of Disarray
All enemies (including bosses, but not Mithrix) have their health randomized from 10% to 500% the normal value, their attack speed randomized from 50% to 220% the normal value, and their movement speed randomized from 50% to 300% the normal value.
!feedback
Make you able to toggle between
primary attack mode, like you always want to use primary as her so why lock one input, toggling between not attacking primary and attacking primary would be nicer I think
!feedback
VOID GREEN Immutable Shell
Upon using your R, gain 500 defense for 1 second. Any damage that would've been taken will be gained in barrier (0.5x extra barrier per stack). Corrupts all Rose Bucklers.
Item Description
Most crabs back on Earth and Mars will shed their shells once enough time had passed. But the ones we found on the lower planes didn't bother. It's possible they can't replace it all- considering the fact that it's made of a natural mold stronger than steel.
!feedback
I will not rest in peace until the scrap launcher get buffed, so here are some buff ideas
Hitbox- increase the hitbox of the projectile, I'm tired of that thing phasing through the enemies (this happens with golens way more often)
Damage- increase the damage 360% to 440%, realiable band proc
And last but not least, one of this two would be good, but both would be unnecessary
Reload- make the reload scale with attack speed (the more attack speed, faster the reload)
Or
Ammo- increase the maximun amount of rockets you can hold from 4 to 5 or even 6
!feedback
LUNAR ITEM The Crooked Step
Every 30 seconds, a random direction is prohibited. If you take too many steps in that direction (100 base, -20 per stack) you lose 50% damage for the duration of the 30 seconds. If you stay under the step limit, you gain 25% base damage and 25% base speed (+25% per stack) for 30 seconds. The upsides will keep stacking until you fail.
Item Description
["I'm your blood… I'm your family"]
["Is that you?"]
["You're not my family, not anymore"]
["The fucking regrets!"]
["When your own flesh and blood renounces you..."]
["What did I do?"]
["...you have no choice but to renounce them."]
["KIM!"]
!feedback
Green
Broken Record
10% chance when using an equipment that it will repeat 1 (+1 per stack) additional time(s).
(#ror-art-and-content message)
!feedback
Alt (non-power mode) secondary for 
Heavy Load
Pick up a small-medium object or monster and throw it, dealing damage based on weight.
Large objects/monsters excluded, such as shrines, bosses, stage essentials (such as TP/Pillars)
!feedback
RED ITEM Finger Puppets
Attacks that nearly miss you (miss within 5m) charge up a gauge. At full gauge (10 near-miss attacks), create two clones of yourself on either side of you. The clones copy every attribute of you and your items (including equipment). They last for 8 seconds (+8 per stack).
Item Description
It took my whole heart and soul to tell my gut not to put an anvil's worth of metal in the stowaways skull. And now I learn he likes putting little dolls on his fingers and making them talk. I should've killed him when I had the chance.
!feedback
Void item
Clam of abyss
All items have a 10% (+5% per stack) of chance to proc their void counterpart instead of themselves, Corrupts all your pearls and irradiant pearls ||(can it be a more balanced trade off?)||
Example 1: You have
, with the Clam of abyss, there is a 10% chance in an attack that instead of attacking with the ice spikes, it does an
attack
Example 2: You have
, when it procs, it has a 10% chance to instead of shooting ATG missile, it shoots
missile.
Description
I went deeper, yet deeper.
And I could not look back
The weight of a thousand stolen planets sinking in the void.
Upon my shoulders.
I stared in the abyss. Only once
And I saw The Clams. All intact but one.It's broken shell, mirroring all into my eyes.
And I saw The Minds. All insane but one.
It gazed back at me. Once and forever.
Upon my soul.
The weight of a thousand stolen souls sinking in my mind.
And I could not go back.
I went deeper, yet deeper.
!feedback
LUNAR ITEM Midas Touch
This item enters your inventory if another lunar is picked up. Any enemies you attack or get attacked by will turn to moon rock. Any surface you touch will be turned blue. Any item you touch will be turned into a lunar. Any lunars in your inventory become a useless lunar item called "Regret". Any cleansing pools will stop dispensing pearls. Midas Touch is last on the priority list.
Item Description
In finding consolation,
You haven't,
And have wrought devastation.
Only your glass prison protected you,
And now it has exposed you.
Wither in despair, feel the hurt.
You have brought this upon yourself.
You dug the hole, grime and dirt.
But your path may still be bent.
Pray to the Sun and repent.
!feedback
#ror2-feedback-discussion message
Lunar
Star Blade
All crits gain 100% (+100% per stack) TOTAL damage, but all crit chance is lowered by 50% (-50% per stack) of current chance.
<<INTERCEPTING TRANSMISSION>>
[h-how?]
[This thing defies all known physics!]
[It is totally weightless, unabiding to all gravity despite being… some kind of mineral…?]
[And… it… isn’t made of molecules of any known kind, allowing it to be infinitely sharper than all known matter… without wearing down.]
[This substance is too dangerous to let the public know of.]
[The council NEEDS to see this!]
!feedback
Lunar
Planetfallen Projects
Every individual enemy spawns with 1 (+1 per stack) random lunar item, including equipment.
!feedback
White item - stone flux ring
Killing all tp bosses grants you flux buff until the end of the stage
+5% (+2.5% per stack) crit chance +7.5% (+3.75% per stack) attack speed +25% (+25% per stack) movement speed
!feedback
Artifact of Power
All lesser enemies gain new abilities, or abilities akin to their greater/boss counterparts
(For example regular golems can do the titan ground uppercut, beetles can spit like queens)
!feedback
I think it would be interesting to have something on the UI showing how many extra jumps you have with the hoopoo feather, just like the shuriken
!feedback
Artifact of Mass
Allies and monsters (where applicable) lose a tiny amount of speed for every item in their inventory, but movement items have greater benefits
!feedback
New Item Tier: Sealed Items (Black Color)
Sealed Items start off with weak effects, but after either defeating a specific boss or using a Cleansing Pool, turns the item White and unlocks the item’s hidden abilities, making them more powerful
Example;
New Sealed Item: Bloody Necklace
+10% (+5% per stack) Critical Chance. *** To unseal this item, defeat an Imp Overlord or cleanse it ***
Hidden Effect; 20% chance to heal for 100% (+25% per stack) damage dealt on-hit
Defeating the item’s specific boss enemy converts the whole stack, like picking up a void item
Keeps original effect as well as the hidden effect once unsealed
Hello everyone! Big whinny crybaby here,
So I have been thinking about Void Fiend and his absence of unlockables and I think I have come up with something interesting for them!
First: [I was thinking of replacing the special by an active that also doubles as a passive. It would be unlocked by obliterating or beating the game without EVER letting your corruption get to 100%. This would unlock an ability that would make your base healing 25% stronger and give allow you to keep the self heal at the cost of no longer being able to go corrupt. •Instead, your meter will fill up the more you heal, letting you use it like normal heal ability, but once it reaches 100% it would boost your survivability by reducing all damage by 50%, increasing your healing by 50 or 100% and sharing your healing to ALL allies. •Additionally: using the ability before 100% cost 25% of the bar, as usual, healing you BUT also **healing very nearby allies for 25% of what you've healed yourself. (passive reduce the damage by 10% and attack speed reduced by 20%)
Second: [Unlocked by beating the game or obliterating with 100% permanent corruption. •Removes healing ability, replacing it by a short (5 sec) boost of 25% additional damage and increased attack speed. Costs 25% to use. •Passively increases your base crit rate from 0.5% to 5%, increases attack speed from 100% to 125%, decrease base healing to 0, makes corruption meter fill up rate by 50% faster. •When meter is full, player go into the usual super-sayan mode (stacking with the passive boosts and active ability of the unlock) and grants ALL allies a boost of 15% damage, 25% attack speed and 30% crit rate. Lasts for 8 or 10 seconds.]
I know it is flawed, very much so, but I think my concept/idea is still good. Void Fiend could be used for more different kinds of builds, involving items that grants allies and with drones, as well as making them fun and rewarding to play with friend instead of carrying the entire team everytime.
!feedback
You can do that right now by using the BetterUI mod. It also shows you crit chance and other useful stats.
I play on console, no mods for me, unfortunatly
!feedback
Alternate Void Fiend passive (for Storm DLC):
[T??empes?t O!!verfl!?ow]:
Generate charge rather than corruption. At 100% charge, enter the Overflowing State. Generate charge by healing past full health (includes regeneration), gaining gold, and using equipment. Lose charge when activating interactibles other than barrels and rusty lockboxes.
Overflowing Drown (primary):
Slowly fire a long range electrical laser (fire rate of 1 per second) for 1100% damage, hitting an enemy fires chain lightning at nearby enemies for 200% damage.
Overflowing Flood (secondary):
Fire an electrical orb that explodes in a small area for 500% damage, strikes all enemies hit in a smaller area with lightning for 2500% damage.
Overflowing Trespass (utility):
Disappear into the void, cleansing all debuffs and moving in a corkscrew pattern at a 60 degree shallow angle.
Regular Suppress (altered effect with the passive):
Crush 25% charge to gain 25 gold (scales with stage) and reduce current equipment cooldown by 35% of its maximum.
Overflowing Suppress (special):
Crush 25% gold to regain 25% charge.
!feedback
Lunar Item
Shadowstruck Bracers
Effectiveness of debuffs (on wearer) is halved
But last twice as long
So an alternative sort of Cloom?
!feedback
Add 🤑 emoji but instead it's lunar coins
!feedback
Equipment
Scavenger’s Backpack (redux from Drifter’s Backpack)
Store a highlighted item without gaining the benefit, allowing you to drop said item(s) at will. Stored items persist between stages.
10 item capacity, no cooldown
!feedback
New Sealed Item: Magma Heart
5% (+5% per stack [stacks like
]) reduced health regeneration. *** To unseal this item, defeat a Magma Worm or cleanse it ***
Hidden Effect; Gain bonus Damage directly proportional (+5% per stack [also stacks like
]) to percentage of health lost (If at 50% health with 1 stack, get +50% damage).
!feedback
Buff ideas for Acrid's poison and blight, as blight is exceedingly weak, and if blight gets what poison has, poison needs something else, so here goes:
Blight buff idea: Extend its duration (probably to 7 seconds), and make stacking the buff refresh the blight. Maybe a damage buff but I'm not sure.
Poison buff idea: Since poison's main thing was that it refreshed when re-applied, it should become something else as well. My idea is that attacks that re-apply poison to a poisoned enemy should deal 50% more (total) damage, as well as have the Slayer property (which makes it deal even more damage to lower health enemies, in this case, about up to +75% damage), which should make it easier to clean up smaller enemies' health pools.
!feedback
New Survivor Idea (taking quite a bit of inspiration from LixeiraViva for the formatting):
Name: Trapper (Not the ideal name, open to change)
Basic Stats:
Hp: 120 (+36 per level)
Speed: 7 m/s
Armor: 0
Damage: 12 (+2.4 per level)
Appearance: A dude in a sea-green colored space suit, with a armor chestpiece of a deeper color. Has a satchel, and a belt with many tools and blades. Usually holds his weapon coiled at his side.
In concept, this character is about keeping a certain distance (keeping enemies at "sweetspot" range). He can't really hit enemies beyond that distance, and he is not very effective against enemies closer than that, but excels at the right distance.
Primary: Static Whip (unlocked)
Attack in the faced direction with your whip (rate of 1 per second), dealing 100% damage, piercing all enemies. At the end of the whip attack (the "crack" if you will), deals 450% damage in a small area and stuns.
Primary: Magnetic Flail (locked)
Charge up spinning a flail, when released, swings in a wide circular arc, dealing 70%-300% damage (takes 1.5 seconds to fully charge), charging the attack for 1 second longer makes you spin twice, dealing 2 x 240% damage in a full circle around you. At the edge of the attack radius, deals 150%-1000% damage, or 2 x 850% damage if double-charged.
Secondary: Twirling Blade [cd: 4s after the blade returns] (unlocked, no alternate)
Throw a large returning spinning double sided glaive (for lack of a better term) for 300% damage. At the end of it's trajectory, stops and hovers in place for 3 seconds, spinning for 600% damage per second, scaling with attack speed. While hovering, can be pushed by attacking with your primary, extending its hover duration by 0.5 seconds each time it is hit.
!feedback
make blind pests and hermit crabs lose the buff from
when they attack, if railgunner can't scope in without losing whip buff, crabs and pests shouldn't be able to attack without losing whip buff
!feedback
Always spawn 1 Perfected wisp when Rescue Ship is at 25%, this part is pretty boring but that would be a little spice up 
!feedback
Continued survivor idea (part 2):
Utility: Stabilizing Surge [cd: 6s] (unlocked)
Unleash a concussive blast in a cone in front of you, knocking enemies a significant distance, and stunning nearby enemies.
Utility: Discharging Surge [cd: 6s] (locked)
Throw out 4 wires in a medium spread in front of you. From the end of each wire, fire up to 2 arcs of chain lightning for 200% damage at enemies in the area in front.
Special: Plundering Snare [cd: 10s] (unlocked)
Throw out a floating circular trap in front of you, slowing to a stop, then immobilizing all enemies inside the trap, dealing 8*100% damage over 1 second, and then pull it back. Executes enemies under 10% health. For each enemy this ability kills, heal 2% of your max HP and plunder 3x the gold from the enemy.
Special: Salvaging Snare [cd: 30s] (locked)
Throw out a snare that deals the same damage and execution as the default snare. If this kills an enemy, spawn an item whose rarity increases the more enemies or higher strength enemies were snared.
Achievements:
The Blade Winds
Defeat an entire teleporter boss dealing at least 75% of the damage with a single thrown Twirling Blade (or damage from attacks proc'ed by it).
Unlocks: Magnetic Flail
Out of the System
Apply 4 or more debuffs with a single Stabilizing Surge.
Unlocks: Discharging Surge
Otherworldy Haul
Kill the Twisted Scavenger with a Plundering Snare.
Unlocks: Salvaging Snare
Mastery
Alt Skin:
Royalty
Color scheme is primarily black and gold, with a stylish vest instead of the armor chestpiece.
!feedback character idea
Still the same stats and design so here is the first post if you want to see the original one (changed the name for: Gippy and now the robot has a name: Scrappo)
Special: Stance change
Cd: 4 seconds
Changes your stance to a slower but tankier mode with different abilities (50% slower and 100 armor when active, can also sprint when active), activating again goes back to the base stance.
The base stance is: slime stance and the alt one is: robot stance
Primary:
Slime stance: Barrage
Charges a bunch of spikes in a shotgun pattern dealing 110% damage per spike, can charge up to 10 spikes.
Proc coeff: 0.7
Robot stance: Deploy: Saw launcher
Throws a saw foward piercing through enemies, reaching the max the range comes back like a boomerang, deal 300% damage on the way in and back.
Proc coeff: 1
Secondary:
Slime stance: Sticky bomb
Cd: 9 seconds
Throw a slime ball in an arch that explodes on impact dealing 600%, every enemy hit by it will be stuck to the ground (this counts as a debuff and enemies can still attack)
Proc coeff: 1
Robot stance: Deploy: Rocket
Cd: 5 seconds
Shoot out a rocket dealing 700% damage on impact
Proc coeff: 1
Utility:
Slime stance: Sting/Gulp
Cd: 14 seconds
Throws a sting foward depending on the enemy hit the effect can change, if it hits a medium/big enemy it does 650% damage and halves the cooldown of the skill, but if it hits a small enemy, gippy will gulp the enemy (just like yoshi) and if you use any skill you will spit out the enemy dealing 1600% damage on impact (to both the enemy spitted and the target)
Proc coeff
Sting: 0.7
Gulp: 1
Robot stance: Deploy: Lunge
Heavy. Charges a lunge at the direction you're aiming, when landing deals 500%-1500% damage depending on how much you charged and how close the enemy is to the center of the landing.
Proc coeff: 1
No challenges or alt skills this time, I would need to do 6 additional skills with challenges, also I had the idea for a passive but it wouldn't work well
!feedback
Equipment
Target Practice
When used, places a target dummy with 750 (+150 per monster level) HP that lasts for 30sec or until it runs out of health. The dummy draws attention of monsters within a 40m radius of itself, causing them to ignore other targets.
If killed early, the dummy will EXPLODE, dealing 300% fatal hit’s damage received to all monsters within 15m of itself. (Excludes void implosions)
Allies can also attack the dummy themselves to see damage numbers and overall DPS.
30sec duration, 120sec cooldown
!feedback
Green
Smoke Bomb
Using your utility skill temporarily cloaks you, granting invisibility and a movement speed boost.
void old war stealth kit
just make it the previous stealth kit from before anni. That is all
open cross play on all platform, and make it default, so we can find games again. now that option has only split players
!feedback
!feedback
When there’s a void event, make the void locus theme play
!feedback
Lunar
Cyclopian Eyepatch
Your attacks lose accuracy, but you gain 100% (+100% per stack) total gold and exp on kill.
By ‘lose accuracy’, ranged attacks spray in a cone randomly in front of you, has a cap of a 180* cone in front.
<<INTERCEPTING TRANSMISSION>>
<<undesignated vessel, proceed with caution>>
Aye, cap’n said there’d be treasure on this rock. But what be THAT?!
Ah… vermin. die.
BY THE BEARD OF DAVY-
static
<<TRANSMISSION ABRUPTLY LOST>>
!feedback
Red item: Antique Clock
All attacks are replicated from their original position 3 seconds after their initial activation with 50% (+50% per stack) initial damage
!feedback
Alternate variant for aegis that gives you money for healing past full. Pretty lame, but it's aegis, I mean what else am I supposed to do with it?
!feedback
RED ITEM Balloonium
5% chance on hit to attach a red balloon to an enemy/boss that forces them to levitate slowly. Proc based items (besides crit) have triple luck (+1 luck per stack [having 1 Balloonium is essentially like having 2 clovers on 1 enemy, while every one you get afterwards is an additional clover]) on ballooned enemies. The balloon last 3 seconds before it pops. When it does, it triggers any on-kill effects. Only one balloon may exist at a time, and is considered a debuff.
Item Description
...It wasn't until the New Los Angeles Physics Lab in Stockholm, Sweden, discovered the hidden potential in one of the least expected places- and one of the most fun party decorations: Balloons!
'Yes, well- we carefully pumped a few anti-helium molecules into a vacuum chamber lined with thin latex- and we were astonished to find the surface of the chamber intact... for about 3 seconds. But the thicker the lining of the chamber, the more molecules it will allow to exist before the matter and anti-matter destroy each other- and the proportions have been theorized to be exponential with no falloff.'
Some on social media having jokingly dubbed the mysterious molecule "Balloonium".
!feedback
My friend is really stressed getting the game on Ps5
Because they spent 45$ and cant use gyro, as a console player they say its an option on switch, but not on this console
Either
- If gyro is a functionality for ps5 it would be useful to tell me how to enable this, so i may bring this information to my friend
- Add additional gyro functionality to versions of the game lacking it
Thank you
!feedback
First post here, here we go:
Red item: Overcharger
Every 5 kills, you get a temporary additional charge for all abilities
(This would include bandit and arti’s primary)
Add gyro support to PS5
!feedback
VOID EQUIPMENT Forsaken Treasures
60 second cooldown.
Use this equipment on an item of green or red quality to turn it into a command essence of the tier below it. Corrupts Recycler.
Item Description
Besides herself and her equipment, Commander Snipeswell only brought back 1 thing from her time aboard the UES Fabled Treasures: A small chest. In the aftermath of the events that took place, the chest appeared to have been compromised by an unknown substance. Further research needed for conclusive results.
!feedback
Void Equipments.
Void Equipments would not recharge after use. The only way to gain new charges is through fuel cells, or picking up new (normal) equipments, which are instead consumed and turned into another charge of your equipment. Void equipments have a cooldown as well, which is affected by CDR.
You cannot drop or cleanse Void Equipments
Example: I use a Void equipment, it has a 120 second cooldown.
The cooldown ends, and I am still at 0 charges and cannot activate the equipment.
I pick up
, and gain a new charge for the void equipment.
Possible void equipment ideas:
Deep Matter:
Summons a void implosion at your crosshair. Does not affect bosses. 90s cd
Void Planter:
Send out a small purple seed. Grows and becomes a Void Seed over the course of 5 seconds. Void fog lasts for 30 seconds. 120s cd
Null Portal Generator:
Teleport to your crosshair. Unlimited range. 20s cd
Unrelenting Mass:
Root all enemies in a 30m radius for 15s.
60s cd
Brackish Growth:
Target an item to transform it to its Void Counterpart or the inverse. 60s cd
All equipments here are just ideas, to show how Void Equipments could function
!feedback I fell in love with Pilot and Miner after playing Returns, and would love to see them OFFICIALLY added to 2.
!feedback
LUNAR ITEM Chronogate Keeper
Upside: If you leave a stage before 5 minutes have passed, or after 12 minutes have passed, gain two items.
Downside: If you leave the stage in-between 5 minutes or 12 minutes, you lose a random achievement AND it’s achievement reward. If the achievement that was deleted affects your current run (i.e. the survivor you’re playing, an item you have), the game crashes and you lose all your steam hours.
Item Description
You could never know how it feels. Just look at you. You know nothing. It’s in the numbers. It’s in the stars. Nothing.
!feedback
lunar item: luck or fate
periodically and randomly increase your luck by 1 point (+1 per item) or decrease it by 1 point (-1 per item) until next cicle.
Item Description
Are you feeling lucky today?
!feedback
rework:
Grants 100 (+50 per stack) armor,
Each time you take damage you lose 10 armor from the knurl,
The armor passively regenerates at 5 armor per second,
This would both make the knurl useful and keep it in line with the item description.
!feedback
Red
Concave Mirror
Gain 1 (+1 per stack) floating mirror shield that orbits you horizontally. Small projectiles or attacks are blocked and reflected back at the attacker for 50% of the original damage if they hit the mirror shield.
Using your primary skill causes the mirror shield to orbit faster.
<Shipping Details>
Vessel - UES Contact Light
Address - Dr. Honk’s Funhouse, Uranus
Item - 1x concaved carnival mirror
<recipient included no official shipping notes, instead stating in person (albeit behind an obscuring screen) that one of their funhouse mirrors shattered and they requested a replacement. Recipient also stated to “mind the industrial-grade neodymium magnets in the back”>
<…why does a mirror need magnets?>
!feedback
Void item: Misshapen glass
Doubles current health (+50 per stack) but resets damage multiplier and corrupts all shaped glass
!feedback
The Railgunner challenge "Railgunner: Annihiliator" is mispelled
(I don't know if this is the right channel for this but I suppose it counts as feedback)
!feedback
Lunar
Princes Droplet
Reduce all damage from the front by 25% (+25% per stack)
But enemies crit you for 50% (+25% per stack) extra damage from the back
Logbook Entry:
Shipping details:
Vessel: UES Contact Light
Address: Mueseum of Neptune History
Item: large glass artifact
It took a lot to get my hands on this so you all better pay me well. The 7th Prince of neptunes glass shield used in the 2nd uprising to stop bullets, It’s heavy and fragile so keep it safe.
!feedback
Artifact of Hallucinations
1/3 of items, enemies, and interactables do not exist. Interacting with a hallucination causes a frightening event to pass...
!feedback
Lunar Equipment
Glass Cannon
Upon use, consumes ALL but 1 of your current hp, firing a large glass cannonball forward, the cannonball also rolls around for a time after its initial arc, dealing diminishing damage as it rolls. The cannonball deals damage based on hp consumed.
60sec cooldown
——————————
<Shipping Details>
Vessel - UES [REDACTED]
Address - Museum of Ancient Warfare, Mars
Items - 6lbs Fibre Glass Handheld Cannon, 6x Small Fibre Glass Cannonballs
<Shipping Notes>
I’m sure this goes without saying, but don’t try to fire this thing. It’ll break, and it’ll hurt. I’m astonished it even survives being shipped.
Seriously, who makes a cannon out of glass? Who used this thing?!
!feedback
Make a Larva plushie.
I will spend my life savings on it.
!feedback
Engineer drones
!feedback
Equipment
Clover seed
Upon use, gives 5 (debatable) points of luck for 20 (debatable) seconds.
120 (debatable) sec cooldown
!feedback
Equipment
Sapper
When used on an interactable, alters that interactable for a more favourable effect.
Chest - opens for free after a time, time is scaled by price.
Shrine - triggers the shrine’s effect once without consuming resources, get a free ‘charge’ from said shrine (ie shrine of the mountain can be used twice)
Printer - reroll printer’s blueprints to another item of the same rarity
Teleporter/pillars/deep void signal - automatically charge the interactable for a rate of 1% charge every 4 seconds
120sec cooldown
—————————-
in a french accent
surprise!
Should add proximity voice chat for in game.
prox voice chat
!feedback
Equipment: Antique Pocketwatch
On activation, all non-allies and unfriendly projectiles are slowed down by 75% for 7 seconds.
100s cd
!feedback
Should add the ability to turn in to a bot and help heal or attack after you die like you can in Risk Of Rain Returns.
!feedback
!feedback
item
Name: " crate "
Quality: [N/A]
Text: " DAMN-IT! "
Lore: the opening mechanism on a crate failed so you took the whole thing
Function: "Does nothing". attempting to scrap it will "clog" the scrapper, removing the item from the player but giving nothing in return and making the scrapper useless. When mithrix steals your items it will hurl the crate into the air. After he finishes stealing your items it will fall and bonk him on the head dealing 1 (modifiable) damage
acheivement
Name: "ACK!"
Text: "Give mithrix the worst headache"
How to get: Kill mithrix's with crates no shaped glass, artifact of glass, or debuffs
!feedback
Lunar
Stained Glass
Any glassed health (ie shaped glass drawback, e8 curse) further increases damage (+2% base per 1 glassed hp), and increases movement and attack speed (+1% each per 1 glassed hp)
!feedback
White:
Field Manipulator
Increases the size of ALL AoE effects by 25% (+25% per stack)
(If attacks don’t have AOE it will increase range of attacks)
!feedback
Lunar Equipment Sickle
Upon use has a 99% chance to deal the remainder of enemies HP killing them instantly, if the roll fails has a 1% chance to kill you instantly
Instead of a cooldown has a unique effect each use lowering the chance to kill an enemy by 1(+1 for every follow up use)% and increase the chance for you to die by 1(+1 for every follow up use)%. This chance is a permanent effect on the player to prevent swapping it out when the % get’s high and can only be removed by cleansing debuffs
Item description
“Gamble with death itself?”
!feedback
!feedback
Lunar
Divided Design
ALL interactables that would give items now drop 1 (+1 per stack) additional item
BUT the effects of said items have reduced scaling (-50% scaling per stack)
!feedback
RED ITEM Mark of Mastery
After using a cooldown-based damaging skill, your character will briefly flash red after 0.5 seconds. If the button to use that skill is pressed within 3 frames of the flash, send a red energy torpedo at nearest enemy that deals 100% (+100% per stack) of the damage of the initial ability (max ramp up where applicable) with a 2.0 proc coeffecient. The torpedo homes and goes through walls and non-enemy hitboxes. Any ability stacks will be used upon pressing the ability button again, but can be done at the same time as the red flash to not lose out on damage.
Item Description
When you fight for sport, all you need is mastery.
Anything beyond that is unnecessary. At that point, your chances of failure are only 1%. And in the realm of sports, that's okay.
But when you're out there, fighting for survival, mastery isn't enough.
1% may not seem like a lot to you now, but it will mean something eventually- when you're lying on the ground, dead.
You may still survive. But at that level, not all of you will. We risk nothing.
You must be perfect.
!feedback
2 New White Items
Frangible Bullets: Deal an additional 25% (+25% per stack) damage to biological enemies
(beetles, lemurians, imps, jellyfish, worms, Grovetenders, vultures, bison, blind pest, blind vermin, Gup Family, hermit crab, larva family, parents, grandparents, void devastator, void barnacle, void jailer, void reaver, void infestor, Newt, scavenger, Mithrix, Voidling)
Full Metal Jacket Coverings: Deal an additional 25% (+25% per stack) damage to non-biological enemies
(stone golem, constructs, clay apothecary, clay Templar, wisp family, brass contraption, Lunar chimeras, giant teapot, floating sphere family, stone titan)
!feedback
Lunar Item When The Ice Breaks
Upside: Whenever an enemy is afflicted with 80% Slow, they create a smaller, far-less-health copy of themselves that drops 5x singular chest gold.
Downside: Whenever you or an ally is afflicted with 80% Slow, you create a similar copy that explodes violently for 50% base health as damage in a 20m zone.
(Part of the "Hailstorm" set).
Item Description
You're leaving the studio? Right now?!
Sorry, man! Just start writing something without me. I'll be back to record before you know it.
Ugh. Rudess, break your keyboard.
What?
8 7 /
!feedback
Artifact Of Gup:
All non gup descending enemies spawn geeps when they die
!feedback
Items that fall out of bounds should teleport back similar to how the player does.
!feedback
Artifact of Maze
Stages progress in a random order, disables portals.
Regular stage order is randomised
Every normal stage 1-5
Hidden realms are added into regular stage pool instead
Bazaar - 5% chance every stage
Gilded coast - 2.5% chance every stage
Bulwark’s ambry - 3.3% chance per stage, artifact trial is chosen at random (excluding Maze itself)
Portals to final stages (void locus, planetarium, a moment fractured/whole, commencement) instead appear at set stage intervals
Commencement - every 6th
Celestial - every 8th
Void - 25% chance every 10th
Copied from an earlier atrifact multi-idea, just on its own
!feedback
I know pot rolling is a bug but its such a cool risk for reward mechanic that it should be made more consistant and added to console versions.
!feedback
Replace the aspects with an upgraded trophy hunters tricorn that can be used on any elite for its aspect, make the drop 1/4096 chance for the upgraded tricorn
!feedback
Have it so that when you're firing captain's primary, there is always 1 bullet that is exactly lined up with the center crosshair
!feedback
Lunar item: Rambunctious Newt
Gain a 0.5% (+0.25% per stack) all stats up per lunar coin spent BUT cleansing pools are removed for the run
!feedback
Have the wisps fired by the Little Disciple count as missiles for the purposes of firing additional ones with a Pocket I.C.B.M.
!feedback
Red item: Marks of Retribution
Apon taking damage, gain 1 (+1 per stack) of Retribution, up to 10 (+5 per stack). On the next equipment activation, spend all stacks of Retribution to increase Dmg by 10% per stack.
Lasts 15 (+5 per stack) seconds
!feedback
Artifact of Haste
Each stage has a time limit of 7min, if this time is elapsed all players will automatically die.
(Time limit is stopped during TP)
!feedback
Void
Grav-Warp Gearbox
Jumping while moving forward causes you to perform 1 (+1 per stack) consecutive charge forward, dealing 100% (+50% per stack) base damage.
Corrupts all Hopoo Feathers
!feedback
Equipment: Snowball
Throw a snowball dealing 100% damage that freezes the target for 3 seconds.
Cooldown: 15 seconds
!feedback
Red
Mithrixes blessing
Upon going under 35% Health Take 25% ( + 5 per stack ) of 3 enemies stats in a 25 meter radius (+ 10 per stack) and add it to your own
keyboard and mouse for console?
I would really like to see some new skins in the new dlc: a skin if you beat eclipse 8 on a character, and one if you beat a prismatic trial and your time stands as first place by the time the seed closes. These wouldn’t be common to see in multiplayer lobbies, but if you see it, you’ll know that that player is good. It would be a cool way to show off for people who like these game modes.
!feedback I have an idea for an Artifact.
Artifact of Agility: Doubles Attack and/or Movement Speed (Leaving this one up to the devs.) for both the players and the enemies, even the bosses.
release something new
New skins in the dlc
- e8 skin
- prismatic trials skin when you're in first place
!feedback
Artifact of Greed: enemies drop 100% more gold, but have 50% more health
!feedback
Green
Sapple syrup
Killing an enemy applies sticky substance [undebatable name, stop pestering me about it] to nearby enemies in a 10m radius, slowing their attack speed by 10% (+5% per stack) STACKING
——————
this is some real sticky stuff, got it from one of those trees. Don’t drink it, one of the other men still can’t speak.
i dont die when i roll against the floor
!feedback
Lunar
Martyrdom
All of your on-hit/on-kill effects have 100% (+100% per stack) increased potency, BUT they also trigger on you.
!feedback
Posting this here because I feel this applies to both PC and console versions
Please add aim assist for blind pests and vermin, they're a hard enough of an enemy as it is, which makes it doubly as annoying to deal with them for controller players
!feedback
remove blind vermin from the game
!feedback
Ben’s raincoat needs a buff.
I’m not saying it needs to be restored to its original state, but it is pretty underwhelming.
More Barrier would be good, maybe 5% or 10% of your max hp.
!feedback
make
give less boost per stack (like
), I dont like that Green item can make your gameplay worse
!feedback
Lunar item: Ace of Spades
shrines of chance drop 2 items, but are twice as expensive
!feedback
Lunar item: Volatile Duplicator
All interactibles have a 25 (+5 per stack)% chance to drop double items, and a 25 (+5 per stack)% chance to drop nothing
Not affected by luck.
!feedback
Credit to @plush mirage for the idea
Red
Challenger’s Mark
Completing a shrine of combat (or any shrine affected by
) spawns an item of ( ⬜ 66% , 🟩 33% , 🟥 1% ) rarity (increases rarity chances of the items per stack).
!feedback
Void (tier 3)
Banishing coral
Upon hitting an enemy, encase hit enemy in coral. When an enemy with coral is hit, it takes 200% (+75% per stack) damage (based off of the attack that removed the coral) and is no longer encased in coral. Has a 5 second cooldown, indicated above your health bar.
**corrupts all brilliant behemoths
**
!feedback
I'm stealing this idea but;
Remove Blind Pests from the game or nerf them so they aren't more lethal than Mithrix once you go past Stage 4 and so they aren't able to 3 shot healthy survivors like MUL-T on stage 1 and 2.
But removing them is probably the best choice since that's as much effort as Gearbox is willing to make.
!feedback
Maybe play and test your own games for ideas and bugs instead of having all of these feedback channels. And that reminds me of my second piece of feedback, maybe actually fix ANY of the many bugs that everyone has been dealing with for months?
!feedback
Can't play dlc offline huge turnoff bought it under the pretense of thinking I could play it offline I'm on console and I don't have wifi I was super excited to play the new content just to find out I can't
!feedback
LUNAR ITEM Mahalo Piha
Upside: Grants players and player allies gain complete immunity from Blind Pests, and gain 10% (+10% per stack) barrier when hit by Blind Pests.
Downside: Blind Pests are 2 times as likely to spawn, can spawn on any stage, and lower visibility by 7% (+7% per stack) for each Blind Pest alive.
Item Description
I'll never forget the words of the wise Hawaiian preacher that spoke to me privately after his gospel:
'A'ole pilikia!
They still haunt me to this day...
!Feedback
Green item
"Santo walicho" (It's a deck of cards featuring a card sliding out with a sword, similar to Providence sword)
Item works:
Attacks have a 20% (+10% per stack) chance to briefly hypnotize enemies to attack against their own kind for 5 (+3% per stack) seconds (note: even though the hypnotizing last for X amount of seconds, it can also be measured by attack, so an enemy will attack at least once while hypnotized)
Description
"Oh gad damn amigo, I don't know how I'm so unlucky, this is the fifth time I only have 2 fours and a mid card, I can't even sing 'Envido' with this!"
"Jajaja, then that Walicho might be working just as planned"
"What!? You did what?!"
"You were doing great against me in Truco but only cause pure luck... so I thought on doing some devilish walicho on you so we can kinda pair up and actually put some skill in it!"
"Oh yeah? well guess you didn't knew I know some macumbas too"
"And what are you gonna do? des-walicharte?..."
!feedback
Lunar
Fossilized regrets.
Gain a 10%(+5% per stack) increase to all your stats. Upon killing an enemy, gain a stack of karma, which decreases all your stats by 3% (+2% per stack) for 10 seconds,
—————
“we are what we eat, and we are nothing but a soul in recycled matter. Are we any different than what we kill,?”
“Oh, shut up. Ever since you started collecting rocks you act like you’re some sort of philosopher”
“They speak to me. Maybe one day you’ll understand”
!feedback
Please adjust the void fields/simulacrum AIBlacklist, to fix blatantly useless items being in the pool - some items are impossible for enemies to use outside of extremely niche circumstances!
the blacklist was meant to remove literally useless items (rusted key, lepton daisy) or blatantly overpowered/unfun items (stun grenade, power elixir), but it notably doesnt include many items, especially from later base-game updates, and the SotV DLC, that they reasonably cannot use in most any scenario, if not literally cant; namely, regenerating scrap literally does nothing, and can waste an item opportunity for enemies.
Theres also many items that:
- enemies cant reasonably use unless they get incredibly lucky on item combinations (pocket icbm, laser scope), or
- only incredibly specific enemies can use (war horn, bottled chaos), as well as
- several items that have generally no threat even if technically capable of being proc'd (interstellar desk plant, resonance disk, wake of vultures, etc)
tldr; enemies in the void fields/simulacrum often, and sometimes literally use a lot of items; please update the AIBlacklist to remove items that are generally useless for enemies, so that the items that enemies can use matter!
hamborgor
CHESS BORGOR!!!!!!!!!!
!feedback
Red
Laughing skull
Any time a debuff is removed from an enemy, that enemy takes 100% (+50% per stack) times the debuff stack count.
————
they say laughter is the best medicine
…
this guy clearly disagrees.
!feedback
Void white
Crabclaw
Gain +7.5% (+7.5% per stack) damage while you are above 90% health.
corrupts all Crowbars
!feedback
Red
Shock Absorber
Heavy single-hit damage is converted into a spread out damage-over-time, does not inhibit any healing. (Damage received is further spread out per stack)
heavy single-hit damage - any damage greater than 20% of your maximum hp
does not inhibit healing - ie cautious slug, medkit can still proc through the damage
Who’s ordering car parts in space?
!feedback
Beads of Fealty should stack something. (enemies more dangerous/item) (+1 lunar coin/item)
!feedback
seahorse - void item
first 1500% (+1500% per stack) base dmg dealt to an enemy is doubled. corrupts all crowbars
!feedback
Kinda a bundle of things, but they all interact
Equipment
Pizza Base
Does nothing on its own, combine with topping items to intentionally inflict a status effect on all enemies within 20m of yourself. Passively increases topping drop rates.
Topping used is decided by the order you picked them up
20sec cooldown
Toppings
White
Pepperoni - inflicts 1 stack of burn
Sausage - inflicts 3 stacks of bleed
Chicken - grants movement speed
Vulture - grants attack speed
Beef - grants bonus damage
Green
Broccoli - inflicts poison
Conspicuous Flower - inflicts 5 stacks of blight
Bison - enter a frenzy
Red
Chilli Peppers - inflicts heavy burn
Boss
Ground-up Knurl - grants temporary hp regen
Royal Jelly - creates a bubble that inflicts beetle juice
Solar Fragments - applies 5 stacks of overheat
Lunar
Moon Cheese - inflicts cripple, also affects you
Void
Oysters - inflicts 10 stacks of collapse, corrupts all other toppings
<<CONNECTING>>
hello, this is Supernova Mario’s Pizza, may i take your order?
yes, could i get a uh, none pizza with left beef?
…what?
!feedback
Void item - Adrenaline
+15% attack speed and +5% damage (+15%/+5% per stack) while below 35% health. Corrupts all Soldier’s Syringes
!feedback
Base game enforcer would be pretty rad
!feedback
Add a third Seer option in the bazaar if you have the DLC. I am tired of going to the bazaar only to realize that the one location I went there for isn’t there and I have to loop again.
!feedback
Make crowbars and guillotines more broken for the ultimate one shot everything (Honor Artifact)
Guillotine needs a buff. It's okay, but its use cases are minimal, and its effect is even smaller.
!feedback
Void yellow (yes, really)
Cell Gem
Gain 0.1 luck (+0.1 per stack) per 1 small chest worth of gold in your possession, up to a +2 luck (+0.5 per stack) max.
corrupts all Pearls
<RECEIVING TRANSMISSION>
<warning, weak signal>
Chief, we managed to crack open one of those vent thingies in the purple dimension!
It spat out this strange, pulsating… gem? It looks like it’s… breathing.
…
The pulsation sped up as i said that.
…is it trying to tell me something?
…
Wait, what’s that? is that a crab?
-aggressive chittering can be heard-
WAIT NO-
<warning, signal critically weak>
<transmission lost>
!feedback
New Interactable: Void Processor
Selects 1 random stack of a void item, transforms them into their original, non-void form, and gives a new item;
Void Essence: +50% damage against Void Touched enemies, enemies inside Void Fog, and Voidling. +10% (+10% per stack) healing and +1 (+1 per stack) Armor. At 25 stacks, immune to Void Fog and all Void enemies’ black hole instant kill attacks
Processing a stack of Void Items gives same number of Void Essence (13
precessed with Void Processor turns into 13
and 13 Void Essence)
!feedback
Interactible: Void Purifier
Interacting shows a menu similar to the scrapper, displaying only your Void items
Selecting one of your Void items instantly trashes all stacks of it, getting rid of them permanently. You do not gain anything from this interactible.
This interactible allows players to trash a Void item, which can be useful if you forgot what the item does, or your other items now no longer work with the Void item as part of your build
!feedback
survivor/change: give Mul-T's powersaw better proc-chance
its almost only good when paired with itself and power-mode, its hard to dodge attacks with, it has medicore DPS, but it hits fast so you'd think it'd have good procs right? nope
!feedback
Crashing the game (after 6+ stages) should be considered a win
!feedback
When looking in a monster log, show the monsters abilities
!feedback
I’m sure this has been suggested before, but having logbooks for the aspects would be good for the lore.
We have literally no clue why aspects, and with that elites, even exist. Aspect logs could reveal that.
While I’m sure there’s a gameplay reason behind not having these extremely rare items required for 100%, there are still effective way(s) to grind for them.
Atop of this, knowing aspects even exist would be nice. I’ve never gotten the celestial, malachite, or perfected aspects and before looking it up thought there were only aspects for the four that appear before stage 6
!feedback
Shrine of ghosts
Uses: Lunar coin (3).
Consumed on use.
Effect: Gives you one 'ghost essence', an item that imitates the effects of one stack of all your items until the current stage is cleared.
For example: if you have
x3,
and
, the 'ghost essence' will imitate the effects of one stack of each, so you technically have
x4,
x2 and
x2 for the rest of that stage.
Note: There can be one in Commencement, where is locked behind a stone door which unlocks after completing all pillars. ||
||
!feedback
Shrine of Chaos
Costs 1 lunar coin
destroyed on use
Randomizes all of your items within their respective tiers (basically reverse shrine of order)
!feedback
Shrine of Resonance
Costs 5 Lunar Coins and gold equal to a large chest on that stage
5 stack storage slots
Singleplayer: Place items into it and are able to take them out in a future run
Spawns randomly while it has no items, guaranteed to be on Stage 3 if items are inside it
Multiplayer: All players are allowed to access it and the items inside
Spawns on every even numbered Stage
!feedback
Risk of Rain 2 Returns to GeForce Now:
With over 25 million registered users as of January, 2024, as well as a history of being on the platform before removal, GeForce Now and its many users could entirely benefit from regaining access to such a masterpiece of a game! Not only would it allow people access to the game who normally wouldn’t have it, but it would also introduce a surprising amount of newer players to the game and its franchise, something that could be invaluable with the hype of another DLC on the way! 🦆
!feedback
Bonus for owning ror2 and rorr
The bonus would give you a new skin for Commando in ror2 and rorr
!feedback
Equipment
Inferno Grill
Upon use, places a stationary grill that inflicts 1 stack of mild burn per second to any enemy within 25m of itself. Grill lasts for 20 seconds.
Any enemy that dies within the effect radius drops a Grilled Steak, which allies can eat to heal. Quality of heal is determined by source monster that dropped it.
||grill can also be interacted with while holding bison steak to instead consume that for a low tier grilled steak||
40sec cooldown
!feedback
Temporary holiday cosmetics for survivors and chest reskins.
!feedback
Artifact of Choice
All chests become multishops, but their price is tripled.
Sacrifice synergy - all enemy drops become void potentials instead.
!feedback
Keyboard and mouse support for console. Pretty simple, and should be something in every console game that can support it, but it isn't in most games, nor is it in RoR 2 console
!feedback
Add console splitscreen gameplay
!feedback
No idea what to call it, but a void item scrapper
Trade (15% white items / 20% green items / 25% legendary items) of your current max health, and you can remove 1 stack of void items.
This makes sure you think about picking up a void item. Do you really want this item? If you eventually grow tired of it, are you willing to trade your health for it?
This allows for void items to be scrapped, with a hefty punishment for doing so
A random for the survivors picking which class to plat
!feedback
Void equipment: Corrupter
Swap an item from a chest/multishop for the void alternative (ex: swap bungus for wungus). Works like tricorn, only 1 use. Corrupts all current and future recyclers
!feedback
Add "choose random survivor" button on the lobby screen
That'd what I was trying to say just wasn't thinking tho
So i got an idea for two new survivors
(not how you use this channel)
!feedback
Artifact of commitment
Removes every interactable that allows you to swap out or remove items (3d printers, scrappers).
!feedback
Turret
’Thunderhead’ Heavy Artillery Turret
Health - 1000 (+300 per level)
Regen - 0
Damage - 15 (+3 per level)
Speed - 0 (50 during Relocate)
Base cost - 750
A large yet highly versatile turret reminiscent of a warship’s defences. it fires highly explosive shells that will absolutely obliterate most enemies.
Has a very small chance to spawn on siphoned forest, wetland aspect, sulphur pools, siren’s call or sky meadow
Primary
Autocannon Fire
The turret fires two heavy autocannon shells at enemies within 100m of itself for 350% damage in an area of 5m per shell.
2.5sec cooldown
Secondary
Bunker Buster
Only used on large groups (8+ enemies within 30m of eachother) or strong enemies (large enemies, elites, bosses)
The turret fires a mortar skyward, landing down on targeted strong monsters or groups for 1400% damage in an area of 20m. The mortar also pierces any vertical terrain that may obstruct its target.
10sec cooldown
Utility
Relocate
Once the ally that purchased the turret exceeds a 100m range, the turret takes off and replaces itself in a random spot near to them.
The turret cannot attack while it is relocating.
20sec cooldown
Special
Self-Destruct
Right before death (last 10% hp), the turret EXPLODES after 5sec, dealing 10,000% damage to all enemies within 30m of itself.
Note, the turret CAN be killed before detonation, cancelling it.
!feedback
New Red Item: Momentum Boots
Gain 5 (+50% per stack) Momentum
(Momentum makes you go faster the longer you are sprinting, 1 Momentum = +1% Movement Speed every second you are still sprinting)
!feedback
Void white: Charged Obsidian
Attacks outside 30 metres of the wielder deal 5% (+10% per stack) extra damage
Corrupts all focus crystals
!feedback
Green item - Stork Beak
Double tapping in any direction will cause you to do a dash that travels for 15m, if the dash collides into an enemy the dash does 250% (+75% per stack) damage, after using the dash you have a 3 second cooldown before you can use it again.
!feedback
New Lunar Item: Lonsdaleite Coin
+25% (+25% per stack) effectiveness of the upside of Lunar Items (excluding Lonsdaleite Coin)
*** BUT ***
Randomizes and locks controls each time it is picked up, randomly locks Primary, Secondary, Utility, or Special for 15 (+3 per stack) seconds every 30 seconds
!feedback
I'm basicly taking this item and changing how to get the effects
Void item - Adrenaline (I don't know if this name makes sense for the effect)
On hit stacks 5% damage (+5% per stack) when reaching 4 stacks (the max amount) gets an aditional 15% attack speed boost (+15% per stack). This buff lasts for 3 seconds - corrupts soldier syringe's
In other words, predatory instincts with extra steps
!feedback
Item Idea
Item Name: Pure,(or purely) Semi-adulterated Antimatter (or) The Essence/Energy Box/Cage/Trap
Rarity: Legendary (Red)
Item Description: Periodically nullifies the abilities of elites on hit.
Usage: Damaging an elite monster causes it to transform into it's non-elite counterpart for a short time, perhaps 3 (+[2-3] seconds per item) seconds, and upon triggering a cooldown of [7-10] seconds begins.
OR: Damaging an elite monster has a [5-20]% (+[5-10]% per item) chance of causing it to transform into it's non-elite counterpart for a short time, [2-4] seconds, without a cooldown, but with an exponentially lower chance of proccing it on the same enemy additional times.
(This would also mean that all items which would benefit you from/while killing an elite moster like Wake of Vultures or The Guillotine could not be activated, but it's health would decrease according to the variant change with the same % health. You would also receive less gold, but the purpose of this item would be more-so for a little crowd control on later stages, like my idea for the Guillotine.)
(For balance it also, in the second case, may make sense to change it from (+%chance per item) to (+seconds of effect per item), so it stays as a low chance but gives a longer time to kill the enemy)
(And, in the first case, instead of adding time to the item effect perhaps it could it could reduce the cooldown by the difference of cd to activation length divided by 2 per item)
(Just the first balancing ideas I could come up with)
ALTERNATIVE:
Rarity: Lunar (Blue)
Usage: 20%(+20% per item) chance of causing an elite to transform into it's non-elite counterpart for a short time on hit, BUT there is a [0.1-0.5]% (+ [0.1-0.5]% per item) chance that a container will explode if you are hit by more than [25-35]% of your max health's worth of damage, instantly killing you (and potentially leaving you with an empty container?)
OR: (equipment/activatable lunar item) On use, infuse your attacks with the ability to transform elite monsters into their non-elite counterparts: any enemies hit within the next [5-10] seconds will be transformed for [5-10] seconds.
EDIT: forgot to include a negative for this; maybe if you get hit you have a crazy high chance (like a 50/50 or even 100% maybe) to instantly die, and the challenge is to hit as many things as you can without getting hit once. (or) It could simply have the same negative as the other lunar where it will proc the damage on you only when you take a tick of damage worth more than some large % of your max health.
Challenge to unlock: THE VOID ISNT EMPTY
My best idea for the challenge I think had something to do with the Void Fields: perhaps another challenge or a puzzle there just because it feels like it kinda gets forgotten about by players sometimes, or maybe it could just be identical to the Acrid challenge where you just have to beat/stabilize the void fields meaning anybody with acrid would already have it and anybody without would/could get both at once, or maybe it could be another challenge that would make people to multiple runs of the fields, first to get Acrid, then to get the Antimatter/Box item.
I'm always really bad at coming up with the challenge tbh - my idea for the guillotine challenge was for the player to literally just die in the fastest way possible (to be one-shot) lol. I think I should honestly just leave it up to the pros, but this is my best idea for this item.
(And, of course, this is just a rough idea, all the stats or the challenge could be changed, so I'm open to suggestions. Have a good one survivors)
!feedback
A few suggestions for console
Probably the best way to implement mod support for console would be to pick some of the most popular mods every month and implement them into the game yourself. There the player can toggle the mods they wish to have at the time, or download them, like Skyrim; Special Edition does on console. This ensures safe mods for console.
More achievements. Sure, we recieved a few new achievements when Survivors of the void was put on console, but only 2 achievements, both very easy to get. Make some achievements for getting a specific score in simulacram, beating the new boss, anything will do.
There should be some form of photo mode, and no, turning off the hud doesn't class as photo mode. I mean full free camera. This game has some beautiful places that you can't stop to look at in most cases, because you are forced to move or die. Pausing the game to capture these locations would be amazing. It doesn't need any form of picture tuning, just pause the game and give us a free camera!
This is just a general suggestion for pc and console, but make the eclipse mode more noticeable! Without youtube, you'd most likely not know about eclipse. At the very least it should be there, right in your face as you click singleplayer.
Cross progression from PC to Xbox to Playstation should be a feature. It would make experiencing the game on other platforms more accessible, because you'd be right where you left off on your last platform
!feedback
New Artifact - Artifact of Exchange
The artifact replaces all enemies with weak, shrunken down bosses. And for the teleporter boss is a massive enemy that has increased damage and health
(Mithrix and Voidling are unaffected by the artifact)
Moon Milk [Lunar] ```ansi
[2;37mOn kill: +1 Moon milk status effect per stack
[2;32mExperience needed to level up is divided by 1.05^status effects
[2;31mEnemy level cap is increased by 2(+2 per status effect)
!feedback
Lunar
Balanced Scale
perfectly balanced, as all things should be.
Locks your own level to current monster level
BUT you can no longer level up normally, obviously
Everything affected scales 100% (+100% per stack) faster
!feedback
LUNAR ITEM The Human Head
Once per stage, a human head item will spawn in a random position. If you manage to find the human head within 1 minute, you trap Brionithan Cohee and gain a 5% chance to get double items from chests. If you do not find it within 1 minute, Brionithan Cohee begins roaming the stage. The less money you have (relative to the stage progression), the more likely he is to begin chasing you. He deals 10% damage per swing.
Successfully killing Brionithan will grant you the achievement: "On a stick", which unlocks a creepy clown smile cosmetic for all characters.
Item Description
Maybe society would be in a better state if cars had automatic breaking while they were off to prevent cars from slipping down into lakes when on small downward slops. But that's just a theory.
!feedback
Green
Serrated Blade
All bleed and hemmoraging effects gain 100% (+100% per stack) damage over time.
Void green
Warped Blade
All collapse inflicted gains 50% (+50% per stack) burst damage. Corrupts all Serrated Blades
!feedback
Artifact
Artifact of Unknown
Hides the run timer, monster level, player health and level, and inventory
!feedback
colourblind options
!feedback
An ingame feedback system, to suggest things directly to developers. Not sure if it is in pc, but it definitly is not on console
!feedback
3 new elite equipment
3: Trophy hunters aspect
Upgraded ver. If trophy hunters tricorn that if used on an enemy, gives their aspect. 1 use only. 1/4096 chance to drop
2: Super Sawmerang
Upgraded sawmerang
Throws 7 homing saws out that come back to you. Cooldown: 45 sec. 1/4096 chance.
1: Chaotic Molotov 8-pack
Upgraded ver. Of molotov 6 pack. Built-in bottled chaos with 2 extra molotovs and extra radius. Cooldown: 30sec. 1/4096
!feedback
Lunar item
Gain a permanent 100% (+100% per stack) bonus to all stats at the beginning of each stage. Taking damage from any source permanently removes 3% (+3% per stack) from all stats. (Triggered by all the same sources as Planula)
The per-stage bonus does not wear off between stages, and will continue to stack up if you do not take any hits.
Busted on eclipse 8 is the bare reqs and this breaks it
!feedback
If it's not in the game already, then the ability to make you drones, turrets etc target specific enemies would (imo) be quite a nice addition. Maybe this can be specific for engineers turrets?
Pinging important interactables like a printer, teleporter, or portal should make the ping permanent.
Alternatively, pinging interactables is permanent until you un-ping them
!feedback
New Survivor: Builder
Stats;
Health: 120 (+36 per level)
Health regen: 1.5 h/s (+0.2 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 10
Passive: Carries a 3D-Printer backpack which produces either Bricks or Metal Slabs. Generates Bricks at 1.5 per second (+0.2 per level) with a max capacity of 1000 (+20 per level), generates Metal Slabs at 0.5 per second (+0.1 per level) with a max capacity of 500 (+10 per level)
Primary: Gun breaks apart 3 Bricks into 75 tiny pieces, then fires the pieces out in a cone, each piece dealing 6% damage (450% total) and having a 2% chance of inflicting Bleed, or fires 3 Metal Slabs one after the other, dealing 160% damage each (480% total) and knocking enemies back or stunning them
Secondary: Switch between using Bricks or Metal Slabs
No Cooldown
Utility: Toggle on or off placing materials on the ground behind you, allowing you to build walls or bridges, +50% Movement Speed while toggled on. Uses 3 Bricks or Metal Slabs per second. Bricks last for 1 minute after placed, Metal Slabs last for 5 minutes
Cooldown: 5s
Special: Use all stored Bricks or Metal Slabs to create a golem with the same level as you, the more Bricks or Metal Slabs used the bigger and stronger it becomes
Max Brick Golem Stats:
Health: 1200 (+360 per level)
Damage: 120 (+24 per level)
Speed: 3.5 m/s
Armor: 30
Throws rocks at enemies, explodes on death dealing 2500% of golem’s damage in a 40m radius to everything
Cooldown: 40s
Max Metal Golem Stats:
Health: 3600 (+1080 per level)
Damage: 360 (+72 per level)
Speed: 4 m/s
Armor: 100
Grabs and crushes smaller enemies, has laser eye like enemy golems. Melts on death, leaving a lava pool that lasts for 5 minutes, dealing 50% of golem’s damage to anything on contact and setting them on fire until the lava pool disappears
Cooldown: 65s
End Credits Statement:
“…and so he left, with the ‘Bob the Builder’ theme song still running through his head.”
!feedback
Allow Alpha Constructs to teleport to new locations if they're unable to fire at anything. I feel like both the enemy Alpha Constructs and the ones spawned by Defense Nucleus are pretty underwhelming since they can't move, so I'd like to see them buffed in some way.
(Also if this is already a mod, please @ me, because I would love to install it)
!feedback
Lunar
Gemini
Doubles ALL of your non-survivor allies (drones, turrets, zoea, happiest mask, etc)
BUT halves their total health
(Stacks with Swarms)
!feedback
New Lunar Item: Cancer
30% (+30% per stack) boost to all stats, +5% boost to stats when an item breaks
*** BUT ***
Each individual item (excluding Lunars) in your inventory has a 5% (+5% per stack) chance to break upon starting a new stage
Your survivor also becomes bald
!feedback
Lunar
Taurus
Replaces your utility skill with Comet
Sprout celestial horns and charge forward for 3 (+3 per stack) seconds, leaving a trail of hellfire in your path.
Hitting enemies directly deals 240% (+240% per stack) base damage and launching them upwards, stunning them.
The fire trail deals 30% (+30% per stack) per tick and ignites enemies in the trail.
Your trajectory cannot easily be guided while charging.
I posted this in the wrong channel whoops
!feedback
Add artifact of Prestige.
!feedback
Ignition Tank buff
It'd be neat if tank got a 5 percent chance to ignite enemies on hit, similar to how harvesters scythe or predatory instincts adds a non-stacking crit chance, just so that the ignition tank isnt completely useless on its own
!feedback
!feedback
Here I go buffing and reworking mult's scrap launcher for a third time, why? Because I want to see that ability being good
Buffs: increase the projectile speed, increase the ammo count by 1 (from 4 to 5 rockets) and fix the freaking hitbox (that thing refuses to work sometimes)
Rework: if you rapid tap the m1 you get what we already have, but if you hold down the m1 mult start charging a bigger rocket dealing damage based on the amount of ammo you have at the moment, the more rockets you use, the charge gets longer (if you have 2 ammo the bigger rocket will deal 720% (360%×2) damage if you charge all 5, the bigger one will do 1800% (360%×5) damage)
I think @maiden prairie said this rework idea and I liked it a lot so here it is, I also changed the rework a bit and ended up making this way to strong, but if runner can do more than 2000% damage with a hitscan primary, mult can do 1800% damage with a projectile
Liquid nitrogen container: hit an enemy a certain amount of times to freeze them for 1 second.
!feedback
!feedback
Artifact of Survival
Reduce time scaling by 30%. Increase monster spawns by 30% The teleporter cannot be activated until 10 minutes after entering the stage.
!feedback
Lunar
Pisces
Replaces your special skill with Swimming Star
Assume a celestial fishlike form and dive under the ground, you can guide yourself underground for 3 (+3 per stack) seconds before bursting up into the sky, dealing 480% (+480% per stack) damage to and launching all enemies caught within. Your momentum gets locked into your launch trajectory while airborne.
Corpsebloom rework [Lunar]
[2;32mFor every second not in danger, increase healing by 1 over 2(+1 per stack) up to x2(+1 per stack)
[0m[2;31mAfter being attacked, healing is divided by 2(+1 per stack)[0m
This would, hopefully, make corpsebloom worth picking up at all stages of the game
a bit more about this rework if you don't understand: #ror2-feedback-discussion message
plus a graph to show you how it would stack. Red is 1 stack, purple is 6
!feedback
Lunar item
Inverse core
Double the effect of all your items
Reverses the affect
!feedback
Red
The Bloodthirster
Their blood shall run in rivers.
You can be crueler than that.
(only added to tooltip while playing as a melee survivor or have 50% or more bleed)
Gain +20% bleed chance.
Attacking a bleeding enemy will fill a blood gem gauge, filling the gauge completely restores 20% (+10% per stack) of your maximum health.
Filling the gem past full health will instead grant a bloodlust buff stack, lasting 5 (+3 per stack) seconds, additional buff stacks refresh the buff timer.
(bloodlust being essentially a stackable frenzy, like predatory instincts)
(Hp bar is also turned red while holding this item, like infusion)
<there exists a sword in this land, one of sheer cruelty.>
<a sword, whose blade was stained, and in fact, MADE of blood.>
<a sword, whose blade was forged of the blood of countless victims.>
<it was wielded by a menace of a swordsman, maddened by the stench of crimson.>
<and when the lord of the red plane felt the bite of his blade, and his madness upon his flesh, he proposed an offer to the swordsman.>
<the life of a demon, whose thirst would never go unsatiated.>
!feedback
Lunar:
Scope of heresy
Converts your secondary into a scoped version of your primary. Replaces hooks if heresy if owned.
!feedback
equipment, portable scrapper
turn whatever item you see onto the ground into a scrap, literally just a recycler and a scrapper combined
!feedback
New Survivor: Rick
Health: 160 (+48 per level)
Health regen: 3.75 hp/s (+0.5 per level)
Damage: 20 (+4 per level)
Speed: 7 m/s
Armor: 20
Primary: (Never gonna give you up)
Grab a nearby enemy and squeeze them, dealing 400% damage. If the enemy doesn’t die, can continue to hold and squeeze them every 2s (scales with attack speed) until they die by holding Primary button.
Secondary: (Never gonna let you down)
Kick enemies within 10m dealing 650% damage, stunning them if they’re too big or flinging them upwards
Cooldown: 15s
Utility: (Never gonna make you cry)
Create a 30m wide sphere around you that instantly heals 20% of ally health and gives them +50% Movement Speed and Critical Chance. Enemies inside the sphere lose 50% Movement Speed. Lasts 20s
Cooldown: 30s
Special: (Never gonna say goodbye)
Disappear into an adjacent dimension for 15s or until you hit the Special button again, cannot see or attack enemies or allies and they cannot see or attack you while active. Upon exiting, +100% Critical Chance and get Critical Rollover (230% Critical Chance turns into 100% Critical Chance and +130% Critical Damage) for 15s
Cooldown: 30s after leaving the adjacent dimension
!feedback reposting the linked feedback since it has been 2 years. I recommend boosting both the original, personally:
If there is a hit in a skill (i.e. the 3rd swing of laser sword, last hit of slicing winds, or focus assault in general) that would apply Exposed and it instead kills an enemy without applying the debuff, have the cooldown reduction from Exposed still apply.
At the moment, it feels like you’re being punished for using these abilities and dealing too much damage such that enemies die from skills such as Focused Assault. This is especially noticeable in Simulacrum where you’re mainly dealing with low health enemies like Wisps that die before any Exposed is applied
!feedback
Lunar equipment
Crooked Coin
Has a 50/50 chance to either;
Duplicate a highlighted item on the ground
OR
Delete it and you get nothing.
60sec cooldown
!feedback
buff Acrid's blight in some way. It scales poorly.
!feedback
[Stealing this idea from dawnstar39]
New Void Item: Eulogy Infinity
Items have a 75% chance to turn into 2 (+1 per stack) versions of itself. Upon failing, destroys the item and 0 (+1 per stack) of that item in inventory
*** Corrupts all
***
Unaffected by luck
!feedback
Crossplay between PC, Xbox, and Playstation would be amazing
!feedback
New Void Lunar:
Hostile Whorl (corrupts all
)
Automatically aim at any enemy within 15 m (+5 per stack) of you and fire your primary attack (Crosshair is put on top of the enemy so you are almost guaranteed to hit if you don’t take into account for bloom), BUT you cannot use your primary attack otherwise.
!feedback
I know the DLC isn't out yet but already from what we've seen the new stages have a level of detail that makes them feel out of place from the pre-existing stages of RoR2 and even the ones introduced in SoTV.
I hope down the line the old stages be given another pass over to make them match the visual quality of the new stages because the new stages so far look absolutely phenomenal.
!feedback
New Lunar Item: Apocryphon
Level up 100% (+100% per stack) faster
*** BUT ***
5% (+5% per stack) chance at the start of the stage to lose Apocryphon’s effects and gaining exp instead reverses the level progress for the duration of that stage
Elementary Text book [Common]
[2;32mDivide xp needed per level by 2(+2 per stack)
This isn't super powerful, but it stacks quite well, reducing level 20's 75,000 needed xp to a much more reasonable 3750 at 10 stacks
also fun fact, each level needs 55% more xp than the last exponentially. This means the item would be able to slow down the xp scaling, but not negate it by any means.
!feedback
Void equipment(?)
Forget Me Now
(a small voodoo doll resembling void fiend)
Throw a cursed doll out that rapidly triggers any on-hit or chance-based effects you have every 0.5 seconds for 8 seconds.
(Doll uses caster’s base damage for procs)
90sec cooldown
[I’ve been here so long…]
[My flesh is dull carapace, and my blood… void.]
[The suit… now part of me.]
[I can feel myself slipping, succumbing to the madness of this abyss.]
[Please. Leave me. Forget me now, so I may not hurt you.]
[I don’t want you to see… the [m?on?st?er] i’ve become.]
!feedback
Add void equipment to the game
!feedback
New Void Item: Jar of Discord
*** Corrupts all
***
Activating Secondary, Utility, or Special has a 5% (+5% per stack) change to trigger an additional, random Survivor’s, corresponding ability afterwards
(As Huntress with Jar of Discord, activating Secondary can activate another random survivor’s Secondary immediately after)
Cap Goobo at one activation, but give the jelly baby all your items
also remove Goobo Jr's triple damage and triple health
!feedback
Make
have a 10% chance to activate an elite kill of a random type
(It can activate T2 elites on s6+, and perfecteds on the moon/lunar family event)
!feedback
Artifact
Artifact of Hordes
Removes monster AND ally caps
!feedback
The looping-exclusive stage variants sound like a bad idea
Some people (like me) just dont like looping, and it sucks that those players will just not be able to enjoy these changes in a normal run. I think it would be better if they were just random variants, like how other maps currently do it.
!feedback
ALT Engineer M1/primary fire
higher velocity, sticks to what it hits, slightly higher fire rate, lower damage.
!feedback
Credit to @tawny plinth
[General graphical feedback]
On Mercenary's mastery skin, all attacks should be a red color rather than a blue one.
The images attached below show Mercenary's blue attack tint, and how it doesn't match their mastery skin.
!feedback
Void lunar
Unidentified Mineral
Gradually increases your damage with lower hp
Gain 1% (+1% per stack) damage per 1% hp lost
(95% hp - +5% dmg, 60% hp = +40% dmg, etc)
corrupts all Shaped Glass
Take a shot whenever someone mentions Merc mastery skin's attack effects being blue instead of red
!feedback
Double Barrel - Add plus one projectile to your attacks
Acrid's Band - High damage shoots out a poisonous cloud that infects enemies in range
Pinata - Gain access to a pinata every stage that grants xp and money
Jetpack - Up, up and away! (Hold jump to fly up)
Take Cover - Put up a shield that blocks projectiles (equipment)
*Subject to be modified/changed, could fluctuate rarity.
*Posted this in the returns forum by accident as well but most of these could be cool in both games.
!feedback
An option to turn off visible items on the characters
Characters get far too cluttered late game, you can barely see them.
!feedback
A vote to pause the game would be very helpful in multiplayer, this game could seriously use a multiplayer pause feature
!feedback
I'm on console (Ps4) and don't know if this is how it works on PC, but instead of printing items one by one, what about the option to hold square/interact to add more item scrap to print?
!feedback
Green
Short Fuse (as in the electrical fuse)
Speeds up interactable use by 20% (+20% per stack)
(Ie printers and scrappers print/scrap 20% faster, reusable shrines have 20% shorter downtimes, etc)
!feedback
[QoL]
Restart button in the pause menu to quickly restart the game when a run goes wrong
Will simply start a run as the survivor you were playing as, with the same artifacts, difficulty, etc.
!feedback
Void green
Temporal Lobe
While you are below 25% health, Increase movement and attack speed by 30% (+30% per stack) while slowing down nearby enemy move and attack speed by the same amounts.
corrupts all Old War Stealthkits
!feedback
Red
Ouroboros Amulet
Gain 100% (+100% per stack) total shrine uses.
(+1 mountain shrine, shrine of combat, +2 items from chance shrine, +3 99% hp blood shrine uses, shrine of the woods, etc)
(Portal shrines/altars are unaffected)
!feedback
New green item: dementia
Clears your entire save file's memory
Model is just track 1 of eateot
!feedback
Artifact of Gravity:
Players, allies, and projectiles experience double gravity
!feedback
add QOL option in settings to change between hold/toggle for ADS on Railgunner.
!feedback
Turret
AT-100 Atlas (or simply Mortar Turret)
The AT-100 Atlas is a tactical turret that enhances player firepower by launching high-impact ordnance from a distance. These shells create controlled areas of heavy damage. Upon impact, the shell explodes into smaller bombs, scattering across a wide area.
Health: 300 (+90 per level)
Health Regen: 5 (+1 per level)
Damage: 12 (+2 per level)
Speed: 7 m/s
Base Cost: $100
Location: The AT-100 Atlas is found on Siphoned Forest and Sulfur Pools.
Behavior
The AT-100 Atlas exhibits the same behaviors as the TR58 Carbonizer Turret, except that it does have the behavior to chase down enemies while the owner is dead.
Primary
Scatter Bombardment
The AT-100 Atlas fires a high-impact shell that explodes upon impact, dealing 800% damage. Following the explosion, a multitude of smaller bomblets scatter over a wide area, each causing additional damage to nearby enemies.
3sec cooldown
!feedback
Drone(?)
‘HUE-4’ (Heavy Utility Exocraft)
HUE is an autonomous bipedal robot designed for remote field work on asteroids and exoplanets, mainly construction. It’s… or his as some have taken to referring it as, large sturdy frame, and back-mounted exoboosters make him the ideal companion for field operations of most all kinds.
Health - 200 (+40 per level)
Regen - 2.5 (+0.5 per level)
Damage - 15 (+5 per level)
Speed - 5m/s
Base cost - 275
Location - HUE can be found anywhere, but most commonly on highly industrialised stages (siphoned forest, rallypoint delta)
Passive
Hal-8000 AI System
HUE will respond to most* human-made stimuli, most notably, he will approach and pick up any pinged items, stand still on a pinged spot, or interact with pinged shrines or printers
||he will also respond to
’s ahoy in chat||
Primary
Pipe Down
Stunning. HUE will hit enemies in front of him with a large metal pipe, dealing 240% damage.
Utility
Boost Kick
Heavy. HUE charges forward with his exoboosters, if he makes contact with an enemy he will kick them, dealing 700% damage and launching them back. May also be used to reach a destination quicker or traverse large gaps.
Special
Kindred Machine
HUE emits a signal to nearby drones to follow him instead. Also providing a 50% boost to all nearby drone’s stats.
HUE also benefits from the effects of
, the additional weapon is mounted to his shoulder.
!feedback
Void green
Cosmic Kunai
Using your primary skill also fires a burst of kunai in a horizontal fan forward that deal 200% (+100% per stack) damage each. Amount of kunai is determined by amount of built up ammo stacks, which reloads 1 (+1 per stack) every 2 seconds. Can hold up to 5 (+3 per stack).
corrupts all Shuriken
!feedback
Void green
Siren’s Echo
Activating an interactable summons a Void Mollusk turret that pulls and nullifies nearby enemies, then explodes for area damage upon destruction.
The turrets also sing, attracting enemy aggro.
Corrupts all Squid Polyps.
Activating an interactable summons a void mollusk that emits a gravitational pull every 3 seconds within a 10-meter radius, nullifying affected enemies’ movement. The mollusk explodes after 30 seconds or upon destruction, dealing 600% base damage (+100% per stack) and an additional 5% of each enemy's maximum health (+1% per stack) within a 10 meter radius (+1 meter per stack).
Void Mollusk
Health: 300 (+90 per level)
Health Regen: 1/s (+0.2 per level)
Damage: 4 (+1 per level)
Armor: 3
<Personal Log: Jackson Kiel>
Day 1: Discovered a curious artifact at the Void Sea's edge, in a shipwreck. It emits a melody that mirrors the crashing waves. Its song, soothing yet unsettling, fills our camp, stirring deep foreboding.
Day 3: The melody infiltrates our dreams, pulling us towards the murky depths. I woke up far from camp, unable to deny the song's strong pull.
Day 5: Anxiety grows as crew members disappear nightly, lured by the melody. Only Mara and I remain, fighting the song’s intensifying pull.
Day 7: Mara has vanished; her gear by the shore. The song grows louder each day, its demand unrelenting pulling me toward the sea.
Day 10: The melody has become omnipresent, manipulating the shadows and the wind, intertwining with my thoughts.
Day 14: It's hard to tell where my thoughts end and the song begins. The melody promises unity at the edge of oblivion, yet I fear it leads only to the loss of self.
Final Note: As I write, the melody of this artifact permeates everything. It’s becoming unclear where the song ends and my thoughts begin. Whether this is a warning or a farewell, I cannot say. The melody deepens, the call of the sea grows irresistible. What follows next, only the waves will witness.
!feedback
Bomber Drone
Base cost: $100
HP: 250 (+75 per level)
HP Regen: 5/s (+1 per level)
Damage: 10 (+2 per level)
Primary: Drops a bomb on an enemy, dealing 1200% damage in a 5m radius
12s cooldown
Secondary: Drops a bomb on an enemy, dealing 400% damage in a 7.5m radius, subsequently splitting into 4 more bombs which explode on contact for 200% damage each in a 5m radius.
12s cooldown
(Cost and DPS were loosely balanced based around Incinerator Drone)
!feedback
Artifact of Gladiator
You get a certain amount time, with infinite money, to run around the map grab chests the it takes away the money and the only thing to do is activate the teleporter then it encases you in a circle like area and fight everything you would have while grabbing chests adds more the longer you take after time runs out.
!feedback
!feedback
Alternate mul-t utility
Dashing roller
Compared to transport mode, its A short dash/slow dash that instantly kills small enemies and deals heavy damage to bigger enemies, but if its slower, it would have a heavier armor output than transport mode, PE: 250, this is a more tank style dash than a ramming style dash compared to transport mode
(If any ideas to tweak balancing, than it already being busted), im all ears
!feedback
Make it so when Rex is repaired (after the first time to unlock it) it becomes an ally and will fight with you for the rest of the game, could be revivable or not, also could be an item like areonlite. Think it would be cool to be rewarded for bringing a fuel cell there again as imo it’s one of the more fun unlocks to do
!feedback
Achievement: Attempted Regicide
How to get: kill the newt (cannot be obtained if the player has lost seer's lenses)
reward: "Deific roseries" Unlock
Lunar Item: Deific roseries
appearance: A leather band of glass marbles; one of each color associated with an elite aspect. the marble associated with "shared design" is a single bead of fealty.
item description: "receiving a debuff increases your luck"
effect: increases player projectile's proc coefficient for every debuff the player has (multiple of the same debuff each provide an increase)
(the increase depends on a "severity" ranking with 1 being something like bleeding, and 3 being something like malachite or the exponential variant of void fog)
-0.1 proc coefficient per stack of the "tonic affliction" item [not effected by item stacking]
- 0.1 proc coefficient per severity 1 debuff stack [+0.1 per item stack]
- 0.2 proc coefficient per severity 2 debuff stack [+0.1 per item stack]
- 0.4 proc coefficient per severity 3 debuff stack [+0.1 per item stack]
Log:
"Ever since you've damned me to this rock. I have since learned there are more of us. You know of this too. Dont you not? One cold, like a corpse. One firey, like the hound of hell. One adrift in time and space, inconsequential as absence. One quiet, like the silence before a storm. One wise to truth, that the light cannot be with the dark. One sheltering, like a mother struggling to save her child destined to die young. One toiling, as if this stone can bring him to the heights he seeks. One envious, to think she could be equal to Us"
trivia (i guess): each character described references one of the higher beings responsible for the blessings that we know as the aspects that elite enemies possess (As well as aurelionite bc New DLC). Its also rather obvious that the log is written from Mithrix's prospective. In this Mithrix references the human myth "Sisyphus" which idk how he'd know about that in a lore-friendly manner.
!feedback
Add temporary item vendors from returns to 2
!feedback
I D E A R E V I S I O N
achievement: "Attempted Regicide"
How to get: kill the newt (yes, you're allowed to use lost seer's lenses)
Reward: [same as before]
Lunar item: "Deific roseries"
Appearance: [same as before]
Item Description: "receiving a debuff increases your luck (<-- green text) but getting hit has a chance to apply a random debuff (<-- red text)
Effect: Upon being hit the play has a chance to receive a debuff, the likelyhood decreases with the amount of the player's max HP in damage taken
such as:
99% - 50% [of max hp] = 1% [debuff chance]
49% [of max hp] = 3% [debuff chance]
48% [of max hp] = 5% [debuff chance]
47% [of max hp] = 7% [debuff chance]
46% [of max hp] = 9% [debuff chance]
so on and so forth up until
35% - 1% [of max hp] = 30% [debuff chance]
increases player projectile's proc coefficient for every debuff the player has (multiple of the same debuff each provide an increase)
(the increase depends on a "severity" ranking with 1 being something like bleeding, and 3 being something like malachite or the exponential variant of void fog)
-0.3 proc coefficient per stack of the "tonic affliction" item [not effected by item stacking]
- 0.1 proc coefficient per severity 1 debuff stack [+ 0.1 per item stack]
- 0.2 proc coefficient per 5% of max hp glassed [not effected by item stacking]
- 0.2 proc coefficient per severity 2 debuff stack [+0.1 per item stack]
- 0.4 proc coefficient per severity 3 debuff stack [+0.1 per item stack]
log:
[same as before]
trivia (I guess):
each character described references one of the higher beings responsible for the blessings that we know as the aspects that elite enemies possess (As well as Aurelionite because of the soon to be new DLC).
Its also rather obvious that the log is written from Mithrix's prospective.
In this, Mithrix references the human myth "Sisyphus" which helps confirm to people who don't know yet that Mithrix has his sights on humanity.
!feedback
New Equipment Item: Sparring Gauntlet
Cooldown Time: 35 seconds
Usage: All enemies in a 25m radius get knocked back for 18m away from the user. Enemies also get inflicted with the slowed effect
!Idea
IDEA FOR AN ITEM
“Don’t forgive me” the corrupted version of forgive me please, and instead of activating on kill effects it’s activated in hit effects like bands, bleed, ect.
!feedback
New Survivor: The Marauder.
The Marauder is a Melee Survivor that wields a broadsword, and is meant to be used to chunk priority targets, like Bosses, after lowering their armor with his Primary or Secondary.
Primary: Rend. Deals 150% Damage per swing, and temporarily lowers enemy armor (Leaving the amount to the devs.) on hit. The armor debuff does NOT stack with the Secondary’s Armor Debuff.
Secondary: Fracture. 10 Second Cooldown. Swings the Marauder’s broadsword downwards, dealing 300% damage and temporarily lowering the armor of everything hit. (Has a wide hitbox.)
Utility: Power Charge. Self-explanatory, the Marauder charges up power to increase the damage of his next attack. 5-10 Second Cooldown.
Special: Apocalyptic Strikes. The Marauder swings his broadsword 3 times, dealing 500% Damage with all three swings. 10-15 Second Cooldown.
!feedback
Artifact of Loan:
Start each level with 500 gold (Scales with level) but you pay interest over time.
!feedback
New Artifact: Artifact of Struggle
All characters gain Attack Speed directly proportional to the percentage of health lost
(25% health means +75% attack speed)
!feedback
Idea: Inverse Razorwire (void item) it's always active, weaker raziorwire with a small radius (more radius from extra stacks), but when you take damage it dissipates [sorry if my text is stupid, it's 4/20 after all.]
!feedback
Red: Particle accelerator
The longer a projectile is in flight, the faster it gets and the more damage it does
Gains +200% damage for every 1/2 second spent in flight and +15% speed
!feedback
New Artifact: Artifact of Oh Dear God Please No
All enemies are immortal unless you can solve different complex trigonometry, geometry, and calculus problems before the start of each stage, also you still have to maneuver around the stage while they attack you, also you have 1 health, also you can’t pick up any items or lunar coins, also you have -50% movement speed
fortnite colabe frfr comando skin is jonsy
Sell out to Fortnite and destroy the lore of the game for a couple vbucks
!feedback
Artifact
Artifact of Synergy
All allies share the same inventory (same items, equipment etc)