#ror2-feedback-and-ideas

1 messages · Page 4 of 1

hollow ore
#

!feedback
Please add an option to change the sensitivity of Railgunner’s zoomed-in aiming

timber cipher
#

True the high sens zoomed in really ruins the character imo
Edit: did something from this channel actually got added to the game or is it Just there to give ideas to you gigachad modders ?

empty silo
#

!feedback

Artifact of Darkness
The entire map is covered in darkness, but you have a light with a radius of 20m. You are also able to light up some spots temporarily by shooting.

maiden prairie
heavy siren
#

Artifact of Void

Covers every stage in a fog that affects all allies and scales over time. The only emptiness is around the teleporter.

subtle arrow
empty silo
#

!feedback

Titan Knurl Remake
Summon a Stone Construct that shoots down nearby (25m) enemies.
Deals 100%(+100 per stack) damage and fires every 0.5 seconds (does not scale with ASPD).

queen shard
#

!feedback

Make C_BackupMagazine do something for Railgunner's HH44. Having it just be a 100% useless item for a build just doesn't seem right. Give it a purpose of some sort for HH44, be it allowing you to fire your first x shots extra quickly, make you shoot all the charges at once on your first shot, or whatever, as long as it does something, I'll be satisfied.

supple ore
#

!feedback

Remix of the song "Hailstorm" from ror1 in the sots dlc

Hailstorm goes hard

void lodge
#

!feedback

Bring back Coalescence in some way please.

empty silo
#

!feedback

Artifact of Cats
Every sound effect is replaced by a meow, and all words are replaced by meows, that's it.

sleek mirage
#

!feedback

Some void items. We all know the pool is way too small for how strong most are, so I did my best to create some that are unique, but not just stronger than its original in all circumstances (hopefully, numbers probably arent balanced tho)

Group Protection Mechanism
Upon taking damage, create an 8 meter (+4 per stack) radius around the survivor, slowing enemy projectiles that enter it by 30% (+10% per stack, hyperbolic stacking). Lasts for 5 seconds with a 10 second cooldown. Corrupts all Personal Shield Generators.

Adaptive Plating
Taking a hit that deals more than 20% of your max health gives the damage taken back as barrier, after the hit has landed. Barrier decays 15% (+7.5% per stack) slower. Corrupts all Repulsion Armor Plates.

Cryogenic Fluid Canister
Slow effects are 50% (+10% per stack) more effective and last 50% (10% per stack) longer. Corrupts all ignition tanks.

Paralyzing Injection
Dropping an elite below 25% (+20% per stack, stacks hyperbolically) Permanently cripples it (similar to the cripple debuff, could even be the same). Corrupts all Old Guillotines.

Thorned Azalea
While the teleporter is active, standing outside its radius gives you 30% (+15% per stack) damage and 10 (+10 per stack) armor. Corrupts all Lepton Daises.

Cursed Pin
On hitting an enemy, 20% (+20% per stack) to apply a curse debuff lasting for 10 seconds. Upon damaging a cursed enemy, all other cursed enemies take 25% (+25% per stack) of the damage dealt. Corrupts all Sentient Meat Hooks.

cobalt quarry
#

!feedback

Void green
Contagious Pain
Inflicting a debuff on an enemy will also inflict that debuff on every other enemy within 20m (+20m per stack) of the source infliction.
Corrupts all Death Marks

lime compass
#

!feedback

Marauder Revamp. Same idea of nuking priority targets by lowering armor, but now the armor debuff is limited to the primary. The Secondary is now a Ranged Attack. The Utility is now a way to close the distance between you and the enemy. And I’m gonna leave the Cooldowns to the devs.

Primary: Rend. Somewhat slow yet powerful swings of the Marauder’s Broadsword that temporarily lower enemy armor and deals 200% Damage. (Still leaving the Armor debuff amount to the devs, I have no idea how Armor works.)

New Secondary: Devastate. The Marauder swings their broadsword to launch a wide projectile that deals 300% damage.

New Utility: Crush.
The Marauder leaps in the direction the camera is facing, and crashes down, dealing 400% Damage in a wide area.

Special: Apocalyptic Strikes. A trio of broadsword swings that deals 1500% Damage when all three hits land.

supple falcon
#

!feedback

Achievement: "trial of serenity"

Text: "Complete the trail of serenity"

How to get: Collect the artifact if serenity from the Bulwark's Ambry

Reward: artifact of serenity unlock

Artifact: "Artifact of serenity"

Description: "Put your weapons down, see the the beauty of the world you once scorned."

Effect: The timer is gone, The player cannot take damage, Enemies do not spawn, Bosses do not spawn (artifact reliquary is already defeated upon entering bulwarks ambry, mithrix's singularity does not spawn, voidling does not spawn), Family events do not occur, Chests do not spawn, Void seeds do not spawn, Scrappers do not spawn, Printers do not spawn, Barrels do not spawn, the bazar between time has nothing for sale, void fog does not spawn, Teleporter events are already complete (including celestial teleporter, void cells, deep void beacons, and commencement pillars), standard sound tracks do not play, Nature ambiance will play

ambiance:
(titanic plains/distant roost) Stone golems/titans humming, beetles chirping, wisps vocalizations, lemurians croaking, water churning, [insert name of alien birds] cawing
(abandoned aqueducts) Stone golems/titans humming, beetles chirping, wisps vocalizations, lemurians croaking, sand pouring,
(aphelian sanctuary) beetles chirping, lemurians croaking, aphelians groaning, blind creatures yapping [kinda like a hyena?], wind howling
Ect.

void lodge
#

!feedback

Buff most yellow items. Getting a yellow like B_Planula or B_TitanicKnurl is a real feels bad moment because it is very unlikely that you will consistently get them in a non-command game due to a specific boss having to spawn and then getting “lucky” when you kill it, just for you to get a bad item that is rarer than your average band.

supple falcon
#

!feedback

Item change: "lepton daisy"

Effects: during the teleporter event the center of the teleporter zone will emit a healing nova every 50 seconds, healing those within for 30% of their max HP

Item: "Fractal Orchid"

Appearance: kind of like a 3D purple everdaisy/tidygrass (if you dont know what an everdaisy or tidygrass is, than check the cookie clicker wiki)

Description: "Regeneration increases for the duration of the teleporter event until receiving damage

Effects: During the teleporter event, the player's regeneration will increase by 5(+2 per stack)% every second. The increase returns to +0% upon receiving damage, corrupts all "lepton daisy"s

clever plaza
#

!feedback
What about a void version of regen scrap? It would act as scrap itself (one time use) and along with corrupting regen scrap, it would also corrupt any broken items (watches, elixer, dios) turning what would be useless items into scrap. Figuring out what printer it works on would be tough, but since it's a green void and it's not super easy to get multiple, it could probably be fine as something of a wild card and work in ay printer.

supple falcon
#

!feedback

GAME IDEA

Don't worsen the state of power-creep in the "seekers of the storm" DLC
(please ;-;)

rustic cedar
#

!feedback

Jotaro/Dio reference for a Loader alt skin

covert citrus
#

!feedback

Newb here, playing for a week and only join this Discord to say this one thing; Please add a way to see item description in console since we got no mod. Pretty please.

queen shard
#

<@&559786374228738069> scammy looking link

random duneBOT
#

dynoSuccess johniboi1 was banned.

grave bough
#

!feedback

Rework Hunters Harpoon: replace the movement speed increase with a 1% increase in attack speed per kill. Caps at 30% (+10% per stack) Once gaining 1 stack, Lasts 30 seconds and afterwards goes on cooldown for 15 seconds

supple falcon
#

!feedback

Achievement: "Trail of apotheosis"

Description: "complete the trail of apotheosis"

How to get: "collect the artifact if apotheosis after opening (defeating) the artifact reliquary"

Reward: artifact of apotheosis unlock

Artifact: "artifact if apotheosis"

Composition:

[MASS] [MASS] [MASS]
[DESIGN] [DESIGN] [DESIGN]
[MASS] [DESIGN] [MASS]

Description: "no more limitations"

Effect: "monsters/bosses now have a (small) chance to spawn with multiple elite aspects, Difficulty scales at .75X the speed. The player levels at 2X the speed, the level cap is removed, renames "HAHAHAHAHAHA^-" difficulty to "You are sooooooooo^-"

empty silo
#

!feedback

Artifact of Insanity
Occasionally hallucinate a powerful enemy (like Mithrix) for a few seconds, hallucinations can attack you, but never will kill you. You can also hallucinate chests, if you spend money on a fake chest, nothing will happen. You can identify fake chests if they are transparent and lack the light in the middle.

cobalt quarry
#

!feedback

Red
Little Anvil
Any scrap currently in your inventory increases all of your base stats by a small amount per stack, quality of increase is determined by scrap rarity.
(⬜️+2.5%, 🟩+5%, 🟨+10%, 🟥+20%)

So you’ve scrapped your junk, but now it’s just sitting around being useless? Well, with the patented Little Anvil, you can turn any useless debris into glorious works of art! Now at a more portable AND affordable price of 80,000 gold!

empty silo
#

!feedback

Artifact of Violence
"A nonstop slaughter, cover this world in blood, for this is the only way it could've ended."
Artifact Code: Full Blood.
Enemies will always be present and are much more aggressive. Interactables no longer spawn, but all your stats are heavily increased. Teleporters are now charged by killing enemies.

supple ore
#

!feedback

Fix the larva enemy, Every time it tries to hit you it either clips through the floor or misses

limpid steeple
#

!feedback

I know this update isn’t out yet but what if we made aspects better by giving them synergy with that new lizard follower thing?
could make it so that like 10% of your followers share your aspect? I feel like this would be so much fun and would make aspects viable

uncut lichen
#

!feedback

since we’re doing collab skins, why not one of the other most popular indie games out right now? A V1 (Ultrakill) skin for the Loader would be great. Maybe a Gabriel skin for Captain?

little torrent
#

!feedback

Holding in the left analogue stick to dash is really awrkward. I would prefer if I was always dashing when Im not using my primary attack.

cobalt quarry
#

!feedback

Artifact
Artifact of Greed
Return to the Bazaar Between Time between each stage. (To no entry cost)
Normal stages have significantly less interactable/chest credits but the Bazaar is more expansive and can sell normal items.

Changes to Bazaar:
Back wall (behind the lunar shop) has a 10 slot roster of randomly selected items of a random rarity (each slot determined by small chest odds)
There is now one cauldron for each item rarity
A box containing one random equipment is located by the door
Newt himself behaves like a chance shrine; can be given 1 (+1 per spend) lunar coin for a chance to give ANY random item/equipment
Lunar shop and dreamers remain unchanged

supple falcon
#

!feedback

Equipment: "It's gaze"

Effect: Activating it does nothing, So long as the player has this equipment they well have an indefinite "void touched" aspect buff

Notes: since you can get "void touched" via wake of vultures I'm mostly just doing this for consistency rather than practicality (because none of the aspects are all that useful to beguine with).

supple falcon
#

!feedback

Item (void red): "Weathered Loadstone"

Descriptions: "Allies have a change to be elites corrupts all "happiest mask"s"

Log: "It's important to remember where we came from. But sometimes, that history is lost to the tides of war and time. Sometimes, we simply forget. Sometimes, we estrange ourselves from our past. Sometimes, we are separated. But sometimes, fate brings us back together. Perhaps we were friends in a life before?
-Lukas the poet (and possibly hapless romantic)"

Effect(s): Allies (Drones, beetle guards, void friends, ghosts, mining probes, turrets) have a 33(+33 per stack)% chance to gain an elite aspect upon "spawning in" (joining the player).
corrupts all "happiest mask"s

Notes: this will more than likely need some revisions (perhaps something in the way of not even being a void item). But I'm most concerned about getting the concept across, which should plainly observable.

supple ore
#

!feedback

Very small visual change to newt alters: After the Newt rejects you from his shop, newt alters will now have a eroded and mossy look to them.

vague dawn
#

!feedback

I do understand that fitting every and all item onto the player model, especially the smaller ones, but some of the items that just float around your character could be visualized better.
Things like the heresy items are fine, but other lunars (which are the main items that suffer from this) not so much.
L_Eulogy_Zero could literally just sit on the player model. Nothing special, but a bit better than being one of multiple floating items.

mellow swallow
#

RoR2 Command run but the first item of a certain rarity you pick up you have to choose every time

Stack
Crowbar - White
Barbwire - Green
Scorpion - Red
Fruit - Equipment
Shatter Spleen - Yellow
Weeping Fungus - Void White
Polylute - Void Green
No (If you must grab corrupted Dios) - Void Legendary

Play multi with Rebar launcher and nail gun

Gud build and I did this then beat Mythrix two loop

uneven hemlock
#

!feedback

please for the love of god just sell gup beanbags for money. i will pay you hundred of dollars for a gup beanbag. you could make so much money @gearbox. acrid plushie too

obtuse rose
#

!feedback

I think if you scrap Regenerating Scrap it should turn into 3 white scrap. would make it more interesting and prevent it from being completely useless sometimes

fading basalt
#

!feedback

VOID GREEN ITEM Fermsilk Spear

After dealing 3000% base damage (only counting damage from abilities) (-20% per stack), a glowing spear appears above you and then gets shot straight forward after 3 seconds. The spear pierces any enemy/boss and carries them for the distance (200m max or until it hits a wall, accelerates from semi-slow to very fast [10m/second to 50m/second]). It deals 10% damage every 0.1 seconds and has a 3.0 Proc Coefficient.

Item Description

Hey! Are you part of it?

Part of what?

Don't play dumb. Those your friends?

No- I'm just visiting Europa. I'm a tourist.

Tourists don't run.

What?

hasty sun
#

!feedback

  • add drones deaths log in the chat (e.g. "Drone X core engine stopped working") ➡️ useful if many of them died at once (e.g. Grandparent's Solar Flare) in order to get them all back online.
  • add the ability to scroll back chat (likely with PgUp) ➡️ useful to check what items you previously picked up (especially with Scavenger's loot if there have been other different concurrent events as well)
north stratus
#

!feedback
Void red: sack of ash
Hopoo games starts developing deadbolt 2

Corrupts all R_BrilliantBehemoth

cobalt quarry
#

!feedback

Lunar
Stiff Valve
Removes all instances of the number 3 from the game.

wooden phoenix
#

!feedback

Artifact of dreams

Choose the next phase map.

hasty sun
#

!feedback

  • treat ESC as a "back" command in any menu ➡️ clicking everytime gets annoying, especially when browsing all the logs sections
upper dagger
#

!feedback

I suggest adding a recycler to the Bazaar, which can be opened for 1-2 lunar coins.

fading basalt
#

!feedback

I suggest adding a recycler to the Bazaar, which can be opened for 1-2 lunar coins.

cobalt quarry
#

!feedback

Artifact
Artifact of Wandering
Every stage, including before stage 1, a teleporter for each possible choice of next stage is generated.
(For example, stage 1 will have an individual teleporter for Void_DLC_icon aphelian sanctuary, wetland aspect, abandoned aqueduct)
Stage choice visited the least total times per stage type (1,2,3,4) will have increased interactable credits next time it is visited

limpid steeple
#

!feedback

Artifact of Worship
Allows you to choose an aspect, or randomly chooses, at the beginning of a game BUT you cannot change what aspect you get. I can’t tell if this would be too strong or too weak but man I just want to be able to get aspects consistently lol

edit: when I said you cannot change what aspect, I meant what equipment in general so for example, if you get Irfit’s Distinction, you cannot equip Blast Shower

north stratus
#

!feedback
lights outSurvivor_Bandit is dog shitR_WakeOfVultures compared to desperado.DrizzLunars lights out should halve item cooldownsU_RunaldsBand or reduce equipmentE_BlastShower cooldowns by 5%

hasty sun
#

!feedback

  • add a way to clear to default view the artifacts panel before starting a game ➡️ having to untick each of them everytime is not very fun
rough ferry
#

!freddyfazbear
New Artifact: Artifact of the Immune

Take 10% (+2% per stage [hyperbolic]) less damage from enemies that you have a log unlocked for

only accessible after looping 1 time then putting in the Artifact Code;
/\ /\ /
/\ <> /
/\ /\ /\

maiden prairie
vague dawn
#

!feedback
Survivor_Void_Fiend alternate abilities. (only did some numbers since I’m not sure for the specifics)
Primary, unlocked by completing V??oid Fiend: Sur?face? Travel 20m upwards with a single use of ?Tr?espass
W?av??e: shoot out a small ring that travels quickly, dealing 350% damage. Knockback directs enemies downwards, piercing once. 1.0 proc coefficient
Corrupted W?av??e: quickly shoot out large slow moving rings that deal 350% damage each. Knockback directs enemies towards you. 0.8 proc coefficient
Secondary, which is unlocked V??oid fiend: Pre?y Kill three teleporter bosses without charging the teleporter to 99% or higher
Pres?s?ure: Shoot out a burst around you that knocks enemies away for 400% damage. Charge (same as Floo?d’s charge) to increase the radius and deal up to 2000% damage. 1.0 proc coefficient , 4 second cooldown
Corrupted Pres?s?ure: instantly shoot out a burst around you for 1500% damage. All enemies hit will have their own bursts, which deal 500%-250%-100%-10% damage and a smaller radius according to how far down the chain it is. One enemy can not burst twice, and will take the higher point of damage. 1.0 proc coefficient on your burst, 0.5 on all enemy bursts. 5 second cooldown.
Utility, unlcoked by V??oid fiend: Di?ve Get at least 50 base corruption (25 void items or more)
Thi?rst: Partially travel into the void, becoming immune to debuffs, a speed boost, and extra jumps for 5 seconds, but decreasing damage and decreasing attack speed. All corruption changes are halted, freezing the meter in place. 10 second cooldown, starting upon ability activation.
Corrupted Thi?rst: Partially travel into the void, increasing damage, increasing movement speed, increasing attack speed, and gain an extra jump (all to a lesser degree than uncorrupted). Hold as long as wanted, but deactivating or uncorrupting activates the cooldown. 15 second cooldown

hollow moon
#

Artifact of gaze: if you can see it it can see you, if it can see you, you can see it

rough ferry
#

???

barren furnace
#

!feedback

"Reaper's Dice"
Rarity: Legendary

Grants a 16% chance for 'On Kill' effects to activate 1 additional (+1 per stack) times.

hollow moon
#

!feedback

“Astral Radar”
Rarity: Lunar Equipment

Allied Lunar chimeras drop from the sky and disappear after 30 seconds. They will attack you and allies if there are no enemies on the map.

cobalt quarry
#

!feedback

Void white
Commander’s Standard
While teleporter is charging, gain a 10m (+5m per stack) bubble that trails you, increasing attack and movement speed by 30% for all allies within, but not your own.
Corrupts all Warbanners

upper sapphire
#

Question about disconnections on mulitplayer. Internet seems fine, but friend seems to disconnect after about an hour of play. Any fixes?

rough ferry
#

!feedback

New Void Item: Chaotic Destruction

Creates a 50m radius for 20s where all allies gain 100% Critical Chance and enemies take 100% damage per second. Activating another charge stacks the effect, increasing radius by 10m and damage by 50% per additional charge used
Cooldown: 40s

Corrupts all Equipment and Lunar Equipment Items, corrupting an Equipment grants an extra Equipment charge, corrupting a Lunar Equipment grants 3 permanent charges, but removes One-Shot-Protection for 20 seconds

cobalt quarry
#

!feedback

Void red
Brobot Core
Immediately kills all of your drones, but compiles 100% (+50% per stack) of all of their stats into a singular Brobot drone ally. Further drones are added to the Brobot’s stat pool. Brobot’s abilities are determined by drones consumed.
Corrupts all Spare Drone Parts

wind lichen
#

!feedback

MUL-T alt m2:** Charged disk**
Stunning. throw a Disk at enemy for 200% Damage, after 3 bounce, explode in a *small radius *for *300% *damage

just Huntress glaive copy Like huntress glaive but only 3 time and explode for that AOE need!,
if trown to the ground, outomaticly bounce to enemy, hitting ground count to bounce uses.

primal wind
#

!feedback

Artifact of Accretion
Creatures (Including players) produce a gravitational field, slowly drawing in other creatures. Larger creatures (Calculated similarly to Loader's spiked knuckle, or based off of health) produce stronger gravitational fields.

Code:
● ● ●
● ● ●
● ● ●

supple falcon
#

!feedback

Achievement: "Trail of obstruction"

How to get: grab the Artifact of obstruction after opening (defeating) the artifact reliquary

Description: "Complete the trail of obstruction"

Reward: "Artifact of obstruction" is unlocked

Artifact: "Artifact of obstruction"

Code:
[MASS] [MASS] [MASS]

[SOUL] [DESIGN] [SOUL]

[MASS] [SOUL] [MASS]

Appearance: A slab of foggy scratched glass

Description: "Items and equipment are hidden"

Effect: All items Appear as small globs of black smoke with no indicator of what the are what they do or their rarity, No description will be given to the player upon pickup, The item will not visually appear on the survivor's body, the player's inventory is hidden (this includes pressing tab to see multiplayer inventories), All Equipment appear as slightly larger globs of black smoke with no indicator of what they are what they do or their rarity, No description of the equipment will be given upon pick up, Equipment will be represented at a glob of black smoke in the player's equipment slot, Equipment will not visually appear on the survivor's body.

Synergies:

command: Smoke globs will display a color (white, green, red, yellow, purple, orange, blue) to depict their rarity, items in the command selection window will appear as black globs of smoke but will retain their normal positioning.

evolution: the enemies' items will be hidden from the player.

glass: the player's HP is hidden, the player's level is hidden, the player's abilities (and their cooldowns by proxy) are hidden, the timer is hidden, the enemies' level is hidden.

vague dawn
#

!feedback

Give huntress an actual passive; possibly the targeted enemies move or attack slower. The passive would still mention the auto-target but would also mention the fact that it would have this other effect.

vague dawn
#

!feedback

Huntress rework/new ability and new passive
All ability unlocks are the same, and utilities are unchanged.
Bullseye (new) passive ability
Critical attacks shoot out a stronger version of your abilities in addition to critical damage.
Strafe primary : Agile. Quickly fire a seeking arrow for 150% damage. Auto-targets enemies. Critical hits shoot 3 arrows for 100% each. 1.0 Proc Coefficient
Flurry (new) primary: Agile. Very quickly fire small arrows for 75% damage. Auto-targets enemies. Critical hits have a higher Proc coefficient. 0.625 Proc Coefficient normally, 1.0 Proc Coefficient on crit.
Laser glaive secondary: Throw a seeking glaive that bounces up to 6 times for 250% damage. Damage increase by 10% per bounce. Auto-targets enemies. Critical hits let the glaive bounce 10 times. 0.8 Proc Coefficient per bounce.
Arrow rain special: Teleport into the sky. Target an area to rain arrows, slowing all enemies and dealing 225% damage per second. Critical hits fully immobilize enemies. 0.2 x 20 Proc Coefficient
Ballista Teleport backwards into the sky. Fire up to 3 energy bolts, dealing 3x900% damage. Critical hits decrease next ballista cooldown by 3 seconds. 1.0 x 3 Proc Coefficient
(This is probably gonna be edited a bit)

hollow moon
#

!feedback

Green item: Thermometer

Take 20% (+5% per stack) less fire damage, ice slow duration decreased by 15% (+2.5% per stack) and ice freeze duration reduced my 5% (+1% per stack).

When broken (both fire and ice effect at play): white item: shattered thermometer.

Enemies have a 5% (+1% per stack) chance of getting mercury poisoning dealing 10% damage per 4 ticks and has a 15 second life span. Every 50 stacks applies mercury sickness, -1% to all stats.

vague dawn
#

!Feedback
Wanted to do a commando rework, but realized that if that happened he wouldn’t really be the all-round starter character. So instead? Optional rework / new passive.

New achievement: Commando: Military training: As Commando, complete bulwarks ambry, void fields, and gilded coast in a single run. Unlocks Bare necessities

Bare necessities alternate passive (the base one is nothing): start with the item All in one supply box, which cannot be obtained otherwise.

New red item: All in one supply box

Increase damage by 50%, healing by 50%, attack speed by 50%, and move speed by 50%. Every item decreases all aforementioned stats by 1%, and all items that increase these stats only have 10% the usual effect. Minimum for each stat is 25% total. Cannot be scrapped, does not affect itself.

north stratus
#

!feedback

Add some rorr items to ror2

wind lichen
#

!feedback

show both the weapon from mul-t when usinf powermode instied of the cylinder

rough ferry
#

!freddyfazbear

New Red Item: Agitation Pheromone

All enemies will recklessly attack you. Deal +50% (+50% per stack) damage to enemies that are targeting you

blissful palm
#

!feedback

Color blind filter in accessibility settings

vague dawn
#

!feedback
Survivor_Bandit is a good character. There’s nothing huge that needs to change about him. This is just my suggestion for an alternate utility and a small change to blast.

Blast primary: Fire a rifle blast for 330% damage. Can hold up to 4 bullets. Has no bullet spread.

Bandit: Undetected: As bandit, kill 100 stunned enemies (carries over through games). Unlocks Smoke string

Smoke string utility: Drop a smoke bomb without detonating it. Moving 5m from the smoke bomb will detonate it, giving you a small speed boost and creating a transparent cloud of smoke 8m in diameter for 5 seconds. The smoke bomb deals 300% damage to the enemies within it at detonation and stuns enemies for the remaining duration that are inside or enter the smoke cloud.

cobalt quarry
#

!feedbackerultrakill

Lunar
D1000
Sets ALL of your damage values to a random number between 1% and 1,000% (+1,000% per stack) of their original value. Rerolled per stack pickup.

north stratus
#

!feedback

After each run the upcoming prisoner skin has a different sword.

fiery wigeon
#

!feedback

what if certain artifacts gave you items, like glass would give you a red

tough berry
fiery wigeon
#

!feedback

artifact of order

desc:
items will be rerolled, like the shrine of order does.

code:

♦ • ■
• ■ •
■ • ♦

fiery wigeon
fiery wigeon
#

!feedback

artifact of void

instead of items, you get to pick from void potentials. (kinda like what they showed in the teaser)

code:
■■■
■♦ •
♦ • ♦

rough ferry
#

!feedback

New Green Item: Composure of the Strong

All Skills and Equipment cooldowns reduced by 5% (+5% per stack). Gain Critical Rollover

wind lichen
#

!feedback

White item idea: Heavy o stick
Increase damage by 5%

"Hey, what have you made today?"
"I have made the perfect muscle training equipment!"
"Its just a smooth heavy metal stick"

umbral berry
#

!feedback
Green Item: Vampire Teeth
For each enemy that is currently inflicted with at least one debuff, regenerate +.5 (+.5 per stack) %hp/s

vague dawn
#

!feedback
Mulch-t Survivor_MULT

Mul-T: beep beep as Mul-T, Kill 10 enemies with a single use of transport mode. Unlocks Flight mode

Flight mode Utility: Turn each of your hands into thrusters, disabling attacks and increasing move speed by 50%. Holding jump will make you move upwards. Lasts 5 seconds. (basically, you can fly). If the ability expires while midair you turn into a box and fall downwards dealing 1000% to enemies you land on, stunning.

rough ferry
#

!feedback

Colorblind accessibility settings, but only for the type of color blindness I have, no one else’s

cobalt quarry
#

!feedback

Equipment
Le Shovel
In an open space with soft ground (dirt, sand, snow, etc), dig for a chance at a Treasure Chest (3 per stage), containing a large amount of gold and exp (gives 20**%** of exp required for next level, gold reward is scaled with chests)
and an item of (⬜️40% 🟩20% 🟧20% 🟥5% 🟨15%) quality. (Qualities are shifted to Void counterparts in void fields, locus, planetarium. Lunar on commencement)
The shovel can also be swung as a melee weapon otherwise, dealing 360% damage.
20sec cooldown

cobalt quarry
#

!feedback

Lunar
Masochism
Monsters scale 100% (+100% per stack) faster. Increases max monster level by 10 (+10 per stack)

“I am not a masochist, i just want to know what my body can take.”
“…”
“…I am not a masochist.”

languid gull
#

give 10% of prism players something????

languid gull
#

I want prism leaderboard on console ;-;

north stratus
vague dawn
#

!feedback
Artifact of Repercussion
While at 90% or more health, all interactables are highlighted and visible through walls. Dropping below 90% health will make your screen permanently more blurry, once per stage. (Going back above 90% hp won’t bring back the X-ray until the next stage)

languid gull
rough ferry
#

!feedback

New Lunar Item: Hot-Blooded, Cool-Headed

+5% (+5% per stack) more damage per second while firing Primary, resets after Primary button is no longer held down

*** BUT ***

Lose 5% (+5% per stack) Movement Speed per second while firing Primary, resets after Primary button is no longer held down

hollow moon
#

!feedback

Red item: rusty shield

Running into enemies damages them for 1% (+1% per stack) per meter per second, running into them above 50ms gives them a stun +.1 seconds per MPS above 50

maiden prairie
# hollow moon !feedback Red item: rusty shield Running into enemies damages them for 1% (+1%...

Event Horizon [void]

While sprinting, disintegrate all other entities inside a 10m(+10m per stack) radius for 50% of your lost health per second
Corrupts all Frost Relics

based on item idea above

lost health is just the amount of health you currently don't have, excluding barrier (50/110 max health is 60 lost health, therefore 30 damage dealt per second)

plain pewter
#

please reduce damage from fire

bronze cloud
little barn
#

!feedback

Allow more gummy clones from Goobo Jr. / 3 is too little, I want an army of gummy commandos

primal wind
#

!feedback

Lunar Item - Unstoppable force

Greatly increases movement speed. Running into an enemy deals damage and knockback proportional speed. (Movement speed, and scaling for damage and knockback, would all increase with stacks) Greatly reduces friction.

- Can you shut up for FIVE MINUTES!? I'm freezing to death out here and the last thing I need is you getting philosophical over an ice cube!```

Lunar Item - Immovable object

Greatly reduces movement speed. Standing still increases Damage reduction and Knockback reduction. (Would slowly build up over time, to a limit. Limit increase with each stack)

```- Aren't mountains fascinating? The intense pressure of two tectonic plates, leading to the creation of such an unbreakable monument.
-First Ice Cubes, now rocks. This is the last time I ever go out on research duty with you! If you need me, I'll be back at camp.```
maiden prairie
#

Lunar

  • Minions of the same type can combine to double its base stats
    - enemies can do the same (must also be the same elite status when applicable)
    - enemy scaling cap increases by 0%(+5% per stack); stacks exponentially

Should probably be named around "Gemini" or smthn idk. This is mainly to help with drone-centric builds and people who are constantly hitting the minion cap with nothing to do about it.
Also minions that have already combined can only combine with other minions that have already combined. In other words, putting your engi turrets all right next to each other won't get you infinite turret levels.

ashen gale
cobalt quarry
#

!feedback

Green
Bonk Hammer
30% (+30% per stack) increased damage against stunned, shocked or frozen enemies.

novel kettle
#

Bandit
Roulette ability: can do 20 damage or 200 but the 200 is a 1/12 chance also if you just get the 20 it makes the enemy bleed

void lodge
hollow moon
#

!feedback

(Lunar item 1) mass converter:

Halves health doubles speed. (Stacks like glass)

(Lunar item 2) Absolute equilibrium: when 2 lunar items contradict each other they fuse to form this item. Half of your stats randomly get cut in half, and the other half are doubled. (Stacks like glass)

cobalt quarry
#

!forceanature

White
Baseball Bat
Inflict 40% (+20% per stack) increased knockback.

rough ferry
#

!freddyfazbear
New Lunar Items;

Dark Flux Pauldron: Double Attack Speed, but half your health

Heavy Flux Pauldron: Double Movement Speed, but Double Skill Cooldowns

novel kettle
#

Yellow item
Millenium Clock
Sets back the difficulty meter to five minutes ago

The boss is a floating mouth that shoots a large beam at you and any monsters

The boss and the item can only be found in drizzle

cobalt quarry
#

!feedback

Red
Lucky Javelin
Gain +10% crit chance.
Critical hits have 50% increased proc chance.

true lake
#

!feedback

new stat in logbook that shows how much gold lost to shrines of chance

sonic wigeon
#

!feedback

shipping request form multishop terminals get the owner's username written on a plaque or something so you know who "ordered" which one

lavish gulch
#

!feedback

achievement for getting every single (not counting lunar, voids are alternatives) item in a single run
gives you... something idk yet

hollow moon
#

!feedback

(Void item) (corrupted ghors tomb) Scrap book: 4% (+2% per stack) to drop and essence. Essence have a 59% chance to be white, 40% chance to be green, 1% chance to be red. Every 10 essence drops a random item of that rarity.

abstract cargo
#

!feedback

(New artifact) artifact of hallucination every item is doubled but 50% that when a item drops that the enemy’s get that item
(lasts for the rest stage)(enemy’s get one item)

umbral berry
#

!feedback
Equipment: Orbital Transmitter
On use: Mark a location at your crosshair for orbital bombardment. After 10 seconds, a 50m radius area will be bombarded by the UES Safe Travels with 3 randomly targeted shells per second dealing 300% each for 20 seconds. The shells originate from the sky, meaning air enemies can be struck, and shells can be blocked by terrain. 120s cooldown.
(Basically a weaker, more targeted, player-safe version of L_GlowingMeteorite)

ocean locust
#

!feedback

verdant falls is beautiful and everything but the skybox is overall playable area is just too much lol, can't even go on top of the flower? cmon now

fringe drift
#

!feedback

For prismatic trials, it's been teased and mentioned there may be a reward for doing them or getting a good time/score on them. I think, for sake of development time and simplicity of implementation, a reward for players especially on consoles could be alot of lunar coins.

austere pine
#

!feedback

Add Keyboard Compatibility back to consoles, as this seemed to be a feature that was a preferred control scheme for some. It would make playing the game easier than stick controls for a lot of people who may prefer keyboard.

little barn
#

!feedback
Please make the new skin unlockable and have the artifact codes in-game! I really do not like that the new skin stands out as a sore thumb when it could have been a great way to explore the new map for an unlock condition.

abstract cargo
#

!feedback

New boss/boss item
Boss false profit summons lil guys idk name them that all work kinda in a hive mind and they slowly get stronger
Item when you kill elite guys your equipment has 0 cool down for like 3s (+2 per stack)

hearty peak
#

!feedback

New shrine

Pillar of Banishment

Looks like a well worn lunar pillar of mass, turns clear after use.

Activate removes all void/corrupted items from the player generating a lunar coin per item.

maiden prairie
#

!feedback
add a place on the right of the UI to show all the items your followers have, similar to the item slot for vields

crystal silo
#

!feedback

Keyboard and mouse support for console. Some people just don't have a pc, but they do have the keyboard and mouse, and prefer using it over controller.

abstract cargo
#

!feedback

New multi primary
Multi gets a new primary multi throws down a heat seeking attack that you throw on the ground after like 1 sec it throws a attack that deals 110% damage 80% proc chance and stuns up to big enemies (up to clay apro things) 4 charges 1sec per reload and gives the 15% slow that engi moving turits give

wind lichen
#

!feedback

Add another Robotic survivor

abstract cargo
#

!feedback

New robotic survivor
The mimic buy and sacrifice drones and turrets each sacrifice gives you a new ability available 5 drones / turrets gives you all abilities when dieing -1 drone total if max drones and you have more you can make a back up plan (will decide later) and more ideas will come up to me

maiden prairie
# abstract cargo !feedback New robotic survivor The mimic buy and sacrifice drones and turrets e...

Inspired by the idea above

Gath-R

60 base health
12 base damage
0hp/s Regen
8m/s movement speed

Your controllable character is a small, spherical drone. It hovers about 7 feet off the ground and moves as normal.

Objective: Swarm

As a passive, all drones are 50% cheaper and swarm nearby you, creating a body blocking shield. All drones are controlled simultaneously. When you fire, they fire. When you fly, they fly. Healing drones prioritize you, but also heal weak drones around them.
Losing max health also loses your drones (if you lose 1/5th of your health, you lose 1/5th of your drones)

Neutralize

Continuously fire a laser for 6×50% damage per second.

Summon Drone

Summon one gunner and one healing drone. If you have hit the minion cap, upgrade one of each type to a missile and emergency drone instead.

Disengage

Disengage is available at all times, allowing you to press [jump] to fly. Flying for 1 second takes 1 charge. 3s cooldown per charge, 10 charges total.

Assembly Line

All drones in your swarm become a single amalgamation, akin to a magma worm. Gain immense mobility and the ability to ram into enemies to deal damage. Lasts for 20 seconds or until you lose 50% max hp from when you started.

hearty peak
#

!feedback

Survivor idea

Name: Survivalist

Primary 1: Piercing blow
Deals 120% damage on hit with a 1.0 proc Co. Moves the player forwards slightly.
Primary 2: Javalin throw
Throw out a javelin piercing creatures in a line that deals 80% damage on hit with a 0.8 proc Co. Projectile starts to drop after 15 meters.

Secondary 1: Sweep the legs
Swings your weapon causing creatures hit to get knocked back by a meter and stunned for two seconds, dealing 200% damage with a 1.0 proc Co. Cooldown 7 seconds
Secondary 2: Reposte strike
Does a quick attack at a creature and knocks the player backwards. Deals 250% damage with a 1.0 proc Co. Cooldown 7 seconds

Utility 1: Counter strike
Creates a buff that will absorb and reflect all damage taken from a single attack. Cooldown 12 seconds
Utility 2: Disengage Roll
Roll backwards by five meters dodging all attacks made on you during the animation. 12 second cooldown

Special 1: Golem's eye
Shoot a eye beam at a target dealing 500% damage with a 1.5 proc Co. Cooldown 10 seconds. Changes passive to give a level buff to hp and gives a passive 20 armour.
Special 2: Small fury
Attack multiple times with your spear (based on attack speed) 12*90 dmg, and a proc Co of 1.0. Cooldown 10 seconds (This passive equips the character with a lumarian scale cap, buffing base damage per lvl and embuing a single tick of fire damage per strike)
Special 3: Beetles guard
Summon 2 beetles and a flying beetle Larva to protect you for till they fall. Each activation will summon fresh beetles felling the all the ones still around from the last activation. Note, power of summon is tied to your lvl. Cooldown 10 seconds. Passive change, grants bonus life Regan per lvl, you can see the outline of chests from 10 meters away.

abstract cargo
#

!feedback

New mode tower defense you have to guard a command center to get home or get back up and the command center needs to be built and moved to the right spot so you can leave this place

weak heron
#

!feedback

Make the flames shot by the friendly lemurians spawned via Artifact of Devotion blue. I often find myself thinking an enemy lemurian is attacking me when seeing the standard lemurian flame fly past my screen, the chestplate is not enough to differentiate the friendly lemurians from the hostile ones but this would solve that issue.

abstract cargo
#

!feedback
Can-D
new melee robot every attack fills a rush bar kinda like void fiend but when the bar is full the next attack will be buffed like chef and can-D has 3% bar full per food item

next latch
#

!feedback

An artifact that makes players share an inventory. Any item picked up is given to every player, any item removed is removed from every player. Would probably need a nerf to loot spawn rates to balance but it seems like an interesting concept.

wind lichen
#

!feedback

Slippery bomb
chance to drop a Bomb when taking hit.

solve the problem of dying because getting swarmed. Tuing, dssssss BOAmmAOmBOm

worn haven
#

!feedback
egocentrism item scaling
different amounts of egocentrism will be transformed for different rarity of the item
common-1 egocentrism
rare-2 egocentrisms
and legendary-3 egocentrisms

bronze cloud
#

!feedback
just in case this is not bugged, unpause time in the void fields again. the new version of void fields gives far too much of a reward for there to be no time penalty for going there.

spark rose
#

!feedback
being able to change skins and elite variations for survivors and monsters alike for the models in the logbook

empty silo
#

!feedback

Equipment
Remote Explosives Pack
Plant a total of 6 explosives, dealing 400% damage each in a 10m radius. Click your equipment bind to throw one explosive, click twice to detonate all active explosives, placing more than 6 will replace the first placed explosive with a new one.
Cooldown: 45 Seconds (Starts after detonating).

cobalt quarry
#

!feedback

Artifact

Artifact of Mitosis

Monsters AND allies divide upon death, splitting their stats evenly between them. Can be done a max of twice (for 4 monsters final split) per individual source monster. (1 -> 2 -> 4) (2 -> 8 -> 32 with swarms)

flint perch
#

!feedback

Not a fan of the artifact codes not being in the game. I was all hyped about looking for a new tablet. Please let the new survivors be unlockable in game and not just hanging out in a twitter or something. The challanges in this game are an essential element to it.

crimson lotus
#

!feedback

sharp orchid
#

!feedback

having a guaranteed spawn on verdant falls for a large chest or scrapper but no other stage one map isn't good for the game. there's already an issue with some stages simply having less credits and items than other stages. it's doesn't feel good knowing the second your game loads if your run has an advantage or not. some people already tend to reset runs if they start on distant roost because of this and now there's another reason to do just that. i was holding out hope that this disparity in the power you get from certain stages would be addressed in updates and not emphasized. it'd be nice to play this game and never have to sigh because i got an objectively worse stage for the success of a run

solar leaf
#

!feedback
Changes to Knurl and Nucleus.

Knurl: Gain 20 + 5% Max Health. While below 50%(+10% per stack) of your health, periodically fire tracking beams that deal 100% per hit. Fires every 1.5 seconds. Scales with attack speed and Proc Co is 1.0

Reason: I feel like this is the only boss item that doesn't do anything the boss does. I liked the idea of the Stone Construct the titan spawns that shoot tracking beams. It also makes it a unique and powerful gimmick while not being brain dead op.

Defense Nucleus: When hit for more than 25% of your maximum health in one hit. Spawn a shield that reflects all projectiles and hitscan attacks and grains you 100 armor for 7 seconds. Has a recharge rate of 30(-50% per stack)seconds. The timer starts when the shield is deactivated

Reason: You could argue safer spaces makes this change reduntant, but I feel like there's no better idea for this item than this one. The item itself, while the item technically does a thing that the Xi Constructs does, it's extremely underwhelming and since the item is called Defense Nucleus this change makes the most sense.

flint perch
empty silo
#

!feedback

Make Laser Scope give an extra 20% crit chance.

versed sentinel
#

!feedback

add a way to see the items you've given your lemurian followers

wind lichen
#

!feedback

Unlocking Logbook of a stage allow you to hear the music of that stage
me love music that goes like "tuiwiw wiwiw wiiEittttttttttt"

maiden prairie
#

combat shrines are nice some of the time, but they fall off quickly, and are borderline useless with a few artifacts. So, add the stat "teleporter charges as if there is +1 players inside the radius per activate combat shrine"
in other words, you get a bonus that is useful all the time, and becomes more useful the longer you play for.

cosmic patrol
#

!feedback

Artifact of Devotion

The artifact is really cool and can be strong but its too luck based to be worth the item investment.

Small lemurians die way too fast and aoe moves will just nuke your entire party. the only way to get around this is to have a absurd amount of minions or have a bunch of bungus. this is bad from a balancing point.
drones are more reliable since they can avoid ground based attacks and mobs and be buffed by captain passive and droneman.

2nd issue is that void can convert your minions. THIS IS DUMB. the player is actively punished for playing the dlc with it. and before you say just dont open void items. thats fair but voidlings can spawn from natural spawning void elites making it impossible to control the infection.

Adjustments that would help
is increase base health and disable them from being void touched.
and MAYBE add dmg resist for AOES like jellyfish nuke and stuff
(the ai is not fast nor smart enough to avoid it)
really other then that its pretty good

silent snow
#

!feedback

Artificer's plasma bolts fire additional bolts just like Charged Nano-Bomb

maiden prairie
# cosmic patrol !feedback Artifact of Devotion The artifact is really cool and can be strong b...

The only two changes I think need to happen to devotion minions are

  • Make them pathfind around stage obstacles/AoE attacks. The main two that really screwed me over are the chimera ball explosion areas, and the mushroom poison fields
  • Make them have a minimum distance from the player (ie can't get too close) so
  1. you don't get stuck
  2. they aren't huddled around you or in big clumps
  3. they cover more area and can hit more enemies
    This would fix a lot of issues I personally have with devotion, including what sounds like the core issues with the replied message ^
sleek mirage
wind lichen
#

!feedback

stop loading screen from stealing my cursor, let me read discord while its loading!

cobalt quarry
#

!feedback

Higher difficulties/gamemodes give scaled lunar coin rewards.
Drizzle - -50% rainstorm
Rainstorm - 100% (base)
Monsoon - +50% rainstorm
Simulacrum - +3 coins every 10 waves completed
Eclipse - Monsoon +2 coins per eclipse level

cobalt quarry
#

!feedback

Red

Familiar Portrait

Killing a boss grants a permanent ally of a miniature friend based on the boss killed.

Stone Titan - Rubble
A small pile of rocks that roll around with you, can fire his rocks as energy powered projectiles.

Dunestrider - Clay
A small round urn spider, fires tar mortars and leaves slowing tar puddles.

Imp Overlord - Lacerator
A short imp with crystalline blades for arms, lashes out at enemies in melee range, inflicting bleed.

Grovetender - Apprentice
A grovetender cub versed in amateur wisp cultivation, creates smaller wisps that hover around you.

Solus Control/Alloy Worship units - The Twins
Two nearly identical solus probes; Spazmatism and Retinaser. One melee one ranged.

Magma/Overloading Worms - Lost Wormlings
Gilded Worm twins whose parents perished long ago, they seek a new master to defend, just as their bulwark defended them.

Grandparent - Children
Yep you just get 3 of the child enemy from RoR1.

Xi Construct - ** Ωmega Matrix**
A small swarm of construct drones, hover around you in a defensive circle.

Mithrix - Prototype
A basic construct. Barely qualifies as scrap compounds. You may have it, vermin.

Voidling - Adolescent Zoea
[L?OB?TER?]

stray wyvern
#

!feedback

please update the intro cutscene.

I dont like it. i dont think it explains enough about why we're there or why we're killing mithrix, both things that a player shouldn't expected to figure out themselves in logbooks. It doesn't explain why there's an escape pod surrounded by dead commandos. And ultimately it isn't interesting to watch (being 3-4 static scenes).

Risk of rain 1's intro cutscene did much more with less, and with risk of rain return's intro cutscene existing in all it's glory I think it's finally time to change 2's, especially if it's going to still be updated and worked on

brazen perch
#

!feedback
Honestly pretty bummed that the new merc skin is just freely given out. Hearing about a new skin is exciting and new challenges to unlock it would open the door for more of that in the future. I would have loved to earn the skin in some way, it just being unlocked disappointed me

raven crag
#

!feedback can we get the lemurians items shown when we press the button to see our items/ ally items? i forget stuff sometims

vital nova
#

!feedback

If logged in the player's logbook, upon picking up an item, it should give a more detailed description.
E.G: Mocha: Slightly increase attack speed and movement speed. **to ** Increase attack speed by 7.5% and movement speed by 7%.

mossy fulcrum
#

!feedback

Crossplay.

weak heron
#

!feedback

Steam achievements for the devotion update artifacts, every other artifact has a corresponding steam achievement why not the new ones too?

low meadow
#

!feedback

Give Void Fiend alternate abilities. I was thinking an alternate special that in normal mode can corrupt a corruptible item into a void item on a long cooldown, and the corrupted upgrade increasing your corruption based on how many void items you currently hold. But of course it doesn’t have to be that. I’d just like to see alternates for Void Fiend, possibly in the upcoming DLC update

weak heron
#

!feedback

fix mercenary's detached hand in the lobby screen pretty please 🥺

wind lichen
#

!feedback

make grandparent and brass contraption a heavy enemy. idk why they dont make mul-t transport mode end when rammed so t hat mean they are categorized as light???? how brass contraption is not heavy, its part littertaly so heavy it sunk into the ground when dropped, and grandparent is already so buiggggggggg hwowwwwwwwww/???

cobalt quarry
#

!feedback

Artifact of Entropy

Your items decay over time.
Lose 1 random item every 2min, replacing it with Decayed Goop. Decayed Goop does nothing, but fortunately can be used in any 3D printer.

bronze cloud
#

<@&559786374228738069>

random duneBOT
#

dynoSuccess dovawath was banned.

vague dawn
#

!feedback
Whoever made the acrid plush? They’re a genius. who doesn’t want a real life little goober.
The problem? I, and you too probably, want more. Can’t just buy the same doggo.
The solution (also known as my suggestion):
Newt altar plush
Construction golem plush
Literally any survivor plush

meager trail
#

!feedback
Artifact of devotion is tons of fun, but its frustrating to not know what items your lemurians have when part of your team dies.
i used a mod that shows the full inventory of your lemurian team, but i found that overwhelming and needlessly detailed.
the only info i'd want is just which lemurian was bought with which item.

Perhaps if either the health bars on the left side of the screen had a small picture of each lemurian's personal item, or if the lemurians held their personal item physically like our characters do.
Just some way for me to know if my lemurians still have repulsion plates or not after i lose 3 of them would be great.

winged lantern
#

!feedback
Make R_Bens_Raincoat Ben's Raincoat stacks cooldown individually
Example of what I mean:

  • You have 2 Ben's Raincoats
  • You receive one debuff, one raincoat absorbs this debuff
  • A cooldown starts for just that one stack of raincoat
  • You get hit with another debuff
  • The second raincoat starts it's cooldown
  • The first raincoat's cooldown ends, making you able to take 1 debuff again
    Currently in vanilla, stacked raincoats all go on cooldown only when you've consumed all raincoat stacks. It feels silly to have, say, three raincoats, get hit by two debuffs, then again 3 minutes later by a single malachite wisp and still get debuffed because your other two raincoats never came back, because you didn't make a point of intentionally getting hit by another debuff to start the cooldown.
maiden prairie
cobalt quarry
#

!feedback

Void white

Armored Core

Gain a combat mech and get sent to Rubicon III happiesttroll

actual effect

While within 7.5m of an enemy, gain 10 (+10 per stack) armor and deal 10% (+10% per stack) more damage.
Corrupts all Repulsion Armor Plates AND Focus Crystals.

cobalt quarry
#

!feedback

Green

Cheesegrater

Your attacks have a 10% (+5% per stack) chance to hit an additional time for 50% of the original damage.
Additional attacks also have 50% of the original proc coef.

deep cedar
#

!feedback

i have all the achievements, but there's still a decent amount i haven't completed, and i know it's kinda weird but I like having something to show for my accomplishments in games, and as it stands some of the hardest accomplishments have no trophies to show for them.
trophies/steam achievements for any of the following would be nice:
eclipse (anything from complete eclipse 1 on every survivor to complete a run on eclipse 8)
logbook completion trophy or just a platinum trophy for steam users purely for cosmetic reasons would be sick
the 2 new artifacts with the devotion patch (i'm assuming this is in the works because the others have achievements already)
more simulacrum achievements?

queen shard
#

!feedback

Make it impossible to interact with lemurian eggs (just like chests if you are too poor to afford them) if you have no items at all, or only items that can't be used on the eggs, such as void items.
It just gets in the way and wastes your time when you accidentally interact with an egg that you can't even use.

cobalt quarry
#

!feedback

Lunar

Hardened Malice

Take 50% (+50% per stack) more damage.
ALL of your attacks can now target and harm allies (Their attacks can also harm you).
Successfully killing an ally causes them to drop 1 (+1 per stack) of their items on the ground.
||Mithrix is not responsible for any ruined friendships||

Vermin. I can sense your hatred from here.
Hatred of your own kind.
You are not like them, are you?

Come.
I shall grant you a small fraction of my power…
Enough to take their strength for your own.
destroy them.

primal wind
#

!feedback

Artifact of Rivalry
Bosses have 25% less health for every player over 1
Once the stages teleporter boss has been defeated, friendly fire is activated.
The teleporter will not release loot or activate until there is 1 player left in the stage. The remaining player gets a command essence based on performance in the skirmish (Damage dealt increases odds of better Command Essence, Damage taken reduces chances. Meant to disincentivize just waiting for the others to die to get the reward).
Once the Remaining player has chosen from the Command Essence, all other players are respawned on the teleporter, the teleporter releases loot and can be activated to go to the next stage.

primal wind
#

!Feedback

Artifact of Penance
When a player would die, destroy a random stack of items from their inventory. (Can be negated by items that would normally resurrect a player on death)

wind lichen
#

!feedback

Enemy ragdoll on dead, Ragdoll make me yes

dry sedge
#

!feedback

In Seekers of the storm, they should buff Blast. maybe make it so it doesn't lose accuracy when rapidly fired, cause otherwise Blast is just useless

fallow needle
#

!feedback

fallow needle
#

!feedback Give a slight nerf to the shipping request form when given to your lemurians, too many red items way too fast, i would like some white and green items to drop with a bit more regularity.

proven zephyr
#

!feedback

I have noticed that loader and acrid have higher hp regen and damage then mercenary, so if possible please fix this.

cobalt quarry
#

!feedback

Void lunar(?)

Coral Convergence

a small ball of a tightly packed void coral species
Charges teleporter by 1% (+0.5% per stack) per enemy killed within the radius
BUT teleporter no longer charges automatically.
Corrupts all Focused Convergences

north stratus
#

!feedback

Void red: bottled order

Using your utility skill has a 5% (+5% per stack) to grant a random buff that lasts 20 seconds.
Buffs: Increase attack and movement speed by 25% (+5% per stack)
Increase health regen by 12 health per second (+3 per stack)
Increase base damage by 20% (+5% per stack)
Gain a tesla coil for 20 seconds.
Make all skills agile.
Reduce all skill cooldowns by 50%
Double you max health (+10% per stack)
Increase gold gains by 50%
Increase armor by 50 (+10 per stack)

The buffs can stack on top of each other
Corrupts all bottled chaos

proven zephyr
#

Increase the %

wind lichen
#

!feedback

Knight cape
gain temporary barrier on block
Barrier: 15 +15 perstack
Block: 5%

proven zephyr
#

Thanks

halcyon storm
#

!feedback
Make Mithrix dash a lil bit shorter or make V_Singularity_Band slowdown enemies so Mithrix can't escape Void implosion

hollow marsh
#

!feedback
Can friendly lemurians from devotion not be able to become voidtouched? One void seed on your map means you have to start all over again.

torpid schooner
#

!feedback
Propeller cap: green
Increase your air speed by 25%

bronze cloud
#

!feedback add a small amount of damage to stun grenade, maybe 50% total damage. As it is, stuns are generally not useful on most of the cast whatsoever because of how uncommon it is and how short it lasts, and many survivors have a stun or stun-adjacent ability in their kit already. Giving it a small amount of damage makes it at least give some small benefit to every survivor

upper dagger
#

!feedback
There's no need to announce DLC if you haven't even started working on it and it's more than 6+ months away from release 🤡

halcyon storm
#

!feedback
give twistedscavenger skill with really high range which they would use if you started abusing giant arena and deal big dmg while being outside of the attack range of scav's Primary and Secondary

wind lichen
#

!feedback
when powermode mul-t when frozen while holding m2 the right hand will keep shotting even when frozen pls fix!!!!!!!!!!!!!!!!!!!!!!!!

maiden prairie
# bronze cloud !feedback add a small amount of damage to stun grenade, maybe 50% total damage. ...

Change stun grenades to stun if an enemy takes more than 10% of their max health in one hit (+1s per 10% max health taken) and make it stack 10% total damage dealt

+) Stun an enemy for 1 second if you deal 10% max health in one second, stacks up to 9 times
+) deal 10%(+10% per stack) more damage

This would also make it the only damage stacking option that is infinite and has no caveat or proc requirement, which I think is ok because it's less than the common ones and equal to crit (although crit has item synergies)

void notch
#

!feedback
Acrid's Alt Passive, Blight, should deal extra damage, maybe 15% (not flat), for every stack that is inflicted on top of the current damage stacking. As it stands Poison is objectively better than Blight in almost every way. Causing it to deal slightly exponential damage with more stacks reinforces its playstyle of trying to get as many stacks on single enemies and be an actual contender for Poison.

Additionally (but only maybe?), temporary flat armor reduction could be applied with every stack, which leads to better performance against bosses and minibosses.

tawdry shell
#

!feedback add skibid toilet or make the mask legndary better its kinda doo doo ngl

upper dagger
#

!feedback
At this point, the Commando's Grenade is just useless junk. It is simply difficult to cause impact with this skill. It needs to be improved, for example, it should explode on contact with a target or surface.

vague dawn
#

!feedback
Really bad idea for a character, but here it is:
Starts off with empty slots, probably some mediocre things like a weaker commando.
Picking up items in the separate categories (Damage, Healing, Utility) will make the skills in the Primary, secondary, and utility respectively make the ability better.
The special slot consumes an item from whichever category you have the most of, casting a large attack based off of it on a long cooldown
Guwu It’s loosely based off of what was supposedly going to be how Arti worked, and probably won’t work well considering they changed Arti anyways.

maiden prairie
#

Hivemind [Lunar]
Many hands make work light
All non-item minions are immediately assimilated into The conglomerate. You gain a new arm on your player model per minion assimilated (caps visually at +4, but mechanically continues stacking).
For each assimilated minion, gain 10%(+10% per stack) max health, gain 2% damage exponentially, and charge the teleporter 2% faster.
BUT ... Controlling all those creatures makes you heavy and vulnerable.
For each minion, your hitbox grows 5% and slow down 3%

runic harbor
#

CAN WE PLEASE MAKE THE LEAVE GAME OPTIONS HAVE A “ARE YOU SURE YOU WANT TO LEAVE GAME?” On console it is very easy to hit the “b” button and leave the server without meaning.

north stratus
#

!feedback
Make points that you get at the end of each run useful. Maybe add a shop to buy cosmetics or add new items to the loot pool.

halcyon storm
#

!feedback
add extra info about Survivor_Commando primary skill dmg fall off in description it is not so obvious to understand for very new player

maiden prairie
# maiden prairie __Hivemind__ [Lunar] *Many hands make work light* All non-item minions are immed...

Hive mind 2
Ah shit, here we go again.
Assimilate all minions into your being, creating an amalgamation.

  • For each attacking drone, gain +8% base damage
  • Aurelionite gives you +75% damage per halcyon seed
  • For each healing drone, gain +20% Regen
  • Flamethrower and missile drones give you a 16% chance to ignite or fire a missile for 100% total damage respectively
  • beetle guards give you their ranged attack on secondary use, increasing range per beetle gland
  • void allies give you a root and pull on secondary use, increasing root timer per zoea
  • alpha constructs spawn on you
  • empathy cores multiply all the aforementioned bonuses by 1.5(+0.5 per core)
maiden prairie
#

Bison steak change
Immediately level up 1(+1 per stack) time

This change would be a straight buff on all characters. The lowest health character (Huntress) has 90 health, gaining 27 every level. And then on top of that, you're also gaining some Regen, and base damage.

tawdry shell
#

!feedback instead of haveing to look at a mod for pc players and console players not been able to see this add item descriptions newer players arnt goan now what uke dose

vague dawn
#

!feedback
Mithrix has some cool voice lines, but it’d be really awesome if he had one for using Dio’s and Pluripotent. Maybe not different ones, but something like “FASCINATING..” or “I WILL NOT FALL TWICE” would both be a nice detail and a way to notice he revived if you didn’t see him actually use it in the first place.

proven zephyr
#

!feedback

In the new dlc add a way for console players to access mods for example a build in mod browser like in Battle Talent

tawdry shell
#

!feedback if ther isnt a colour blind mode in the game colud you add one thank you itd make your game more accessible to the colour blind

tawdry shell
#

!feedback colud you also add something like what fortnite dose for the death where it shows sound for the death or ppl who cant hear so good and some more reddable text options

vague dawn
#

!feedback
When you mark something, please have a measurement from there and where you are. If not where you constantly are, then atleast where you marked it from.
Y’know, like Fortnite. engiclueless

north stratus
#

!feedback
Fortnite crossover

cobalt quarry
#

!feedback
Void lunar

Null Whisper

All enemies spawn with 1 random corrupt item (either void or lunar, including this item) and as either Voidtouched or Perfected elites
Upon death, they have a 10% (+10% per stack) chance to drop said item.
Corrupts all Eulogy Zeroes

cobalt quarry
#

!feedback
Lunar

Fractured, but Whole

Lose 20% (+20% per stack) of ALL of your current stats
BUT every ally (INCLUDING OTHER PLAYERS) gain what you lose.
Item inheriting allies (ie engi turrets) do not receive this item

vague dawn
#

!feedback
Tier 1 void

Clammed caffeine
While sprinting, gain 1 stack of energy every 1.5 seconds. While using an ability lose 1 stack of energy every 1 second. Energy increases move speed by 1% and attack speed by 1% for every stack, maxing at 10(+10 per stack)
Corrupts all mocha

brazen perch
#

!feedback

I would like translation support for more languages.

fading basalt
#

<@&559786374228738069>

random duneBOT
#

dynoSuccess sovajfler was banned.

umbral berry
wind lichen
#

!feedback

chesmitry bottle
5% chance to inflict random debuff for 5 sec (+5 per stack)

trim quest
#

!feedback

N'kuhana's verdict (active item)

Instantly kills the teleporter boss at the cost of it not dropping items

tawdry shell
#

!feedback add a reward for beating eclipse like a sikn

vague dawn
#

!feedback
Lunar (how original)

Unwritten book
Add 50%(+50% per stack) more to a random stat but decrease a random stat by 50%(+50% per stack)
Changes the effect every stage
random stats include: damage, movement speed, health regen, max health, attack speed
—————
“This story is not over.
I will make more. I will influence more.
It will be a happy ending
Yet not for you. The traitor is never the peaceful”

nocturne canopy
#

!feedback
If we put ror2 items into rorr what if we put rorr items into ror2

cobalt quarry
#

!feedback

Red

Cheesegrater (redux)

(Yes i know i did this one already, shush)

Increases ALL chance based effects by 10% (+10% per stack) of their base chance
(ie U_Ukulele 10% —> 11%)
Allows any chance based effects above 100% to ‘roll over’, triggering overlapping procs.

Example
C_TriTipDagger x15 - 100% chance to bleed once, +50% chance to bleed twice
C_LensMakersGlasses x12 - 100% chance to crit for 200% damage, +20% chance to crit for 300% damage

hot egret
#

!feedback
a artifact that randomizes all the abilities on your character, per say like bandits rifle on acrid.

dense flower
#

!feedback
Make items in new DLC (at least some of them) require challenges to unlock. I know they did the opposite in SotV, but part of dlc isn't just new content, but new challenges to make the game more replayable. Only having to unlock 1 survivor and 2 skins really decreased the life span of the first dlc. I would welcome new grinds and challenges to go through after so many years of having 100%

north stratus
#

!feedback
a Free version of ror2 on mobile that has a shit ton of adds.happiesttroll engiclueless

wind lichen
#

!feedback
Pause when unfocused, imagine pressing shift but accidentaly press window and die horibbly to hotbell contraption

wind lichen
#

!feedback
make bell contraption spike ball fall when stunned, if the 3 spike ball already summoned it will keep attack the player even when stunned pls they are catagorized as light and now stun proof?

steady echo
#

!feedback
shrine of the canyon
Spawns one less boss(s) then normal (unless there's only one) with double health. Upon death it has a double chance to spawn a yellow and if not it spawns a red (instead of a green). Using a canyon and mountain at the same time spawns double bosses -1 with 2x yellow or red items and it gives you the "beyond transcendce" challenge. Completing said challenge gives you the "Royal inductor" equipment.
Royal inductor function (because wording it in sentence format would be to hard):
While holding the inductor any electricity from overloading (or perfected) enemies is negated and stored (including the pain in the ass explosion/slowdown). Once full the equipment slot will light up indicating that it's ready to use. Using it releases a Genesis loop type explosion dealing 6500% damage and putting it on cool down for a minute and a half (This also includes the vagrants Genesis explosion) Though it only takes about 500 damage to fill it's charge and once it's full you will continue talking overloading/perfected damage as normal (While it's on cool down you can charge up to half (200% of its charge). (That whole paragraph took me like a half an hour to write yesterday)

vague dawn
#

!feedback
Make B_GenesisLoop and U_Stealthkit Activate at 30% instead of 25%
Having to break your watches to use these items just makes them even worse than they already are (not horrid items, but they’re pretty trash atm). Using them to defend watches (and elixir) instead is a much better use + 30% just means more usage in general.

copper void
#

!feedback
Make items like E_Executive_Card have more effect if you have fuel cell
Example:U_FuelCell X3 then ur cashback would be 30% instead of 10,and so on
And make it work with not only E_Executive_Card but with other passive "Q" items

copper void
#

!feedback
Make corruptedC_FocusCrystal that will increase damage based on how far you are from target instead of how near you are

vague dawn
#

!feedback
First off, make V_Newly_Hatched_Zoea the void for B_QueensGland only. You can already probably see where this is going.
New item:
Void tier 4 (yellow)
Sunken perforator
Gain a 5% chance to instantly detain an enemy, and shoot out 6 (+6) smaller explosives that also detain other enemies. Corrupts all molten and charged perforators
Can be dropped from new boss enemy that I will be putting in a separate feedback suggestion (big surprise, it’s a void enemy)

umbral berry
#

!feedback
[Sun?k?en T?ran?spor?ter]
Void Item (Red)
Corrupts all Hardlight Afterburners
Replace your Utility Skill with [V?o?id Tra?ve??l]
[V?o?id Tra?ve??l]: Teleport to your crosshair. 2 (+1 per stack) charges. You are Rooted for 2 seconds. 30s CD

vague dawn
# vague dawn !feedback First off, make <:V_Newly_Hatched_Zoea:949053713102827551> the void fo...

!feedback
Only took me half a day, but I got it.
New void enemy:
Void traverser (looks like a giant purplish eel)
So it’s a worm… but the balls are the same as the ones a void devastator shoots. However, the utility instantly teleports the Invisible man to the enemy instead of gliding it there. The eel itself goes into a portal and then comes out.
Spawns in void family events, void locus, and anywheres else.

halcyon storm
#

!feedback
Make C_BisonSteak heal you fully upon picking up

north stratus
#

!feedback
Add voice acting to mithrix and the twisted scavs just because

vague dawn
#

!feedback (I have a lot of ideas)
Give the artifacts logbooks. Not only do we know basically nothing about the bulwark, but we also don’t even know what the artifacts are in the story of Petrichor V.

cobalt quarry
#

!feedback

Lunar

Power Within

Improves stat scaling from xp levels by 50% (+50% per stack)
BUT your items lose 50% (+50% per stack) of their current potency.
(Proc item chances are not affected, only their damage/effect)

“My Devout.
You hoard your baubles and trinkets, to what cause?
One’s strength can also be from within.
I bid you,
Hone your spirit, refine it.
I shall await you, upon my moonlit throne.”

vague dawn
#

!feedback (I still have a lot of ideas)
Lunar equipment
Otherworld militia 180 second cooldown

Shatter all enemies on the stage, but then spawn an invincible soul wisp in their place that deals % damage equal to the enemies remaining health.
Soul wisps can be attacked, but not killed
Does not kill teleporter bosses, soul wisps, or grant rewards (money, xp, sacrifice item drops). Will summon soul wisps and sprite bombs from their respective artifacts.
Does not affect the enemy cap.
—————
“My last construct was a success… perhaps soul is useful”
“…”
“That is… an undesirable outcome.”
“Perhaps I can use this. Freedom is power, as speed is war. Your collection will betray you as you’ve betrayed me.”

quaint coral
#

!feedback
Making the sacrifice shines instead give a random item of a random rarity, similar to how shrine of chance works but with health percentages. Kind of how the shrines work in risk of rain returns. Would make them much more useful.

steady echo
#

!feedback
acidic concoction (void flask)
While above 70% health you deal 40 percent more damage (15 per stack). Falling below the threshold releases a small acid blast (+5m radius per stack) dealing 150% damage to. all creatures

glad sigil
#

!idea add a new character called the reaper it would be melee but with a scythe and have death abilitys but needs souls to use the abilitys and the r ability would use your own health

void lodge
halcyon storm
#

!feedback
Acrid primary and both secondary skills buff idea

  1. Make primary skill chargable so if you start charging your 1st or 2nd hit in combo it will be wide horizontal slice (similar to Merc's 3rd attack) with +150% dmg, if you charge your final attack in combo it will be long vertical slice
  2. Acrid's default and alternate secondary skills are also chargeable
    2.1. if you fully charge Default secondary it will
    • pierce through enemies
    • apply longer poison (+100% duration)
    • or apply more blight stacks (+4 stacks)
    • have bigger hitbox
    • knockback enemies
    2.2. fully charged bite it will
    • have +300% range
    • deal +150% dmg
    • apply longer poison (+200% duration)
    • or apply more blight stacks (+8 stacks)
    • can be used while acrid in Utility skill animation
  3. Acrid's alternate secondary dmg buff
    320% ---> 480%
halcyon storm
cobalt quarry
#

!feedback

Green

Catalytic Converter

Slows barrier decay by 50% (does not stack)
Increases attack speed by 1% (+0.5% per stack) and movement speed by 2.5% (+1% per stack) for every 1% of your max hp worth in barrier.

last wigeon
#

!feedback

Guarantee a Void Locus lock-in option in the Bazaar Between Time right before Sky Meadows, either after looping or just any time you get to the Bazaar in stage 4

warm pasture
#

!feedback
Show the different status effects that have been applied to the boss over it's hp bar too.
Image for reference. Show the status effects at the posiiton of the red line

wind lichen
#

!feedback

alt M2:
Pi?nc?h

whips out a crab claw from it right hand and charge then pinch enemy. if kill by Pinched, get 20% less corruption.
Red:
whips out a crab claw from it right hand in fully charged state. if kill by Pinched, get 20% more corruption

latent dock
#

!feedback
Imagine a stage event where instead of enemy specific ones eg "the air crackles and burns" for wisps, there was also elite specific ones like for thunder aspect "the clouds amass and darkness shrouds the sky"
with only thunder, fire, frost, fire could be "Ash and sulfur suffocate the air" , frost being "The Frost grows ravenous" or something. id like to see more events in the loops to break the monotony of postfirst loop.

vague dawn
#

!feedback
Railgunner alternate primary:
MK & HT tracker system
Fire out tracking rounds that deal 70% damage. Every 10 shot inflicts Vulnerable
Vulnerable: Affected enemy takes 10% more critical damage, up to 10 stacks. Permanent until the enemy takes critical damage.
Unlocked by achievement: Railgunner: easy kill which requires you to kill an enemy with 5 debuffs at once with a critical hit.

vague dawn
#

!Feedback
Technomancer character (woohoo, originality)
Overlook: An artificer-shaped character with purple characters and 6 tentacles. If you’ve played or seen HW then you know it.
T3CH-PACK vSquid (passive): Your 6 tentacles can be used for numerous things, but limited [not really a passive, more like huntress’ passive.]
Shock blast (Primary): Use a tentacle to fire an electric bullet for 120% damage, cycling through the 6 over of 1 second. (Fire rate of 1 bullet per 1/6 second). If a tentacle is occupied, do its priority instead. Coefficient 1.0
Rewire (secondary): Extend a tentacle to an enemy, grabbing them and stunning for one second (if applicable). Has a range of 10 meters, and going farther than 20 meters will sever the connection. Prioritize: if an enemy is grabbed, deal 250% damage to them instead of shooting. Coefficient 1.0 cooldown 3
Overcharge (utility): connect a tentacle to itself, creating an energy loop and increasing move speed and jump height by 15%. Prioritize: If the tentacle is looped, deal 5% of your max health to yourself instead of shooting. Coefficient 0 cooldown 6
Complete Restart (special): Send a massive burst of energy through your tentacles, disabling their actions, dealing 1000% damage to all enemies in your line of sight, and setting all abilities [primary included] into a 10 second cooldown. It’s own cooldown is 15 seconds

Alternate abilities, unlocks, and logbook coming soon. I have to think about that stuff.

vague dawn
# vague dawn !Feedback Technomancer character (woohoo, originality) Overlook: An artificer-sh...

!feedback
Technomancer other stuff, yippee
New achievement: New generation: visit every stage in the game (DLC included, but wouldn’t reset if new stages added) Unlocks Technomancer
Shock blam (alternate primary): Charge up a ball of electricity up to 900% damage over 6 seconds. Each tentacle adds 150% damage to the ball. If the tentacle is occupied, activate its priority instead of adding damage to the ball (charge time stays the same). Coefficient 1.0. Unlocked by Technomancer: power surge: Have all your tentacles occupied at once before disconnecting them.
Circut (alternate utility): Connect two tentacle to each other, making a ball of electricity around you for 100%+100% damage constantly to enemies for each circut. Prioritize: Deal 10% self damage to yourself (acts twice, for the two tentacles combined.) Coefficient 0.5 for enemies, 0 for yourself. Cooldown 8 seconds. Unlcoked by Technomancer: Burnt out: deal 5000 damage to yourself using overcharge.
EMERGENCY SHUT DOWN (alternate special): detach all your tentacles, then encase yourself in an electric bubble for 5 seconds becoming immovable and gaining 300 armor. When the bubble is over, all enemies on the stage take 5000% damage and your abilities (including primary) are set on a 20 second cooldown. It’s own cooldown in 60 seconds. Coefficient 0. Unlocked by Technomancer: Technological terror: Kill the final boss in less than 5 minutes from starting the fight.

Base stats are all the same as commandos, but armor is 60 per level

Lore is hard.

wind lichen
#

!feedback

Add the check all buton thingy so i dont grt to see this yellow panel everytime. place it about in postion of my mouse on the picture

little barn
#

The shadow is a character I made up, ima explain it now,
Passive:makes monsters run from the shadow this acts as a debuff
Main: shoots a black orb that creates a crater that swallows one large enemy or 3 small enemy(this is based off loaders grappler alt) this does not count for bosses.
Secondary:sends the craters in a large circle around it, they all act the same as the main.
Agility: the shadow sinks into the ground and moves faster, also leaves a trail that slows and damages enemys
Final ability: the shadow jumps into the air and creates a massive crater that can swallow bosses but the boss needs the scare debuff from the passive

little barn
#

It's feedback and ideas

halcyon storm
#

!feedback
I know dlc is in development but I think it would be cool to add day-night variants for all stages after dlc is released
I think there is noticeable gap between classic and sotv stages
For example Verdant Falls vs Titanic Plains

little barn
#

Escape qoute"and so they left... Heart even darker" and dissapear would be "and so.... The world became... Brighter"

random duneBOT
#

@wary nymph Watch your language.

dull owl
#

<@&559786374228738069>

shadow pine
#

!ban 203749974624829440 spam

random duneBOT
#

dynoSuccess megumin17 was banned.

vague dawn
#

More character stuff!!! Uhh yea!!!
!feedback
The shadow (credits to @little barn for the idea and permission to make this)
Shrouded (passive): emit a cloud of dark smoke around you every 10 seconds in a 5 meter radius that inflicts frightened [frightened debuff: enemies run away from The shadow. Lasts 5 seconds]
Make dark (primary): shoot out an orb of darkness for 200% damage every 3 seconds, the time between shots getting 0.1 second slower (minimum of 0.2) with each shot and decreasing damage by 5% (minimum of 100%). Coefficient 1.0 cooldown 3 (cooldown starts after you stop shooting, along with resetting the primary stats)
Force dark (secondary): Instantly emit a shadow cloud. All enemies freightend before and by the new shadow cloud take 300% damage and are inflicted with terrified. (Terrified: every time this enemy is inflicted with frightened, it takes 10% of its max health or 1% if it is a boss. Lasts indefinitely). Coefficient 0.6 Cooldown 5
Be dark (utility): Sink into the ground, becoming an invincible shadow that enemies cannot see with a 50% speed buff. You stick to surfaces, meaning you can climb walls. Passing over an enemy roots them until you exit shadow form. Can be canceled any time with a maximum of 6 seconds. Coefficient 0 Cooldown 6 seconds (starting after exiting)
Paint dark (special ): create a living shadow of yourself that copies you with 75% of your base damage [everythign but this ability, duh] lasting 10 seconds. At the end of the duration, the shadow rushes towards the nearest frightened enemy and deals 500% damage to the first enemy it hits. Maximum of 3 at once. Cooldown 20 seconds.

Base stats:
100 health (+30 per level)
Health regen 1/s (+0.2 per level) [rainstorm]
Damage 11 (+2.2 per level)
Speed 6 m/s
Armor 0 (+50 per level)

wind lichen
#

!feedback
make so normal void fiend immune to void fog damage
and the red void fiend immune to the void locus fog

proven zephyr
#

!feedback

If possible in a future update add a mod menu for console players

Thank you for your time

wind lichen
#

!feedback

idea for lunar:

Jar of Mad Mercy
deal 100% more damage, but target cant die from 1 hit

maiden prairie
#

<@&559786374228738069> I think we should dm the guy above

random duneBOT
#

dynoSuccess hadiel0761 was banned.

random duneBOT
#

dynoSuccess galaxydragon2332 was banned.

barren furnace
#

!feedback

Equipment: Instant Tower Shield

(Passive): Barrier decays 50% slower

(Activate): Gain 25% barrier

Cooldown 30 seconds

vague dawn
#

!Feedback
Fix the console Prismatic trial scoreboard. I’m not sure if it’s broken on both Xbox and PlayStation, but I know it’s broken on switch. It can’t even be that hard, all of them literally already have a friend system.

unborn trout
#

!feedback

idea for kind of a qol thing that would just make the game better
void printers: good if you had a void dios, or just accidently pick up an unwanted void item or if the printer has a better item
The void printer would take void items of the same rarity, ex: A Plasmashrimp printer would print with tentabauble, Singularity band, plasmashrimp, lystate cell, voidsent flame. This would add 4 more scrap types for void printers, Common void scrap, Uncommon void scrap, legendary void scrap, and yellow void scrap (would be useless but good for getting rid of zoea)
maybe even make a way to get rid of the corruption of void items, cleansing pool type but turns void items into their original items.

halcyon storm
#

!feedback
it is more subjective problem but I get frequent fps drops on Sulfur Pools, game runs better on other stages even after loop 3 or 4
maybe that's because land has more polygons compared to other stages but I still would like to see some improvements here

cobalt quarry
#

!feedback

Green

Black Powder

Increases the area range of all AoE attacks by 10% (+7.5% per stack)

wind lichen
#

!feedback

add another contrusct thing but intied of a stationary turret it can move

inner anchor
#

game mode where you ding ding ditch every survivor and ur Mithrix

latent dock
#

!feedback
Reason for rework: the shrine feels limited and sort of redundant in alot of situations (im aware it shouldnt be a super strong and present rng spawn)
Shrine of the Woods rework: Instead of a small area that increases in radius with every purchase, the player can interact and receive a wood sprite up to three for the stage until they leave.

maiden prairie
wind lichen
#

!feedback
idea of item: add item that stop hp dependant item for exzmple, Gup Glue: prevent item from breaking and instied broke this item instied (but only effect white and green item, 1 gup glue can prevent 12 delicate watch and 2 power elixer from breaking, 2 Gup Glue prevent breaking TWICE)

or just add broken item to scrapper panel so it can be exchanged with money

buoyant grove
#

!feedback
Space out drone names

buoyant grove
#

Image for the feedback:

cobalt quarry
#

!feedback

Void red

Brilliant Bee-Moth

All of your attacks also create 1 (+1 per stack) unusual void insect that relentlessly pursues your foes, dealing an increased 60% of the attack’s original damage.
Corrupts all Brilliant Behemoths

wind lichen
#

!feedback

make brass contraption less deadly, lower dmg by like 30% but every time you got hit lower your def by 5 untill the inflictor is dead

EVEN A LASER DID LESS

wind lichen
#

a eclipse 8 exclusive skin?, to add more reason for me to play eclipse
!feedback

delicate trout
#

!feedback
Bandit – New Special Ability

R - Gunslinger

When activating Gunslinger, the Bandit will fire 30 rapid shots with his revolver at targets within a 25m range (targets are hit from closest to furthest).


I didn't go into detail about % damage or more complex things because I'm not very experienced in this matter, but I feel that Bandit needs some skill in the area to help him in the mid/end game to make him more versatile and fun. also playing in big waves.

wind lichen
#

!feedback
make titanic knurl give you like a red stoned orb that hit enemy with 1 laser clump when in combat

warm pasture
#

!feedback
Please add a 'reset to default' option in the controls settings.

barren furnace
#

!Feedback
New equipment

"Mound-o-Junk 3000"

Gain armor based on how much scrap you have

White-10 armor
Green (and regenerating scrap)-25 armor
Yellow-50 armor
Red-75 armor

copper void
#

!feedback
Add logbooks for aspects(the thing that makes you elite)

cold geyser
#

!feedback
New uncommon item, "Airhorn"

Enemies get alerted to you from farther radius but in return gain +20% speed boost

golden island
#

20% more speed seems bananas haha

wind lichen
#

!feedback
make multishop item selection based which canister is closer to you.

winged canyon
#

!feedback
i really miss the gold-based items, like the golden gun and the piggy bank, it'd be nice to see them coming back when SotS comes

void lodge
#

<@&559786374228738069>
again…

winged canyon
winged canyon
#

!feedback
make it so the Necklace's Healing orbs go towards the player like the infusion orbs do instead of just dropping for pick up

little barn
#

!feedback
green item

Cosmic wallet
After teleporter, keep 5% (+5% per stack) of your gold. You still get experience for it.
———————
“Where’d you get so much cash?”
“Um- my wallet?”
“Didn’t you get robbed yesterday?”
“…”

opal galleon
#

!feedback
Consoles:
Allow for Gamma adjustement in settings menu.
Allow an option to remove screen flashes when getting hit and to remove the screen darkness when low on health.
REINSTATE MOUSE AND KEYBOARD COMPATIBILITY.
Make the sensitivity slider not max out so low. Having to take a whole 1.5/2 seconds to turn around in a game so fast is annoying and it makes it hard to aim around towards multiple targets in quick succession (Biggest problem being Mercenary not able to use Blinding Assault because the time it takes to turn around is almost just as long as the space you are allowed to use before the ability goes into cooldown).
Cloth and Item physic.
Very soft aim assist (for controllers to help with tracking.)

wind lichen
#

!feedback
Red item

Gravitational thruster
give all skill Agile, 20%+ sprint speed.

north stratus
#

!feedback
Pvp mode

copper void
#

!feedback
Make even more alternative skills for artificer,like the fire version of primary,the flame version of secondary and etc.
So there will be 3 versions of each skill
Flame ver.ice ver. And ion ver.

primal wind
#

!feedback
Yellow Item: Ominous Arrow
When a play kills their umbra (Artifact of Vengeance) it has a very small chance to drop this item
At the start of each stage, spawn an allied umbra that shares 50% of the stats of the player with the arrow. (Multiple stacks could either add more umbras or increase its stats)

[A very silly idea to add a JoJo's reference to the game, but a man can dream]

hard gale
#

!feedback
Bandit desperado possible upgrade where killing elite enemies or maybe tp bosses gives you more than just one stack (2x or 3x times more nothing too crazy) to reward you for spending time collecting more stacks in longer runs and choosing it over Lights Out

flat bronze
#

!idea
Give server members the ability to ping members of the same gaming platform when in the LFG channels. (Ex. @playstation)

umbral berry
#

!feedback
Lunar item: Obsessive Devotion
Gain: 20(+20)% damage, -10(-10)% to ability cooldowns exponentially, and 28(+28)% speed per Lunar item held including this one
BUT Lose 10(+10)% health exponentially per Lunar item held including this one

flat bronze
#

!feedback
Give server members the ability to ping members of the same gaming platform when in the LFG channels. (Ex. @playstation)

little barn
#

!feedback
Rex alternate primary:
Adventitious blaster
Fire a projectile for 80% damage, starting at an attack speed of 1 shot every second. Each shot, increases the attack speed by 0.1 with a minimum of 0.1 seconds, and attack speed makes this limit lower. Every shot costs 2% max heath to fire. The ramp up persists for 1 second, meaning you can stop shooting for a short time or use a different skill.

Small changes to these abilities:
DIRECTIVE: Drill: now apply natural toxins on the final hit
DIRECTIVE: Harvest: Healing fruit now only last 5 seconds, but explode and inflict nearby enemies with natural toxins upon expiring.

quick moon
#

yo why does commando not have an alt m1 attack

little barn
bronze cloud
#

!feedback
DIRECTIVE: Harvest rework
Harvest is notoriously weak on all builds of REX. By increasing its damage output to the point where it is the only non-self-damage band proc, reducing its cooldown, and reducing its healing potecy to compensate for the reduced cooldown, maybe it will find a niche in pure robot REX. Cutting the endlag also increases damage output, but is mostly so the ability does not feel bad to use.
cooldown 6s -> 5s
330% damage -> 400% damage
fruit heal 25% -> 20%
endlag reduced by 1/2

quick moon
# little barn !feedback *sigh* because all characters atm only have 3 unlockables + a skin. (E...

Well I was going to say what I wanted to add but I saw the wait time on the chat.
But I do got some Ideas on what to add to his M1.

-Assault Rifle : A steady rate of fire that is a bit higher than the pistols, and can change the characteristics of the grenade. with new M1 the grenade turns into under mounted GL and now the it explodes on contact with Ai or the environment.

-SMG : high rate of fire and a boost to movement speed or a cooldown on Commandos utility

-LMG/HMG : low rate of fire slight recoil and more damage and possible utility time increase. A new effect that it could have is suppression that can slow or fear the Ai if it has multiple stacks

-Rifle (not sniper) super low rate of fire super high damage. Can add a melee to the of commando's utility

cobalt quarry
#

!feedback

Void green

Violet Aeonia

a small, vibrant purple flower, resembling a lotus

Upon taking damage, for 5 (+3 per stack) seconds dealing damage will restore your health worth 1% of the damage dealt.
Corrupts all Leeching Seeds

A seed can often be unassuming.
such a small, formless lifeform.
yet it can sprout into a magnificent tree, or a poisonous plant, or entire ecosystems.
Truly a marvel of biological life.

  • Excerpt from ‘Old World Flora’
    (not a real book)
cobalt quarry
#

!feedback

Void lunar

Philanthropism

Every 120 seconds, gives you 1 (+1 per stack) any random item (including itself or Egocentrism)
BUT consumes 1 (+1 per stack) level of exp to do this.
Corrupts all Egocentrism

little barn
#

!feedback

Gren item
Part-accel mini (miniature particle accelerator)

Gain 5%(+5% per stack) more exp from all sources.
———————
“Tired of those old, outdated lava lamps! Even those ones with real lava get boring… Well, I’ve got the thing for you! The Miniature Particle Accelerator!”
“Hey, aren’t you the guy who made the Pocket I.C-
“Nope! Not me! I’ll be leaving now, haha… HOLY [Redacted]!”
[the following results of this transcript have been removed for the reasons: extremely loud explosion]

quick moon
#

!feedback

Commando extra skills ideas

Ideas for Commando's M1

-Assault Rifle : A steady rate of fire that is a bit higher than the pistols, and can change the characteristics of the grenade. with new M1 the grenade turns into under mounted GL and now the it explodes on contact with Ai or the environment.

-SMG : high rate of fire and a boost to movement speed or a cooldown on Commandos utility

-LMG/HMG : low rate of fire slight recoil and more damage and possible utility time increase. A new effect that it could have is suppression that can slow or fear the Ai if it has multiple stacks

-Rifle (not sniper) super low rate of fire super high damage. Can add a melee to the of commando's utility

sour crest
#

!feedback

Artifact of Chance

All chest are free (excluding Void Cradle, Lunar Pod, Void Potential and Printers) but insted of an item, chest and items droped form NPCs(for example boss items, or artifact of sacrifice) drop gold based on what item they would drop:

white(common) - 1 chest worth of gold
green(uncommon) - 2 chest worth of gold
reds(legendary) - 4 chest worth of gold
yellow(boss) - 2.5 chest worth of gold
blue(lunar) - 3.5 chest worth of gold
purple(void) - 3 chest worth of gold
orange(equipment) -1.5 chest worth of gold

Shrine of chance can drop any item (excluding the key stone, aspects, fuel array and any colored scrap of course) and can be activated infinite amount of time with the price increasing normally (and maybe ignores Captian's hacking beacon)

wary ember
#

!feedback

Implement R2MM into ROR2

The ability to download mods using an in game mod list (like T-mod loader for Terraria) and be able to automatically download mods just by joining somebody would be amazing (of course you'd have to make sure nothing is malicious and add QOL for sorting and deleting mods if u join some goober who has 600 mods).

Right now the process of downloading mods and actually finding people who are down to play modded ror is lackluster, majority of people are just too lazy to import 100 mods sent to them by some random kid not knowing if they break the game or make it too easy.

I feel like adding an in game way to download mods would inspire more mod developers and maybe community member to create and show off their work as well as increase and promote the community of ror (more moneyC_Roll_Of_Pennies L_BrittleCrown ).

lavish gulch
#

!feedback

white item: Peanut Butter

+8 armour [+4 per stack]
AND when hit, drop an aoe that slows enemies (with cooldown) [+size per stack] It kinda looks like WoW (but a bit different)

north thorn
#

!feedback

Add some things from ror returns, like the artifact of the mountain, some skills or temporary items (maybe drifter/pilot while we are on it)

rugged minnow
#

!feedback (I didn't unlocked all the items yet but i'm 90% sure this one is not in the game).

Add a activate item who recharge every used / perish item (Potion, watch... ) and who disappear after use.

or

Add a item who did the same effect but not a activable, but a item who prock and disapear instant when you take it, I know there is not item like this in the game but it could be a fun idea imo.

sour crest
#

!feedback

Artifact of Shrine

Every shrine has double the effects and the cost(if one is present):

  • Shrine of Combat : spawns twice as much monsters
  • Shrine of the Mountain : spawns two more bosses insted of one more and gives two more items insted of one more after the boss
  • Shrine of the Woods : doubles the healing amount, the size, and the cost
  • Shrine of Chance : doubles the cost, and gives two random items insted of one
  • Shrine of Order : condences the items into two groups insted of one for example:
    30 whites- 15 random whites a, 15 random whites b
    17 green - 9 random greens a, 8 random green b
  • Shrine of Blood : gives twice as much gold but takes twice the hp requireing Power Elixir/ Dio's best friend/ Pluripotent Larva to use

for those curious Altar of Gold is an altar not a shrine so it doesn't change :3

rugged minnow
#

!feedback

** STONE RABBIT PAW ** (Pâte de lapin en pierre)

Yellow item

Every luck based shrine (the one who give two items) will work every time

or

** LUNAR RABBIT PAW **

Lunar item

Every luck based shrine (the one who give two items) will work every time
but
Every of this shrines will cost double of their basic price

sour crest
mellow cape
#

!feedback

2x scope (yellow) and 4x scope (red)

2x scope: when you shoot, your bullet travels 8% more the distance than it would normally (+8% per stack, you devs decide the limit)

4x scope: when you shoot, your bullet travels 25% more the distance it should normally (+25% per stack, limit of 100%, meaning that 4 of them can double the distance your bullet goes)

If you get 2x scope, you can’t get 4x scope unless you recicle all the 2x.

north thorn
#

!feedback

I feel like they should be more hidden places like the buttons one in the game (not mandatory the button mecanic)

After few hours on the game, its sad that you dont have anything new to discover and explore

tough vapor
#

!feedback

Berserker's Talisman (Blue)

Increase attack speed by 45% (+5% per stack [until +70%] BUT decrease defense by 25% (+1% per stack)

tough vapor
#

!feedback

Courage of the Abyss (RED) or Artifact or blue ? i dont know to be honest ^^...
Forged in the depths of despair, the Courage of the Abyss empowers those who dare to tread the fine line between life and death, granting them unparalleled strengh as they face their darkest hours.

Effect :
Increase by 0.5% damage, attack speed and movement speed for every 1% of hp missing below 50% max HP, but
Decrease by 0.3% damage, attack speed and movement speed for every 1% of hp above 50% of max HP

If stackable item, i would suggest 0.5% increase - 0.3% decrease for all stat per stack.

little barn
#

!feedback
Greenie item

Boomer-ang
5% chance on hit to throw 1 (+1 per stack) boomerang at the enemy, dealing 500% damage and exploding for 200% in a 5m radius. If the boomerang misses, it’ll come back and explode on you exploding for 500% damage in a 10m radius around you (doesn’t deal self damage unless chaos is on)
———————
“Hey kiddo, I’m sending you back your old favorite toy. You always were a tinkerer, so I’m surprised you took such interesting in a boring old boomerang.
P.S. please send bail money”

little barn
#

!feedback
New enemy: Clay artillerist (Credit to https://seancruz.artstation.com/projects/Nxr6kq for the art)
Spawns on abandoned aquaduct and sundered grove + aphelian sanctuary post-loop
Behaviors:
Wait: walk in a small circle around where spawned. Only does this when they have not seen a target. 1.0 coefficient 10 second cooldown
Follow: When spotting a target from any distance, move into a position where they are in line of sight [from any distance]
Use primary (clay load): build up a large mass of clay, then fire it at the enemy. Will only use when the enemy is 10-infinite meters away. The attack is projectile and can be seen from any distance by a large black dot forming
Use secondary (bunker): Form an impenetrable shield using the front arms, blocking 95% of damage from the front. Disables turning. Will only use is the enemy is 0-9 meters away. Cannot use any other skills during the bunker and lasts until canceled [when the survivor moves out of range]. Cooldown 0.5

Sean Cruz

Some of the concept designs I worked on for Risk of Rain 2. Super fun to design items, enemies, and vfx concepts for Risk of Rain 2!

rough ferry
#

!feedback
New Survivor: Magmite

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: Primary has ammo and ammo capacity, capacity starts at 100, increases by 10% when ammo reaches 0, must completely refill in order to increase again. Refills 1 ammo for every 5 meters traveled on the ground. Alt Abilities also use ammo.

Primary: Fire 3 Magma Balls, each dealing 75% damage and having a 50% chance to ignite on hit. Each Magma Ball uses 1 ammo.

Secondary: Shoot 3 Magma Spears, each pinning enemies to the ground and dealing 125% damage each. Spears disappear faster the bigger the enemy hit.
Cooldown: 15 Seconds

Utility: Release a wave of heat that stuns smaller enemies for 2 seconds and deals 200% damage within 30m.
Cooldown: 25 Seconds

Special: Become completely Molten, generating ammo 300% faster, while also nullifying all damage for 7 seconds.
Cooldown: 45 Seconds

Alt Secondary: Shoot a Magma Spear, pinning enemies to the ground and dealing 170% damage. Spears disappear faster the bigger the enemy hit. Uses 10% ammo.
Cooldown: 1.5 Seconds

Alt Utility: Release a wave of heat that stuns smaller enemies for 4 seconds and deals 400% damage (if using 50% total ammo, decreases with less ammo used) within 30m. Uses 50% remaining ammo
Cooldown: 30 Seconds

“…and so she left, stronger than ever, yet fearful of what she’s become.”

cobalt quarry
#

!feedback

White

Draconic Scale

Your attacks have a 5% (+5% per stack) chance to burn enemies.

<SHIPPING DETAILS>
Item: 50x ‘Dragon Scales’
Vessel: UES [REDACTED]
Address: Jupiter Station of Biogenetic-Engineering

<SHIPPING NOTES>
Do be careful with these tester samples. The greater populous cannot know we are trying to breed dragons. In fact i’ve likely already said too much.

grave adder
#

!feedback

Eclipse adjustment

Since Eclipse mode is a challenge mode, it is not ideal for the balance to fluctuate depending on the number of Lunar Coins you own. Therefore, I think it would be better to make Lunar Bazaar unavailable.
I don't think it will be a problem because the number of Lunar Pods that appear in one run is very small, but since they appear in large numbers in Commencement, I think it is desirable that Lunar Pods not appear in Commencement.
I think Mythrix should be prohibited from entering the second round in order to function as the final boss, especially since Mythrix becomes excessively weak when it enters the second round.
Since there are many players who play Eclipse mode competitively, we would like to see adjustments like this.

little barn
#

!feeedback <—look at this idiot
Lunar item
Compressed rock
Gain 1 (+1 per stack) copy of every item you pick up, but -25% (-25% per stack) to all stats [linearly]
—————————
rock and stone
rock and stone
it’s all rock and stone

perhaps some materials

rock and stone

sterile cedar
#

!feedback
Make fun of Hostile Worlds in some sort of way in sots

tight saddle
#

!feedback

New artifact "Artifact of binding"

Add new artifact, that combines inventories of all characters (co-op) in one.
f. ex.: We have 3 gamers in one coop session. "gamer 1" take item "bustling fungus" and "gamer 2" take item "sharpered glass" and "tougher times". "Gamer 3" don't take any items. When you take any items, this item gets all your frends too.
If you or one of your frends died with corrupted Dio, or took Benethic Bloom, we can imaginate 2 variants:
We can make, that items changed/corrupted in all inventories
OR
We can make, that items changed/corrupted only in specific inventory (I mean, that artifact gives items for all gamers, only when they picked up it.)
Also applies to turrets and drones.

light locust
#

!feedback

If they do another DLC after SotS, it should be Survivors of the Red Plane and focus on the imps and their home dimension, maybe there could be a rogue imp survivor? Red Plane themed items? A Void Fields > Void Locus > Planetarium type path where you go to the Red Plane and fight the leader of the imps similarly to the Voidling? I feel like this idea's got potential

rough ferry
#

!feedback

New Green Item: Weapon Mastery

Gain Primary Agility (agility but only for Primary skill). +10% (+10% per stack) Critical Damage.

little barn
#

!feedback
artifact of corruption
Every stage, get a random lunar item and a random lunar equipment (can be swapped out mid stage but resets between). Cleansing pools no longer spawn. Every 5 stages, a twisted scav spawns alongside the teleporter boss [yes they give you the lunar coins]
Code:
design design blood
mass nothing blood
mass soul soul
The code is found in 4 different places on commencement; each a corner of the code.
Bottom left: found on the largest rock behind the pillar of mass area, facing away from the stage
Bottom right: behind a small pile of rubble and decor in the pillar of soul area
Top left: the broken lunar wisp hanging from the chain is holding this piece
Top right: found atop the roof of the pillar of blood area
Each of the pieces can be interacted with, and will be destroyed upon doing so. Collecting all 4 pieces in one visit will make the complete code appear on your next run besides the artifact of honor code [with a little transcendence beetle on top. if you know you know]

rugged minnow
#

!feedback

For gamepad player on pc or any consoles, toggle the fly with artificer by pressing jump. I mean, when you are flyin pressing 1 time the button toggle the fly till you press it again, instead of force player to stay pressed on.
It will rly put the gameplay of the character more smooth cayz actually it's really a handicap for all gamepad player sadly, hope you'll understand my point.

(At least put an option for that in game settings)

lavish gulch
#

!feedback

add a brightness/gamma slider bc some stages can get really dark

proven zephyr
#

!feedback

Hello again
I have noticed that you can not use a keyboard and mouse on console for risk of rain 2

If possible add keyboard and mouse support to console in a future update

Thank you for your time

median sleet
#

Transfer host instead of killing a run, so many times a host will rage quit after dying and just leave killing the whole run

median sleet
#

!feedback

Transfer host instead of killing a run, so many times a host will rage quit after dying and just leave killing the whole run

I've just had the third or fourth game of the day be killed due to host quiting

rough ferry
#

!feedback

New Lunar Equipment: Lunar Essence

Lose 5% damage every second, activate again to gain 10% damage (+10% per second that damage was being lost) for 10 seconds.

*** *Gesture of the Drowned does not automatically trigger second activation, but does automatically trigger first activation ****

Cooldowns: 0 seconds/first activation, 30 seconds/second activation

desert stirrup
#

!feedback
Active items like:
Elite equipment, Executive Card, Gnarled Woodsprite
should work even if "MUL-T" uses "Retool"

little barn
#

!feedback
Adding some more character specific challenges would be nice. Sure, the new skins in SoTS will likely be an unlockable, but having a few more fun character specific things to do is always great.

rough ferry
#

!feedback

Add a crossover collab

Any crossover will do, as long as it ain’t Fortnite or Twilight

maiden prairie
#

!feedback
add a lock box to the bazaar. This would alleviate any situations where you pick up >5 rusted keys and you're planning on going directly to Mithrix.
Alternatively, add some way to bulk-use keys. Some ideas:

  • +1 box spawns per 5 keys in your inventory
  • New box that takes 3 keys that guarantees a red and guaranteed spawns on stage 5
  • You can use keys on the teleporter for... some effect. Not sure yet
  • You can use keys on any chest

Long story short, make keys not hard cap at the number of stages you plan on completing.

north stratus
#

!feedback
Pickle juice
green item
10/10 drink
inflicting any status effect on an enemy buffs your movement speed by 5%, and increase your health regen by 40%

queen shard
rough ferry
#

!feedback

New Red Item: G.M.S.S.G. (Galactic Military Standard Shield Generator)

Gain a shield equal to 16% (+12% per stack) of your maximum health. Regenerates over time. After ‘One-Shot-Protection’ is used, become immune to all damage for 5 seconds.
Cooldown: 60 (-10% per stack) Seconds

uncut frigate
#

!feedback add crossplatform play

cobalt quarry
#

!feedback

Green

Katana

Using your secondary skill also creates a parry window of 0.2 (+0.1 per stack, cap of 1.0) seconds, attacks suffered from the front during this window are deflected and stun the attacker.
(Parry window starts when skill would deal damage or take effect)

“While you were exploring the stars, i was studying the blade.
While you were fighting aliens and killing their god, i was mastering the blade.
While you were buying old swords online, i was-“
“Dude, shut up.”

sour crest
#

!feedback

Lunar Void item

Seed of Void

Every 60 seconds Corupts an item into a Void variant or turns a Void item into itself (50-50 if both are possible)

Generates a Void seed bubble the size of 2m(+1m per stack) around you dealing incresing damage to enemies but dealing no damage you and your alies (unless the Artifact of Chaos is on)

Corupts all Egocentrism (note: only possible to get from a Pluripotent Larva coz why not :3)

little barn
#

!feedback

Artifact of resourcefulness

All enemies and bosses spawn with and can use equipments. All enemy equipments only have 1/4 the effect (damage or effect strength depending on what it is). [If enigma is activated, enemies also change equipments on every use. enemies cannot receive lunar equipments unless eulogy zero is picked up. Permanently blacklisted equipments include: glowing meteorite, executive card, tricorn, tricorn consumed, FMP, and crowdfunder]
Oh and yea this doesn’t apply to scavs.

sour crest
#

!feedback

New survivor:

The Creation

name:
LC-0111 (Lunar Creation-0111)

Gender:
no gender (it/it)

Stats:
HP: 100 (+30 per level)
HP Regen 1/s (+0.3 per level)
Damage 15 (+3 per level)
Speed 10 m/s
Armour: 0

Passive Ability: gives it constant lunar gravity and has built in double jump

Abilitys: check the pictures coz i don't have nitro :'(

LORE:
after providence failed at making the gurdians, Mithrix decided to give him one more chance. he tasked him at making a soldiers that would fight along the chimeras, they would be fast and more nimble then anything else ||speed is war||.but providence didn't learn a thing from his last mistake and put too much soul into them, tho he decided to keep one for fun :)
when Mithrix saw what his brother has done he became enraged, killed every single one of the soldiers, and scraped the whole concept
none of them remaind, none but one that providence had kept. seeing what happend to them, providence decided to hide away his creation and eventualy forgeting about him.
at the certain point the void has taken intrest in him and the void wavers had put him in the void cell where he remains to this day

How to get him:
In the void fields now a cracked cell can be found, you can interact with it and doing so will turn every item in your inventory into it's void variant
doing so while being a Heretic will engulfe you in (void) purple and (lunar) colored ball (similar to turning into the heretic) and will turn you into the creation

zenith berry
#

!feedback
Uncap the lysate cell for the engineer and give his turret some end-game nerfs or something.

maiden prairie
#

Just uncap the lysate cell for engi. If I want my game to crash because I have too many turrets, so be it.

stable rampart
#

!feedback

Allied gunner turrets are relocated to nearby positions when activating teleporter altars, final level pillars, and final bosses

quasi snow
#

!feedback

New Red Item: Worn Straw Hat
Description: "A straw hat that's been on a long journey"
Effects: Every 5 Stages gain a major buff in one stat for the next five stages. Stacking causes the effect to happen in shorter timeframes. For every hat it goes down by one stage, max effect is left at every 2nd stage. Gain 2% extra on buff per stack up to 10% extra (6 hats maxes it out, adding more is useless). On death, revive with all stats increased by 20% for one minute, consumes one hat like stacked dios.

Example: If the player's crit chance is 20% it scales based on stage number. stage 10 = 10%. Only scales up to 40% for balancing. (50% with six hats)

Viability: for long runs and looping, not very useful for mithrix unless on a higher stage.

Reference and homage to one piece in a simple but sweet way.

little barn
#

!feedback
New lunar item (oh boy what bad lunar idea is it now)

Crater gem

Upon death, reanimate yourself by proving your faith to the moon and turning the crater gem into a fractured gem. This is used after all other revives.
Fractured gem (used/grey item):
Each stage, gain 1(+1 per stack) fractured gem. Each gem reduces your stats by 1% (+1% per stack) [linearly. This is applied after all other buffs]

rough ferry
#

!feedback

New Survivor: Cyborg (Edited)

Stats;
Health: 160 (+48 per level)
Health regen: 3.75 h/s (+0.5 per level)
Damage: 15 (+3 per level)
Speed: 7 m/s
Armor: 15

Passive: Can hold up to 2 extra Equipment, Stacked with Primary, Secondary, Utility, or Special, activating when the Main Attack it is Stacked with activates (as long as it is off-cooldown). “Passive Equipment” (Gnarled Woodsprite, Executive Card, and Elite Essences) are disabled while Stacked with a Main Attack, Fuel Array still works like normal.

Primary: Agile. Fire a plasma ball that deals 130% damage. Charging the attack adds an extra plasma ball every 1.5 Seconds, can be charged indefinitely for more plasma balls (until released)

Secondary: Switch to Infrared Vision, allowing you to see enemies (and their weak points) more clearly. Aim at an enemy for 3 Seconds to fire a laser for 300% damage, aim at weak points to do 600% damage
Cooldown: 1 Second

Utility: Sprint forward, gaining more speed the longer you run. After 3 seconds, running into enemies deals 200% damage and knocks enemies back. Can control movement slightly while running. Move backwards to stop running
Cooldown: 15 Seconds

Special: Grab a random item from your inventory and either scrap it, duplicate it, or completely destroy it (excluding Lunars and untiered items). 70% chance to scrap, 20% chance to duplicate, and 10% chance to completely destroy
Cooldown: 60 Seconds

“…and so he left, seeking his revenge with new upgrades.”

little barn
#

!feedback
New survivor: Z19 chimera
Overview: An amalgam of circuits and shapes, forged from a scrapped bunch of prototype truly sentient robots. Learns what it can… and what it shouldn’t.
Stats: the same as commandos.
New programming (primary, secondary, utility, and special): shoot out a small laser, analyzing an enemy. Depending on which ability you used, you now have a copy of that enemies skill in that slot. Resets at the end of the stage. If the enemy does not have an ability in that slot, stun the enemy instead.
[yes I’m aware this is stupid]

cobalt quarry
#

!feedback

Lunar

Moon Dust

a small bag of a white, blue-glistening powder
survivor turns a sickly pale white-blue with bright blue features

Every stage this item is in your inventory, gain 1 (+1 per stack) stack of Moon Sickness - +5% to attack and movement speed
Your attacks have a 15% chance to apply a weak Cripple
BUT
-5% to damage and max health (glassed hp)
You take a 30% INCREASED effect from all debuffs (damage, duration, etc)

Removing Moon Dust via cleansing pool will stop further stacks of Moon Sickness but not remove any stacks you’ve already accumulated

little barn
#

!feedback
Tier 3 void
sword feesh
Increase sprint speed by 50%. Running will increase your move speed by 10% (+10% per stack) every second, resetting once you stop sprinting. Running into an enemy will cause you to stop sprinting, knocking you back and dealing 1000% base damage with the heavy modifier to the enemy. The impact has a coefficient of 1.0. Corrupts all H3AD-5T v2 R_H3AD5Tv2_headstomp

primal wind
#

!feedback
Orange Item (Equipment)
Solar Sail
Pull out the Solar Sail to fly forwards for a brief time, creating a short-lived trail of fire behind you (like burning elites, but doesnt last as long). Hitting an enemies causes an explosion that deals damage and ignites enemies. Very long cooldown (think Preon Accumulator) that can be reduced slightly with each kill you get using the Solar Sail

Solar Sails ltd is not liable for any injuries or damage cause by use of the Solar Sail. No Refunds

little barn
#

!feedback
Heavy tap idea (upcoming commando alt primary for the people under a rock)

Shoot for 175% base damage at a rate of one shot per 1/2 second. Every fourth shot, you have to reload which takes 1 second. Coefficient 1.5

rough ferry
#

!feedback

New Lunar Item: Moon Dust Rocket Launcher

All Missile items and equipment fire +1 (+1 per stack) missiles

*** BUT ***

Enemies below 90% health get +25% (+25% per stack) Damage and Movement Speed

little barn
#

!feedback
To start this, there would be a small rework of the visual representation of mountain shrines. The symbol above the teleporter will now stack high atop each other depending on how many mountain shrines enabled (like it returns)
New lunar item

Rough times

All teleporters permanently gain the effect of 1 (+1 per stack) mountain shrine.

The item would be depicted a clock made of pure moon rock… which obviously doesn’t work.

little barn
#

!feedback
Void tier 1

guuse beak

Killing an enemy drops a yellow orb. If an enemy touches this orb they consume it and are stunned for 1 (+1 per stack) second. corrupts all monster tooth
——————
“Let’s look on earth. A goose is a perfect bird. Everyone knows them, everyone loves them, and they don’t look ugly. We should aspire to be geese. Though, sometimes they can be annoying… what are the chances there are birds like geese beyond our world?”
-bird is the word, chapter 1

little barn
#

!feedback
Equipment

TPPr1

On use, teleport to a random walkable area on the stage. Cooldown 100s
——————
Order: Prototype 1
Tracking number: 9 4 3 * * * * * *
Estimated delivery: 08/30/2056
Shipping method: priority
Shipping address: Otherworld testing, [[redacted]]
Shipping details:

We finally made some progress. This thing should work. Those… gateways we found on [[redacted]]? They create some insane energy. We put some of it in this device. And we trust that you’ll figure out how to control it.

For now, we need to figure out how to remove a wall from inside a man. Do not lose this.

torpid schooner
#

!feedback
Green

Diamond tipped mits:
Attacks pierce 1 enemy

"How do we keep baseball popular?"
"I KNOW, violence"

fading basalt
#

You misspelt diamond 🦅

little barn
#

!feedback
White item

Stick o’ butter

Increase projectile speed by 15% (+15% per stack)

———————
“Ever tried putting butter in your gun?”
“Huh- what? No. Don’t do that”
“Nah I’m telling you it makes the bullets faster”

cobalt quarry
#

!feedback

Lunar

Bewitching Branch

Randomly ‘charms’ 1 (+1 per stack) random enemy within 30m (excluding bosses or final bosses) to fight for you
BUT
Randomly selects 1 (+1 per stack) of your allies to betray you and instead fight you.

wooden phoenix
#

!feedback

purple whip (corrupted red whip)
"wanna some confusion, huh?"
Engaging in combat boosts your movement speed by 30% (+30% per stack).

crude imp
#

!feedback

void psg
damage taken builds up to max 1000% and inflicts damage upon all nearby enemies pushing them away (i don't know how it would stack) blocked damage also counts to fill up the damage

pseudo sierra
#

chef survivor that throws butcher knives

fading basalt
#

!feedback

WHITE ITEM - Sculptor's Chisel

10% (+10% per stack) increase in damage against construct enemies. 20% (+20% per stack) increase in damage against enemies with 80% Slow or Frozen effect. Damage effects can stack.

(Part of the "Hailstorm" set).

fading basalt
#

NEW SURVIVOR - Mountaineer

Passive - Everestian - Using your primary against a wall will send you upwards, allowing for vertical traversal. No fall damage.

Primary - Icepicks - If used while grounded, slam your icepicks ground and create an area of effect blast (10m) that deals 350%. Launch yourself and any enemy directly hit by the attack into the air.

If used while in the air, swing icepicks for 200% damage per swing.

If used while your icepicks are Superfrozen and while grounded, slam your icepicks into the ground, creating an icy crevice that moves forward and launches enemies into the air, dealing 600% damage and applying 4 seconds of 80% Slow.

If used while your icepicks are Superfrozen and while in the air, preform a 3 hit combo that launches enemies away and down, dealing a total of 750% damage and applying 4 seconds of 80% Slow.

Secondary - Gouge - If used while grounded, dash forward and slice an enemy with two icepicks, dealing 300% damage and stunning them for 1 second.

If used while in the air, dash forward and launch any enemy into the ground after piercing their armor with two icepicks, and gain a small boost in height. The enemy gets the Pulverized effect for 3 seconds. Successfully landing either non-Superfrozen variation of this move removes 3 seconds from the cooldown of Fight Fire With Frost.

If used while your icepicks are Superfrozen and while grounded, dash forward and create a massive slash in front of you at the end of the dash that deals 100% damage every 0.25 seconds for 2 seconds and applies 80% Slow for 1 second each hit.

If used while your icepicks are Superfrozen and while in the air, dive forwards and down, carrying enemies with you and dealing 800% to anything hit directly, creating an area of effect attack with ice spikes when you make contact with the ground or an enemy and applying 80% Slow for 4 seconds. The spikes deal 400% damage. (6 second cooldown).

Utility - Windcharged Boots - If used while grounded, accelerate forward rapidly by creating a gust of wind that pushes you forward and slightly into the air.

If used while grounded and while "Rink Runner" is one of your items, instead create a wind gust that sends you forwards in an ice skating stance, allowing for full control as you create ice beneath you. Both variations can be canceled by using any attack.

If used while in the air, push off the sky with a gust of wind that sends you straight towards the ground, dealing 600% damage to any enemy directly hit. Pressing shift again immediately after hitting the ground will send you bouncing back up to the height you descended from. (12 second cooldown).

Special - Fight Fire With Frost

If used while preforming a move or while no direction is held and not preforming a move, Superfreeze your icepicks.

If used while not preforming an action and holding forwards, release a wide shotgun attack of 10 ice pellets that each deal 100% damage and apply 80% Slow to enemies for 2 seconds.

If used while descending during your aerial Utility, increase the damage to 1000% and create an area of effect attack with ice spikes when you make contact with the ground or an enemy. The spikes deal 400% damage.

If used during your Rink Runner Utility variation, preform an ice skating twirl, creating a large tornado of ice that deals 300% damage every 0.5 seconds for 7 seconds while also applying 80% Slow for 5 seconds each hit. Using this variation will hard-lock the cooldown of Fight Fire With Frost, and it cannot be shortened by landing a successful hit with Gouge. (15 second cooldown).

Additional Notes - Moves that physically move the enemy do not have an effect on bosses. All proc-coefficients are 1 except for the ice pellet attack, which has a 0.2 proc-coefficient. Exact numbers and values are subject to theory. Base stats are the same as Mercenary's. If you have Her Biting Embrace, Superfrozen moves deal 0.5x damage.

(Part of the "Hailstorm" set).

fierce trellis
#

!feedback
New Green Item: The **Robotic Spider Legs **
Turrets gain robotic spider legs that allow them to walk closer to their targets at a speed of 5m/s (+25% per stack). TR58 Carboniser Turrets get a 50% movement speed increase on the first stack. Does not work on TR12 Gauss Auto-Turrets.

covert grove
#

!feedback
Lunar item

Moon Slides

Gain 75% movement speed
BUT
You moonwalk…

Actual stats for log:
-275% movement speed (-50% per stack)

little barn
#

!feedback

Artifact of artifacts

At the start of every stage, enable any random artifacts. Can be any amount, but will always be at least one.
Entering any artifact code while you have every artifact or artifact of artifacts enabled brings you to this ambry.

fading basalt
#

!feedback

THE HAILSTORM SET

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?

WHITE ITEM - Sculptor's Chisel

15% (+15% per stack) increase in damage against construct enemies. 15% (+15% per stack) increase in damage against enemies with 80% Slow or Frozen effect. Damage effects can stack.

Item Description

“They’ll never understand the artists craft. It’s not about colors or shapes or patterns. It’s about the flow of ideas. Yes. This is art And they’ll never understand.” -John Willmett

Green Item - ICE Machine

When activating your Secondary Ability, shoot out a wave of ice around the player that applies 80% Slow within a 20m 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.

NEW SURVIVOR - Mountaineer (see above)

little barn
#

!feedback
New green item

All-weighted dice

You can get 1 (+1 per stack) more items from chance shrines.
——————
“Thanks for ordering your all-weighted dice! We sending this to you after the purchase to inform you that they was a scam and we simply painted a metal cube”

fading basalt
#

!feedback

LUNAR ITEM Blossom, Brown

Pressing T will cause all slopes at a 57 degree angle to glow either red or yellow for 30 seconds. If you touch 3 red angles and 3 yellow angles before the time has elapsed and while not running the game via the Epic Games store, a golden treasure token will spawn with “tap and sacrifice this card, add 5x stage chest gold”. If 5 red angles and 7 yellow angles are touched, a black hole will spawn at each point in the stage where an overloading enemy has landed from a jump, with each black hole taking on the form of an image from either your hard drive or the internet with the search filter ‘The Tale of John Willmett’. If any other combination of yellow and red angles are touched, this item will spawn as many blazing stone titans as the number of times you’ve visited the Bazaar Between Time in your previous run.

Item Description

“Well, at least it doesn’t require any other items to work.”

(Part of the Shitstorm set.)

fierce trellis
#

!feedback
New Equipment: The Chain Hook
On use, throws out a chain hook with a range of 30 meters forward that clings on the first enemy in it's path and pulls it towards the user, dealing 400% damage and stunning the enemy for 4 seconds. Big enemies only get pulled 75% of the distance and bosses, 25%. Has a 30 seconds cooldown.

primal wind
#

!Feedback
Lunar Equipment: The Shimmering Icosahedron
On use randomly triggers an effect from a table of 10 positive and 10 negative effects. Receiving a negative effect causes a shorter cooldown and grants improved chances for a positive effect. Receiving a positive effect results in a longer cooldown and higher chance for a negative effect. Items that affect RNG also affect the outcomes of this item.

Pickup Text: Roll for Chaos

Logbook

- Yeah, I'm not allowing that thing at my table.
- What's wrong? It's just a die, what's the worst that can hap-*BOOM*```
fierce trellis
#

!feedback
New Red Item: The Plasma Overclocker
Losing all of your shield triggers an explosion that deals 500% damage (+250% per stack) for each point of shield lost in the decisive blow in a 30 meters radius. First stack gives a shield equal to 16% maximum health.

fierce trellis
#

!feedback
New Equipment: The Smoke Dispersion Device
On use, throws a smoke dispersion device onto the ground that will spread a thick cloud of gas in a 20 meter radius after a short delay. The gas inflicts enemies with the "disoriented" debuff, making them unable to distinguish allies from enemies for 5 seconds. Has a 30 seconds cooldown.

cobalt quarry
#

!feedback
Rarer than red

Delicious Last Course

can only be picked up ONCE per individual user IP

Does nothing ingame, but reduces the selling price of all currently released Risk of Rain 2 DLC by 30%

(I’m aware this would never happen, but suspend your disbelief for but a moment)

halcyon storm
#

!feedback

I think story should be more accessable for most of the players, right now it is 2 separate things with 0 connection gameplay wise
maybe if in future updates there will be new storylines I think important parts should be implemented in game or a little unique ares for each character, extra item descriptions upon picking up individual for every character that would tell more about them
for example
JSaB - while playing level you see main villain build up own tower
DD2 - Shrines that tell part of the story of each hero (it would most likely take too much time to make but something similar and simpler in gameplay would be interesting)

strange gulch
#

Remove gunner turrets. Literally a waste of credits

void lodge
#

Correction, buff Gunner Turrets to teleport to the teleporter when you activate it.
!feedback

mighty cape
#

Artificer needs a really tiny smilly face on her helmet

eager dagger
#

!feedback
Give artificer googly eyes on her helmet

mighty cape
#

No it would be better as two dots and a half circle

maiden prairie
# eager dagger !feedback Give artificer googly eyes on her helmet

Have an april fools setting that you can use if you switch your clock to 4/1 and it has little changes like googly eyes on all the characters and maybe some fun sound effect swaps and such

edit: to add on, maybe also during Christmas, the interactables have gift wrapped textures

sturdy plume
#

!feedback
ban all new survivor suggestions from the channel there has never been and will never be a good survivor suggestion

ashen gale
#

!feedback
survivor suggestion: gup gamign | Redemption Arc™

crude imp
#

!feedback
a scavenger that sells survivor skills based on you previous runs

like if your playing commando you could buy cap m1 if you won the game with him last round, you buy them with lunar coins

this would be in a hidden realm called: MorshU's shop
-# nintendo cant sue me it ends in a capital u

sturdy plume
mighty cape
#

!feedback
A character that just screams autistically like a space marine

honest bear
#

Fuck you gearbox

little barn
#

!feedback
void tier 2

Clam’s philosophy

Gain a 2% chance to instantly kill a non-boss enemy (void crit). Every time you insta-kill, increases your armor by 15, up to 3 (+2 per stack) times for 10 seconds [resetting the timer with each stack] Corrupts all predatory instincts
[this is subject to change. Don’t react it yet please ❤️]
———————
A clam does not move. It settles. We shouldn’t be a clam… but being content with what we have? Making the most of it? We should take inspiration from a clam. Know what you have and use it.

covert sage
#

!feedback
A physical copy of the game for PC (maybe including the dlc and / or the original ROR).
As someone who likes collecting hard copies of my favourite games id love to have a hard copy of ROR and ROR 2 for pc.
Of couse as a Collectors edition with some kind of merchandise (e.g a character model or an artwork steelbook etc) would be even cooler, but thats of course a lot more to ask for than a regular hard copy 😛

little barn
#

!feedback
Artificer rework (?)
Options for skills:
Flame bolt / Plasma bolt
Nano-bomb / Nano-spear
Ice wall / Ion surge
Flamethrower

Flamethrower now isn’t broken and actually hits its shots, and ion surge launches you a shorter distance diagonally forward (like tectonic surge but no platform and farther + higher)

random snow
#

!feedback
Mul-T
Make Scrap launcher homing to work with icbm and other items.
As of right now it cant do proc builds or blast builds and has no synergy with anything.

little barn
tawdry shell
mighty cape
crude wedge
#

!feedback
Bandit
Make the utility ability launch you forward like a quail when use it on the ground
Make if you have multi charge of special ability, you can hold the button to fire all the round at once instead of redoing the animation, and also make bandit spin his gun into his pocket

cold geyser
#

!feedback
Ice Cream Cone (Equipment): Once consumed, get a burst of 50% attack speed, aswell as a movement speed bonus. 45 second cooldown once used. (Sots dlc content)

covert grove
#

!feedback
**Void item tier 2: **

Tainted Vengeance

Gain extra damage while affected by debuffs. Corrupts all death marks

When affected by 3 or more non-placeholder debuffs, enter a vengeful fury. Increase damage by 30% (+30% per stack) for 7 seconds.

"Another one! What's with this place and skulls? I swear we walk past one of these skull piles at least twice a day. The bite marks give me the creeps. These ones are even more scraped up than the last ones."
"I like the skulls. They keep us company on the road."
"What are you talking about? They're dead, it's not like they hold a conversation. We're probably going to end up like them soon, just two more victims of Lemurian fireballs."
"No. When they attack us, we attack back. We'll make our own pile of lemurian skulls."
"... That's a little messed up man."
"It's not, really. Everyone ends up on a skull pile sooner or later. Would you rather they choose our pile companions, or us choose theirs?"

upbeat loom
#

!feedback
||Make the glass frog not activate fireworks, it just lags the game like crazy||

mighty cape
#

!feedback
artificer rework idea- flame bolt and nano bomb kinda swap and plasma bolt becomes the default. flame thrower ability change and passive buff
flame bolt is now fire ball which keeps the big explosion of nano bomb but applies a bunch of fire stacks that should do percent damage to trash mobs and set damage to bosses and looses its chaining attack mid air
nano bomb becomes nano bolt shoots a non-damaging projectile, anything that comes in range of the nano bolt takes like 150%(more or less) damage, functionally like nano bomb rn with its tethering damage things. for those who cant aim mid air plasma attacks but does less damage
flame thrower becomes a new ability- scorching pulse, a large attack that looks like a godzilla fire pulse that applies like 10 of those percent damage fire procs to near by enemies
passive change- holding jump makes her float up at current move speed while tapping jump mid air makes her float as normal

(note) her fire attacks rn suck compared to her other options, this seeks to fix it since she feels like the wizard class to me and wizards suck without the ability to cast a good fire ball
this change is the best idea and all others are invalid :3

cobalt quarry
#

!feedback
Lunar

Melting Pocket Watch

A small pocket clock seemingly melting and smearing away cartoonishly, much like the Salvador Dali painting

Positive timed effects (ie buffs, certain skills) last 30% (+30% per stack) longer
BUT
Negative timed effects (ie debuffs, skill, item cooldowns) last 30% (+30% per stack) longer as well.

fallow aurora
#

!feedback

ability to toggle which maps you want for each stage.

harsh saddle
#

!feedback

equipment

spark of determination

lets you save and load a state (20 second cooldown)

when used, creates a save state indicated by a spark. the player can load the state by using the equipment again, restoring the player’s hp to the time it was saved.


but it refused.```
obsidian thicket
#

!feedback

I really think egocentrism needs looked at again
I dont think that it only taking 1 item per minute no matter how many you have works very well
Im not sure what would realistically be better because i know if it was truly a 1:1 people would get mad about that or something but i dont think that having to wait so long if you wanted to only use it works very well

umbral berry
#

!feedback
MUL-T should have omni-directional sprint his legs rotate separate from his torso it just makes sense

cursive stump
#

!feedback nerf safer spaces

umbral berry
halcyon storm
#

!feedback
Double Gup and Giips HP but make them split at half HP, if you kill them fast they wont split.
they would still activate on kills on split but I think it would prevent lags in long runs when tons of gups spawn because you have huge dmg and you would activate 1 on kill instead 7 per gup

little barn
#

!Idea, Void item: Auxiliary barrel "corrupts all back-up mags" , makes you shot an extra M1 , for some characters like bandit(for example) and extra charge to their M1 (from 4 to n of Aux barrel)happiesttroll

halcyon storm
#

!feedback
I would like to see fixed text in Russian I havent checked other languages but Eclipse modifiers and Artifact Descriptions go off

hexed drum
#

!feedback
would love to be able to play steam to ps5 crossplay with my friend

fading basalt
#

!feedback

LUNAR ITEM - Skibidi Torrent

Upside: Killing an elite enemy causes a mobile typhoon to spawn within 50m of you, dealing 100% damage every 0.2 seconds and sending enemies flying into the air.

Downside: Your character is placed inside of a toilet. If a typhoon touches you, you’ll be flushed and instantly killed.

Item Description

We'll show them. We'll show them all.

halcyon storm
#

!feedback
When you are on low hp you get reddish blood glow on screen edges, I think it still should appear when you have L_Transcendence

vast karma
#

!feedback for getting a very high placement in the prismatic trials you should be rewarded some type of cosmetic

fading basalt
#

!feedback

LUNAR EQUIPMENT ITEM Unfortunate Lies

Every line of written text in the game has a 19.89% chance to be slightly changed or miswritten. Upon use, if a miswritten text is on screen, gain 1 Fortune token that is a 1/1 with skulk, first strike and "Tap and Sacrifice: Ride The Red (Doubles the chance of finding a red from any random item pool that can contain a red on your next item search)". For every line of miswritten text unidentified on a stage or for every time this equipment is activated while no lines of text are miswritten, gain 1 stack of Tonic Affliction.

Item Description

"Here is a poor man
The heart of this monster creation
He said we both will be heroes
And I was led into temptation"

little barn
#

!feedback

artifact of confusion

All textures in the game are randomized.
Code:
💠 💠 💠
🔺 🔵 🔺
💠 💠 💠

little barn
#

!feedback Lunar equipment called **creator's favoritism ** a semi-one use item that can turn normal enemies into elites (ranomize) can be use more than once with the gesture L_Gesture_of_the_Drowned and only gets affected by the gesture (doesn't get affected by the fuel cellU_FuelCell ) functions like the tricorn but doesn't elite-ify teleporter bosses (and rare bosses such as the Overloading worm is so small it could be considered as a negative value)

maiden prairie
#

Plumber’s hat [uncommon]
Jumping increases your next jump height by 5%(+5% per stack) twice, and 60%(+60% per stack) on your third jump. Resets every three jumps

cobalt quarry
#

!feedback
Lunar

Lazarus Wings

(Kinda inspired by the gauntlet race modded item)
a pair of pale blue, glistening wings

You immediately gain 1 (+1 per stack) level
BUT
monsters also gain 1 (+1 per stack) level, can go ABOVE their usual level cap

fallow aurora
#

!feedback
you should get skins for completing Eclipses.

copper void
#

!feedback

Make enemies playable like in artefact or smth

little barn
#

||artifact of demise completely removes one-shot-protects and any any that affects' the OSP will cause a boost to the ALL damage and causes a damage threshold (similar to the U_Guillotine ) where the player has said damage limit that increases as time goes on max is 50% HP )||

**description you action are what seek your demise...
code:
🟦🟦 🔺
🔺 🔺 🔺
🔺 🟦 🟦
i wanted it to cause the lore diggers to piss their pants as the command digits (cube, sphere, red triangle and diamond ) mean Mass,design,blood and soul since it has no soul or design as in a blind action **

maiden bluff
#

(No achievements)It be good if we got a tank character like on PC (a mod) and or other dev chosen mods from PC be placed on console (team up with the mod maker) a ton of people on console whant crazy characters I'd be really good for player count and returning players

maiden bluff
#

(No achievements)It be good if we got a tank character like on PC (a mod) and or other dev chosen mods from PC be placed on console (team up with the mod maker) a ton of people on console whant crazy characters I'd be really good for player count and returning players !feedback

runic oyster
#

!feedback
Robomando in RoR2? Would be a lil guy for those looking for extra challenge (for those who hate ourselves)

cursive stump
#

!feedback

  • 2 Problems, Solved Simultaneously

With SOTS on the horizon, I have... feedback regarding SOTV! I've had plenty of time with SOTV, and I've found there to only really be two weak spots: the voidling fight, and lategame simulacrum. I understand that the plans for voidling largely changed, to a major degree, but I think the fight itself can actually be easily salvaged

My solution? An option to """Escape the simulation""" during simulacrum, which lets you do the voidling fight in later waves

As it stands, simulacrum is an enjoyable experience a few times, but you'll quickly notice that its very easy to get a simulacrum run snowballing into you being insanely powerful. This... can feel very exciting! For a few waves, that is. It wears off, and you just get bored and... well, the only way to end it is to die. I know I'm not the first to think a win condition would help simulacrum immensely, but... I specifically feel that voidling makes sense, not just because of the void theming, but because of the way the voidling fight plays. This is an absurdly powerful, mind-my-words-BS fight. You tend to need to loop to defeat voidling, and heavily rely on items. This... would work well as a potential way to end simulacrum! You could even make voidling more powerful, and it could still work quite well, because of just how powerful you tend to be in the later waves of simulacrum. But I also feel that it could work really well with the lore of the void - we know that void fiend was the only being perhaps ever to truly escape imprisonment of the void cells. I propose to reference that (and the planetarium logbook) by giving a vague ending that leaves you asking whether you truly do escape after beating voidling, or if that too was a simulation. Of course, the gameplay of the void fields and simulacrum mirrors tower defense in a way, and you know what else would mirror tower defense? An absurd, BS megaboss, to test and see if you can beat at your current wave.

edgy echo
#

!feedback

Make Rex's self damage not trigger the e8 modifier.

It sucks that a modifier pretty much cripples his main gimmick

fallow aurora
#

!feedback
Lunar Shop Upgrades.
a large jar that you can fill with Lunar Coins, you start with 1 coin, then 5, 10, 25, then ends with 50.
each time you donate, you obtain more features for the Lunar Shop, the features goes as follows.
1: a piece of dialogue from the Newt, a thanks, and promising of more things to come.
5: a new Lunar Bud to purchase from.
10: another Lunar Bud, this time a new piece of dialogue, the Newt tells you what will be added next.
25: a yellow item couldron, has a chance to be a cleansing pool, and a new Lunar Bud as well.
50: a final thanks from the Newt and all Lunar Buds are now only 1 Lunar Coin, and Dreams are only 2 Lunar Coins.
the table for the items will change too, maybe the table will have two semi circles, like this,

river echo
#

!Idea
What if the Captain has an alternative "R" and instead of stationary beacons, he summons mini drone beacons:
Healing drone will provide passive HP regen like Gnarled Woodsprite for 30 seconds
Shocking drone will fly towards enemies and stun them in a small area
Resupply drone will give us one charge of equipment every 60 seconds
Haking drone will hack the nearest chest, after hacking it explodes causing damage in a radius
(only 2 available per stage as with the original beacons)

cobalt quarry
#

!feedback
Red (or an artifact?)

Crew Portrait / Artifact of Brothership

i can’t do this alone…

Upon fulfilling a survivor’s unlock conditions during a run, gain that survivor as an ally worth 300% (+150% per stack) of their base health and damage. Survivor allies take from user’s equipped loadouts
Gained survivors have chat dialogue upon join.
Pinging an item will cause the nearest ally to pick it up.

Noteworthy condition changes

  • immediately gain a Commando ally upon pickup (and a Railgunner if you have SotV DLC)
    -# point me to the enemy!
  • killing the same enemy type in quick succession has a 0.5% chance to grant a Huntress ally, or 0.25% chance for Bandit
    -# let the hunt commence.
  • gain a Mercenary ally upon merely visiting A Moment, Fractured, rather than obliterating
    -# finally… true respite…
  • Captain joins you at the start of the Mithrix fight
    -# you thought i’d stay in the bridge all voyage? i’d be a fool not to take part in the fun myself!
  • Void Fiend joins you at the start of the Voidling fight
    -# you… my tormentor…! DIE!
little barn
#

!feedback
Make Mulch-t’s transport mode (utility) ramp off of stuff. Not a big change, and would actually make it better mobility. Plus it’d be fun

spark crow
#

!feedback
An option that turns off the visual or changes the visual for brainstalks would be very appreciated. It's genuinely so bright and disorienting that I think it could be dangerous to people with disabilities such as epilepsy

past coral
#

!feedback

  • Red Item

Ballistic Scope

"Doubles effective damage range"

maiden prairie
halcyon storm
#

!feedback
when Void infestor corrupts scavenger it also corrupts all items that have Void variants

cold geyser
#

!feedback
Tilted Mag (V)
M1s gain an extra charge, corrupts all Backup Mags.

little barn
#

!feedback
Okay, this game is all about gambling. But one gamble that just isn’t fun are the radio towers for the stage logs.
Radio tower rework:
Always spawns in a certain location, similar to the stage logbooks in hidden realms. No longer cost money and are free.
Now, they reward you for searching and exploring the stage instead of praying you get them while looting

fallow aurora
#

!feedback
Spoiled Canister (Void Item)
Description:
similar to the gasoline item, but the top part of the canister is green, and the canister is more maroon as opposed to the normal red canister.
upon killing an enemy, poison splashes in a very small radius, dealing minimal damage, but applying great damage over time.
5 meter radius, 70% damage upon hit, and 150% damage over time. upon stacking, the radius gets larger by 2.5, and the damage over time goes up by 5%.
Void Variant of C_Gasoline

sleek mirage
#

!feedback
if they dont have it already, while using keepers special could you hold it right before it goes off in some way so you can wait for teammates who are running to get in the radius?

copper void
#

!feedback
pls fix the thing when you are using mul-t's saw and he just strangly pulls himself to enemy

maiden prairie
queen trench
#

!feedback
Change brainstalks effect to have infinite use of abilities for 3 seconds instead of "No Cooldown" (0.5 second cooldown)
this would give players a better incentive to play artificer when her primary skill is constantly on cooldown and we're only able to fire in bursts of 4.
Whereas this would make it so we can fire a continuous stream of fire balls/ion bolts

barren dust
#

Need new secret character - Robomando, can be part of free Xmas update.

little barn
#

!feedback

Item selection for survivor logbook that allows you to select and show that item (or items) on the render of the survivor

compact solstice
#

!feedback
Transcendence doesnt really have any downsides after the initial item is picked and just gives a free +25% hp which goes agains the blue item concept
instead, +75% hp but +1 second to shield cooldown would actually give some considerations to transcendence stacking

barren dust
#

!feedback
Second or third version of each skill and ability (except Void fiend). Make it really hard to unlock but rewarding. Seems like some characters can get extra play life with new skills.

river echo
#

!feedback
Let the points earned at the end of the run be converted into lunar coins
for example 500,000 points =± 500 coins

noble hemlock
#

!feedback
The ability to block/ban/kick people from your public lobby? How is this not a thing?
Playing with new people is great, but not everyone is great, and we should have the right to NOT play with whoever we want. Private lobby should not be the only option.

rough ferry
#

!feedback

New Equipment: Perkaholic from Black Ops 3

Gives 1 Temporary stack of every item that last 60 seconds. Equipment is consumed on use (and gives you the hat like E_Tricorn)

If Artifact of Command is active, gives you the command menu, allowing you to select which items you want. If you back out of the menu, it gives you a bunch of gold proportionate to the difficulty and depending on how many items you didn’t select

leaden radish
#

!feedback
Quality of life feature where getting a prompt to use anything that drains hp (void cradles/blood shrines) has a little indicator on your hp bar to show how much it takes. It'd be a nicer visualizer and help moments where you have to guess if it'd be enough to take a watch or an elixir

sweet parrot
#

!feedback
there are a few things with artificer that i think feel a little clunky and unresponsive

-nano-spear (and maybe bomb too? i dont use it much) has a fairly long animation after the spear flies out. currently if you try to use flamethrower during this period, the input is eaten. some input buffering would make it more responsive

-enemies don't get frozen during their spawn animations. this is pretty negligible in most contexts, but i think for certain enemies with long spawning animations (ESPECIALLY stone golems) it feels pretty bad at times. i don't know if making them vulnerable for their ~entire~ spawn animation is the solution, but at least lowering the grace period would make earlygame fights with big enemies feel snappier and more consistent

blazing slate
#

!feedback

Add crossplatform

vocal kestrel
#

!feedback
spoiled because of new dlc survivor stuff
||BEGGING that (for chef) you put the item spot for 'tentabauble' on the roller to make it look like squidward getting ran over by the thingamabob||

hollow moon
#

!feedback

Lunar item: Particle ripper

You don’t have a speed cap, but the faster you go the more damage you take (0% + 1% [+.5% per stack] damage/s per 10m/s) (25% + 25% extra acceleration per stack)

void lodge
#

!feedback
Rename Chef’s passive to “The Spice of Life” and his alt special to “Chef’s Kiss.”
“Yes, Chef!” just sounds weird to me and “The Spice of Life” is just too good to pass up for the passive.

cobalt quarry
#

!feedback

Equipment
Homeward Bone

Upon use, places a bone bonfire where you stand. use the equipment again to immediately return to the bonfire in a burst of flame, igniting enemies in a 50m radius both where you were, and where the bonfire is.
100 second cooldown (after placing bonfire)

little barn
#

!feedback

make railgunners weakpoint size increase the more crit items you have by a 0.5%

little barn
#

!feedback
Legendary item

Game voucher

Every stage, spawn 1 (+1 per stack) Eclipse 0™️ arcade machine. Interacting with the machine will reward you with one of the following item(s)/equipment:
3 energy drinks
3 tougher times
2 Hopoo feathers
2 red whips
1 pocket icbm
1 game voucher
1 remote caffeinator
1 execute card
Each item(s)/equipment has the same chance of dropping from the machine [12.5%]
————————
“Thanks for pre-purchasing a game pass! We hope you enjoy. Once we set up an arcade near your location, you’ll be able to find all the hidden prizes in the machines. Just don’t tell your parents, alright?”
-# eclipse0isatacticalwarrefresentandentertainmentcompanyalllawsuitsandaccusationswillbeignored

halcyon storm
#

!feedback
Decrease E_Preon tendrils damage to make it 399% and make it shoot tendrils x1.5 more (so dps wouldnt suffer)
V_Singularity_BandU_KjarosBandU_RunaldsBand would only be activated from explosion

maiden bluff
#

!feedback
A monthly stream of mods from PC implemented in to console (team up with mod maker and no trophys are earned)

fading basalt
#

!feedback

LUNAR ITEM 500 Cigarettes

On each stage, cigarettes will spawn as interactables. Picking one up increases your defense by 20 and your speed by 5%. However, for each cigarette you pick up, you gain 1 Smoke stack, increasing the chance each second for your controls to take over momentarily (3 seconds), attempting to take you to the nearest cigarette (starts at 1%, increases by 1% per cigarette). Your Smoke stacks get halved at the beginning of each stage, rounded up.

Item Description

Fuck yo lor, brugga.

vocal kestrel
#

!feedback
for chance-based items where the chance increases linearly per stack: make it so that when the chance reaches 100% an additional roll is made for the remainder percentage increase
for example: having 21 sticky bombs would always result in 1 sticky bomb being produced on target and would have a 5% chance for an additional sticky bomb to be produced
This would allow items affected to stack infinitely rather than becoming useless after reaching 100% proc chance without (atleast as far as my knowledge goes) causing any items to become particularly overpowered as a result since something like 200% crit chance would only result in 4x damage whereas items like crowbars can do the same with only 6 stacks as opposed to 20.

harsh saddle
#

!feedback
knock back enemies and players hit by the preon acumulator happiesttroll

void lodge
topaz copper
#

An artifact that just gets rid of blind pests…

Burin seriousness for however many lunar coins a second thing in newt shop like the frozen survivor. A cheat menu (primarily for console but pc too), this would allow things like, giving items, controlling your level, disabling certain monster spawns, if needed this could be command based too. Basically an artifact that enables this

real wraith
#

move the tranquility display up a little bit so it doesn't overlap with multiple charges of abilities

halcyon storm
#

!feedback
Regional prices are fucked up, DLC is 3 times more expensive than RoR2 itself for some people
I know majority of player base wouldnt notice it since prices are normal in USA and etc but if Gearbox has control over it I think it would be better to make it cheaper

ashen gale
#

!feedback
remove sots

dry scaffold
#

!feedback
In epic games DLC is 21 times yes 21 times more expensice than survivors of the void in Turkey
Its also isnt right in steam

cloud mica
#

!feedback

Graphics

  • Add option to Enable/Disable Anti-Aliasing
  • Add option to adjust sharpness for Anti-Aliasing
jovial knot
#

!feedback
change the ror2 feedback page to the same style as the returns feedback page

lyric galleon
#

!feedback
dlc price is just too much for everyone except US
did someone forget to set regional prices?

lost forge
#

!feedback
let us see item numbers without having to click on the item it's nice that we can see the numbers now but it still isnt that convenient

scarlet siren
#

!feedback
dlc costs so much, gearbox just forgot about regional prices.

viral terrace
#

!feedback
here is a real idea: let russian players buy the game instead of losing half of your game's community👍

heady sphinx
#

!Feedback
Add split screen on pc me and ms brother can’t play :/

full mortar
#

!feedback
Make chefs primary automatically regain a charge when a cleaver is returned at 0 charges

real wraith
#

!feedback move the tranquility display up a little bit so it doesn't overlap with multiple charges of abilities

copper violet
#

!feedback

Simulacrim is so fun but when we get to the later levels it spawns in too many things and goes to 1 frame a second. I feel like there should be a cap on how many enemies can spawn but keep scaling their health to infinity so it still grows in difficulty. Would be a good way to not make our computers crash but still be able to keep going past level 90+

random rain
#

!feedback

I have great idea back risk of rain in Russia. #BringROR2BackToRussia
Bring our favorite game BACK to RUSSIA

left talon
#

!Feedback

Many of the changes to RoR2 today have left me questioning "Why" so many times.

  1. Why was healing nerfed to always heal overtime?
  2. Why does Chef feel like the slowest character in RoR2?
  3. Just why, in general.

Chef isn't slow in movement speed, but in the way he fights. Primary needs you to aim, throw, recall, and then do it again. Secondary is pretty cut dry as it's just a flamethrower that does somewhat impressive damage. Utility being just a Mul-T charge with extra steps. Special is literally a grease barf cannon that is best to do in close range.

Chef has hard time dealing with flyers, more so than Merc and Acrid. The cleavers feel extremely clunky and absolutely pointless to use when majority of the game is based around ability spam. The most thought I've ever had to put into RoR2 is what items to grab, and where to put my turrets if I'm Engie. Though this may sound stupid, but the Chef requires way too much thinking to make him work. RoR2 is not a slower paced game, it's fast paced, and you need to be constantly on the move, and the several times I've tried to make Chef work was immensely difficult, as Flyers would kill me before I could even hit them with the 6th cleaver.

Chef by all means, has no rhythm that is efficient enough to keep up.

As for the health changes - just why? Game operated just fine with how healing worked, and now EVERYTHING is a heal over time. Can't wait to struggle ~15% more in my runs because I couldn't keep up with any DOT's, AOE's, or getting hammered by 30 different enemies at once.

ornate trench
#

!Feedback

I'm new here and by no means an expert in the patch notes or current state of balance in the game. But Artificer just feels like she should be better. Mostly her Primary. I feel like there should be either a shorter cooldown or just one cooldown for all of the charges like visions of heresy.

It feels pointless to keep her original primary over just taking visions of heresy because visions has better proc and better cooldown. I love Artificer and I want to play ARTIFICER with ARTIFICER'S skills, not Artificer with some other random skills replaced by lunar items.

still lion
#

!feedback

Let Seeker hold her 1-2-3 primary combo. If you do 2 hits, let go of the button, and click the button again, she starts back from the first hit.

covert quest
#

!feedback

Unlock DLC for Russia. There is a big community here! #BringROR2BackToRussia
Bring our favorite game BACK to RUSSIA

eager moat
#

!feedback
Scorch Worm post death explosion needs to be more apparent. Just got cheesed by 5 of them.

Also, no character should have primary cooldowns. Thanks.

warped pond
#

what does the new lunar do?

cosmic ice
#

turns your levels into your curency (every time you level up you get a free chest but u cant use gold instead it turns into xd) personally its a lil too weak i would sugest more xp on gold to xp transfering @warped pond

open lagoon
#

!feedback
GIVE US REGIONAL PRICING FOR ROR 2 SOTS AND MY MONEY IS YOURS!

wild shore
#

!feedback

LOCAL COOP ON PC NOT JUST CONSOLE

stray wyvern
#

!feedback

pretty good dlc so far

upper echo
#

!feedback
It would be cool if while charging the slam False Son could use his teleport ability
this allows for fun player expression interactions where the survivor leaps into the air before slamming the ground in a pre-charged slam attack

wild shore
#

!feedback

LOCAL COOP ON PC NOT JUST CONSOLE

round sonnet
#

!feedback
feedback unavailable in your country

formal swallow
#

!feedback It would be cool if the new survivors had more skill variants like the other dlc survivors, just one felt like a let down a little bit...

compact solstice
#

!feedback
false son boss spoiler:
||when he disables your abilities, it would be better if it had a unique icon instead of the generic 🚫 to beter portray what is happening and how to engage with the mechanic||

fiery seal
#

!feedback
Give the false son more telegraph on his attacks. Right now, they seem unavoidable and the lack of SFX on attacks like his ||laser|| are left incredibly unimpactful whereas attacks like mithrix's large slam has a very clearly telegraphed sound. He also has some attacks that have no perceived animation or telegraph at all and just hurt you and one shot you out of nowhere.

compact fox
#

!feedback
Rework CHEF's primary ability: Dice

Currently, Dice feels extremely slow, clunky, and lackluster. All the little things of: Not being able to throw multiple cleavers then recall them, not gaining charges when cleavers return, the long wait time for a full range cleaver to extend and return, and the inability to recall a cleaver at any point during its travel time all combine to make Dice feel unnatural and unpolished.

I propose CHEF should be able to throw all 3 cleavers and have them return after the 3rd cleaver has reached its destination. If not every cleaver is thrown, they will return after a short amount of time (something in the range of 2-5 seconds). When a cleaver returns, a charge of Dice should be regained. Additionally, after testing, please consider increasing the amount of charges to 5.

shut musk
#

!feedback

Acrid shouldn't take fall damage from leaps.

dapper bobcat
#

!feedback

Chef needs MAJOR rebalancing and Kit adjustment.

First off, the M1, if you catch the Knife and attempt to throw another as you catch it, instead of, throwing another, you repeat the catching animation twice and do nothing. SUPER annoying bug.

And the Big problem: Oil and Sear

Glaze is- Fine! It does what it says on the tin, and sets up your chef combo. Except- Lemme see here..Sear does 600% damage at base..pretty low but, ok, lets see how much Glazing does..Oiled enemies recieve..75% More Damage? That's NOTHING. It makes it almost never worth it to use Sear, at all. The damage is pitiful.

Well! Lets just- Swap to Yes Chef! It's a really cool alt ability from the first game, and we can still access Oil combos with our Utility- Oh. Wait- If we use Yes Chef, we- Can't Glaze enemies. making Sear just- Really, boring. :I

He needs both to Feel like, Chef. He needs Oil through his Utility skill, and he needs, and I mean NEEDS, for Searing Glazed enemies to be WORTH IT, and deal actual damage. 75% is a joke.

steel parrot
#

!feedback

Bring back the old audio-visual feedback for when the player takes damage. The current feedback for when the player takes damage is super lacking, I'm often caught off-guard or surprised to look at my healthbar, sometimes even dying while having no idea what the exact cause was. Even my friends have asked the question of "how did I die?" even though we both have hundreds of hours of experience playing this game.
An added issue now is that when a friend dies, it is very easy to not even notice that they died. Their healthbar is gone and a chat message comes up but there is nothing else happening to tell me "HEY ANOTHER PLAYER JUST DIED", no flash, no audio. This is all important game information that needs to be conveyed to the player and it's currently just non-existent.

Changing it wasn't a bad idea, but the current system is so much worse than it should be.

little barn
#

!feedback
Change some of False son’s sounds.
The utlity sounds like clockwork and the primary sounds like wood instead of the very obviously rock stick he has

noble wraith
#

!feedback

Nerf Xi construct.
Most annoying boss in the game. Changed Brass Contraptions but not the obvious canditate.

willow hazel
#

!feedback

change false son laser beam, make it so he cannot use other attacks while the laserbeam is active. Being forced behind pillars and not being able to dodge his other attacks is not good

vestal island
#

!feedback
playable mithrix gamemode / artifact where you go through the game in reverse. starting on the moon and traveling through the stages backward. fighting monsters and beefed up survivors until you reach whatever mithrix's goal would be. either hijacking safe travels to find a bigger space station, finding the contact light ruins to find providence, or somewhere in the void for some other guy. you would still be able to obliterate and most of the game would still be the same. an example of something similar would be playing aria in crypt of the necrodancer. once you beat the game like this, you unlock mithrix in normal mode, and you unlock an artifact that lets you play the gamemode with any other survivor. maybe there would be some kind of weird interaction when you get to the mithrix boss fight as mithrix. playable mithrix would have a different moveset from their boss fight version. let me know what you think in the discussion channel chadthrix

regal sinew
vernal lagoon
#

!feedback
New DLC is missing regional pricing on Steam. Please add regional pricing
E.g. in Ukraine, new DLC is worth more than base game + 1st DLC without discounts.

compact solstice
#

!feedback
Some of the new DLC items clearely feel like they are alternative ideas to existing items and should have been Void items since they do either very similar effects or completely contradict each other(bolstering lantern/Delicate watch, Power elixir/Unstable Transmiter....)
I feel like these items werent made into void versions to not make them rely on two separate DLCs to spawn, however from a gameplay prespective, this results in a very bloated item pool (there is not a single new movility item as well making movement speed even harder to get)

little barn
#

!feedback
I would like more unique items in SOTS dlc
Like boomerang make or the meteor thing those both are legendaries but guess thier effects?

  • Chace on hit to throw electric boomerang
  • Chance on high damage hits to make meteor

Just like spice them up
Boomerang - Evey 5 attack or chance on hit to throw a richocheting electic boomerang that stuns enemies for 0.5 seconds
Meteor thing - If an attack deals 1200% damage shoot a meteor which deals tons of damage and knock enemies in the air stunning them for 1 second

Most of these items are just plain boring even the chance idol totem item it just increases odds for items at shrine of chance maybe just make it add a slight buff to chest droprates too or just that

Hopefully you guys make some items more unique
Great DLC btw its just that the items are a little boring.
TY ❤️

olive bison
#

add all the new achievements to steam

karmic urchin
#

may i ask if there has DLC bundle? I just want to buy both but i have to buy separately

long zenith
#

!feedback
Please please add a new white item that stacks crit. Every new item that gets added makes it harder and harder to build crit chance, since Lensmakers are the only ones that actually stack. If you compare how easy it was to build crit at early access launch to now (with both DLCs) it's actually unreal. I'd rather play with none of the new items than with them because it makes getting crit that much harder.

Please add a stackable white item like the coffee but for crit, where it does 5% crit and 5% something else (move speed? I don't care, honestly). So many items interact with crit chance but it's so hard to build now, since the item pool is so diluted.

quaint coral
#

!feedback
For the love of God, tone down the chance if lightning strikes on prime meridian. I get it makes movement important but it also makes getting chests impossible and God help you if you're doing it on eclipse or even eith command artifact. It doesn't have to be by much, but maybe a delay or have the strikes come in bursts with. Cool down.
Tl;dr: please tone down thr lightning on prime meridian. Pretty please!

earnest remnant
#

!feedback

chef’s primary should not recharge and instead give you your charges back on cleaver return. also let us have 3 out at a time

honestly surprised they don’t deal damage while spinning in place, feels very underwhelming, would be cool to place them in a dense crowd and use other abilities like a combo which is supposed to be chef’s entire playstyle

spark kettle
#

!feedback
Have Seekers primary attack come out of the center of her model and not her hands, similar to artificer as it improves accuracy
Similarily have Chefs seer not be directed based off his chest as it points into the ground when sprinting but rather be aimed by the crosshair

low sundial
#

!feedback
I know a lot of people think CHEF needs a major rework, but I think with a few small changes like being able to throw all cleavers before recall and a damage boost to secondary he'd feel a lot better to play.

My issue is that you can't play CHEF without sacrificing part of who he is.
I can't boost my abilities without losing his cool glaze n' sear combo. Alt skills shouldn't take things that make the character away they should make different playstyles by throwing in something new. Here's my proposal:

Chef's Kiss
A small addition to the passive, after successfully cooking and collecting a certain number of meals (indicated by a numbered buff icon) CHEF will gain a BOOSTED buff where the next ability he casts is boosted.

This would of course require his Glaze ability to have a boosted variant as well as do something to his alt skill.

Boosted Glaze
Glaze is by far CHEFs most powerful skill. The boosted variant could have a very minor change. Maybe leave behind puddles similar to Acrid but for even more slowing rather than damage? I would also not be against it just having more shots/dealing more damage. Leaving this one to #ror2-feedback-discussion

Yes Chef!
My original thought was that it would not make sense to give this a boosted variant. However using this skill removes chefs awesome combo as I previously mentioned. Since the boosted variant wouldn't have the ability to boost it could instead shoot out random globs of oil or create a nearby oil puddle for a more close range centered build. This would leave the unboosted variant of the skill untouched so that you can get an extra boosted skill when you want but also allow you to still Glaze up enemies.

My main hopes with this feedback is to share the idea for the passive changes as I feel like it would make CHEF be CHEF. With that passive and some slight skill changes I believe we will have cooked up the perfect CHEF for Risk of Rain 2.

full mortar
#

!feedback
Fix loader's swing animation back to side to side

full mortar
#

!feedback
Change Longstanding Solitude to persist beyond the stage you get the charge and actually buffs experience gain in multiplayer

ember wasp
#

!feedback
Add an option to increase or decrease the magnification on the railgunner scoped abilites

sudden warren
#

!feedback
The new pot rolling mechanics are incredibly frustrating. The pot feels too heavy going uphill, and nearly impossible to control. At least the glitchy "kickflip" was fun. And when you finally do get it to the button it just rolls off if there's even a slight incline.

I've spent the last 2 and a half hours practising the new pot rolling mechanics while trying to get a pot to a specific spot and I've gotten quite proficient at controlling it on flat or nearly flat ground. So far I have gotten the pot to the button 4 times and I'm becoming able to do it consistently with only a couple tries rolling it uphill, but every time the pot has been unable to stay in place on the button. And this button was even one of the easier ones before.

Still, you can only roll the pot up small to moderate inclines and it gets exponentially harder to control the steeper it is. And by steep I mean like 20% at most and that takes a lot of momentum.
It feels like the pot is just looking for any excuse to flip over and spin out of control. You can have it neatly rolling on the side and if it just touches a little rock or bump in terrain it will flip over.

EDIT. Just to add, all in all I think it's a good change even if I will miss flipping them. But I think it's too hard to roll uphill in the current state.

tardy crag
#

!feedback

Previously if you were sprinting and you pressed TAB to view your inventory you'd continue to sprint. After Seekers of the Storm, when you're sprinting if you TAB to view your inventory it now cancels your sprint. Please revert 🙏

slender latch
#

!feedback

I think the Path of the Colossus is a bit too similar to regular stages, in my opinion instead of having the Teleporters have guaranteed Green Orbs it should guarantee Halcyon Shrines on the alt path stages so that way you can both get good loot and actually feel more "challenging" to progress the alt path.

That way it would maybe solve some of the core issues of the alt path as of right now - not enough items within 3 stages to beat False Son consistently(that's not even bringing up how unbalanced the boss is), as well as it would give a reason to actually go there after you get all the unlocks there.

pallid juniper
#

!feedback

The new anti-aliasing that was force changed in the Seekers of the Storm expansion update makes the edges of everything look blurry and unpleasant, whereas they were crisp and clear before this update.

Please let us change back to the old anti-aliasing from before this update via settings menu; whatever performance improvement the new one is giving isn't worth the reduced visual clarity.

tawdry lily
#

!feedback

Please don't make voice lines a standard thing going forward with the series.
In the DLC, Chef has a few spoken lines. (Order up!/Yes, Chef!/Comin' up!)
These are already incredibly out of place when the rest of the dialogue in the series has been entirely done through text.
Maybe the preemptive "Remove Claptrap" mod wasn't a bad idea after all.

upper echo
#

!feedback

allow us to exit out of the new shrine multi-item selector with escape button instead of dragging the mouse to the exit
activating these mid combat is too risky and could use the universal escape prompt to feel more intuitive instead of going straight to pause menu over the overlay

spring root
#

!feedback

Make Seekers primary combo chain better between abilities like mercenary (i let go of the primary button but can still press it to continue to combo instead of starting a new one) also it would feel better for the first punch in her primary to come out faster cause she feels pretty clunky when it comes to her primary and special

halcyon storm
#

!feedback
show Chef's cooking marks before any other buff debuff over enemy's health bar since I think it is more important information

hybrid viper
#

!feedback

Chef's m1 feels uncomfortable, I think it would be much better if the knife came back on its own (pressing the same button to make it come back is strange)
The new Affixes feels so unfair and not fun at all. (very tanky bosses, sudden oneshots)
Not my biggest problem but Seeker feels a bit weak and seeing the area of ​​the m2 (the fists) of your partner in coop is weird.
And maybe better item descriptions.

lunar elbow
#

!feedback Chef's primary feels completely terrible, toggle abilities feel awful as the primary skill of a survivor.
It should stay out for as long as you hold down the button, so coming back when you release the primary key
instead of requiring you to click again

due to this weird quirk of chef's m1, he is entirely unusable to me

odd merlin
#

!feedback After this update, there has been a lot of issues with damage feedback. It is difficult to tell when you are receiving damage. It feels like an indicator that was there previously is gone but I can't put my finger on it. I believe the sound effects for damage are gone.

Additionally, the health bar used to snap to your current HP total when damaged/healed, but now there is a slow climb/fall to that total. This change hurts readability on the health bar. Especially with Infusion where it is 2 slightly different tones of red to tell you when you are damaged.

lucid linden
#

!feedback

Chef right click feels really punishing for a move, if I kill a little enemy in front of me I can't throw my cleaver for like 4 seconds.
My suggestion is to let you cancel the fire by using cleaver or let you shot cleavers while still using fire

heavy siren
#

(they (accidentally?) removed the vignette when damaged/at lower health) @odd merlin

median owl
#

!feedback

When playing multiplayer chest are scaling in price by an absurd amount, costing thousands after stage 4-5. Idk if this is new or just a bug, but it is TOO MUCH. Playing with three people is barely doable, while four people is IMPOSSIBLE forcing those that cant catch up to fall even more behind. I love playing this game with my friends, but we cant even get to the new boss unless we play with command or some other cheese.

split gazelle
#

WHY DOES CHEFS PRIMARY SUCK SO MUCH LOL?

compact solstice
#

!feedback
False son's alt special is awful compared to the one it replaces
1 extra usage every quite a lot of hp buffs is not good when

  1. it doesnt decrease the cooldown so extra uses on a 7 sec cooldown is pointless
  2. if you use a laser while another one is mid charge, it gets fully reset
  3. the default laser is so much better for damage and procs alike, also refills more spikes
  4. 50% of the time it misses because of its extremely thinn hitbox and bad aim

The idea of throwing a barrage of strong lasers is so cool, Halcyonites and Voidling make it look like a fantasy but this isnt the proper implementation.
Instead, increasing the amount of projectiles per volley and maybe increasing the cooldown a bit to compensate would give a better feel to the skill

winged delta
#

!feedback listen to community 🙏

languid gulch
#

!feedback
what's with the scaling change? Why is it so steep? Monsoon shouldn't be easier than rainstorm. Before the updates dropped I could play the game just fine, but now a blind pest chunks half my health in one shot.
I'm all for changes in balance, but recent changes have been absurd. At the very least lower it just slightly, so rainstorm feels and plays like rainstorm again, and not like monsoon. If someone wanted to play on a hard difficulty, they would play on monsoon.
Unnecessary difficulty changes, game doesn't provide much of a casual experience anymore.

hardy void
#

!feedback whatever you did to make abilities tied to framerate and like make acrid not be able to hit things midair, like all that stuff, can you make this new version optional at least, can you give some sort of beta access to the previous version of the game while everything is still so fundamentally broken engiclueless

mental carbon
#

!feedback add missing steam achievements C_LensMakersGlasses

frank root
#

!feedback
The Guilded Halcyionite. Why is it SO TANKY and why does it deal SO MUCH DAMAGE, WE ARE AT STAGE 2 and the difficulty is HARD, I DIED INSTANTLY.

bleak heart
#

!feedback
Please redesign the new new twisted elite enemies, being punished for my items working as intended is incredibly fustrating and sometimes they just spawn in randomly while I'm shooting other enemies and it instantly kills me.

past rampart
#

!feedback

Chef's primary and secondary are way too clunky to use and he falls of way to fast. The charges of his primary are unnecessary and he would be a better character without them. His secondary also shuts down his other skills for 1-1.5 seconds after using it leading to me spamming mouse one or r just trying to kill something. He is also way too squishy for the range that the secondary has. Overall just not a very fun character as he is right now.

meager pulsar
#

!feedback
chef m1 rework, chef throws the cleavers like boomerangs so why doesn't the cleaver returning refresh the skill? also in the original game chef throws multiple cleavers at once it feels wrong to have 3 in stock but only able to throw one because to throw another I have to return the first one

the cleavers should definitely restock on return and either: they return automatically or if returning is too important to get rid of I should be able to hold M1 to continously throw my cleavers and then press m1 to return them

soft blaze
#

!feedback
The new survivors should have 2 alt skins like the others. Bug fixes should definitely take priority right now, but having more options with the newcomers would be nice. Sushi Chef maybe?

cunning marlin
#

!feedback
when playing false son u should be able to use your blink/dash ability while charging his slam attack

south gust
#

!feedback

Chance doll should be banned from the simulacrum item pool. It is completely useless, aside from turning into scrap, because shrines of chance don't spawn in the simulacrum!

For what its worth, there are already items that are banned in the simulacrum, including bundle of fireworks and squid polyp, even though they could potentially have at least some use. I'm not advocating that those should be unbanned, but if items that could have use are banned, an item that actually cannot function in the simulacrum should deifnitely be banned.

mellow hollow
#

!feedback
Gearbox should hire a QA team

fading basalt
#

!feedback

Double the damage of ||False Son's Primary|| and ||Utility||. They just don't feel as impactful as they should.

pale shell
#

!feedback
Feedback unavailable in your country

oak carbon
#

!feedback
Please review those feedbacks

little barn
#

!feedback
Change Seeker's meditate so that you begin each stage with a stack of transcendence for each stage you've reached 7. Only needing 6 uses on stage 2 to begin resurrecting and providing Saving Grace to allies, 5 uses on Stage 3, your first cast being empowered for Mithrix etc. This way you spend more time with the increased stats and less time having people ask for you to meditate while you still have 4 more 20 second cooldowns to go.

If it's going to halt the flow of the game and be a straight up negative to use, it might as well keep some stacks as she completes her journey.

patent hemlock
#

!feedback
artificer hover used to be held down to activate and is now a toggle, please revert

compact solstice
#

!feedback

Sonorous Whispers is undeniably the strongest item in the game and needs some nerf, but i would not like to see it get nerfed to the ground by adding a item drop cap per stage or any other hard cap limitations like that which removes the uniqueness of the item.
Instead it should play more into the game stage dynamic and allow to engage with it to make the rewards harder to earn but still a big profit

Possible limitation:
[current item effect unchanged] The effect will last for the first 180 seconds (+120 seconds per stack) of each stage, duration reduced by 30 seconds for each stage already completed, caps at a minimum of 15 seconds (+5 per stack)
This way its still a very strong item if you have the speed and damage to back it up and chase your targets while also demanding more of you the further you go, since early game and late game have diferent enemy pools, elite chances and stage start spawned enemies.

However its no longer an instant run savior which rewards you with a grotesque amount of items for just holding it and lets you be rewarded by just wasting time (which is pretty much the oposite of what this game is meant to play as) or even worse by just farming enemies in the hidden realms indefinetly, would also have synergies with Defiant Gouge which would give it some use, thats a bonus you get

Is this a complicated item descritpion? maybe, but lets not pretend resonance disc, noxious thorn, corpsebloom and prayer beads are easy to understand by just reading what they do

Just whatever you do gearbox dont just go "caped at 5 items (+5 per stack)" or something extremely boring like that which makes this item extremely arbitrary and un-engaging

gentle osprey
#

!feedback
Please revert the changes to the health bar, the lack of screen flash upon taking damage is disorienting and feels unengaging since it removes a level of communication especially when runs become fast paced since I can't be looking at the health bar non stop (I know directional damage indicators are a thing but they should be an alternative to the previous version not the only choice), The non instant healing effects on the health bar is also a terrible change since again I need to glance not stare and seeing the instantaneity of the previous ui was much more suited to these fast paced moment to moment engagements with enemies and the world. I'm not going to say the game is unplayable but it makes it less enjoyable. Lastly please bring the silhouette for items in the multishops and with interactables since it makes those gameplay elements pop much more which can be a non factor in the early game but upon looping becomes very important. There are smaller things but they are not nearly as big as the things I mentioned

wintry glacier
#

!feedback

Longstanding solitude is terrible (DLC2 Blue item).

While its a cute idea that on level up, you gain a free unlock, The downsides make the item unplayable if you are alone and doubly so if you are not. You are not only unable to get gold, you make things more expensive for everyone else. And if you wanted to go to Gilded Coast for the event. Its imposible to get out of the stage alone. Every single blue item can be itemized to counteract the downsides of the effect except this one.

Suggestion. Change "All gold to XP" to "50% / 75% of gold to XP" (+50% multiplicative stack)

trim geyser
#

!feedback

Artifact Of Power: spawn with an aspect that you either cannot change throughout your run, or it randomly spawns you with one each stage(or as a buff like how wake of vultures does it)

teal herald
#

!feedback

  1. Chefs m1 is too weak. the mechanic to hold the cleaver longer for distance is slow. the cooldown is too slow. the return trip is okay but feels a bit weak.

  2. Chefs m2 should allow m1 to be used at least. For its bad range, minimal damage, direction based on movement, m2 is too weak and clunky.

wet shard
#

!feedback

The steam store page for Seekers of the Storm, as it currently stands, is lacklustre in the information it provides to the consumer, especially when compared to the Survivors of the Void storefront.

My suggestions are to include the basic list of new features the DLC adds which have been shared elsewhere (this is from the youtube description of the launch trailer) at a minimum:

Seekers of the Storm includes:

  • 3 New Survivors
  • 8 Items + 1 Special Boss Item
  • 5 Stages + 3 Additional Stage Variants
  • 3 Bulwark’s Ambry Variants
  • 3 Monsters
  • 2 Elite Types
  • 15 Survivor Alt Skins
  • 2 Interactables

Additionally, having the trailer and some updated screenshots would be great. Currently, there is only the lore video to work off of, and none of the screenshots actually showcase any of the new heroes in any capacity.

Matching the Survivors of the Void page would be ideal, as having extra paragraphs going into detail on each main new aspect and feature is really nice, especially the animated gifs.

Unfortunately, I can't comment on how the other storefronts are looking, as I don't have an Xbox or Playstation to check, but they might need some touching up as well if they're looking the same as the one on Steam.

ripe hollow
#

!feedback

Positive feedback to boot! Devs you really hit it out of the park with the False Son survivor. The way his gameplay is designed is so cool and he feels amazing to play as well. I hope the alt ability he has is as great as the big beam! The game itself also feels better than ever to me; my group of 4 has been having an absolute blast and have run into like 0 bugs as well. The new stages are incredible too. Good job!

Seeker also feels great. Great survivability, great mobility, excellent utility, and solid damage make her a treat to play.

Finally, chef may need some help in the kitchen but I think you all know that by now lol

noble crater
#

!feedback

Gilded elites feel oppositional to the broader game design. Killing enemies is necessary to progress and gain gold. The game is frenetic enough that players don't have time to identify whether a gilded elite can be safely killed or not, leading to a feeling of having gold vanish out of nowhere.

Suggestion: Have Gilded elites with an aura, similar to the halcyon beacons, but smaller, that drains your gold to the elite over time. The more gold it drains, the stronger it is. On killing the elite, all your gold is returned to you.

This aligns better with the design of other elites, as it gives them a practical buff in strength, as well as aligns better with the general gameplay loop.

cursive stump
#

!feedback i think stage 1 miridian geodes feel a little silly - perhaps it should be rarer for them to spawn on stage 1 stages… however, i think they should be more common on stage 2 or 3. i feel that would flow a bit more nicely. also, clarification for how full the miridian geode is via an objective marker a la moon pillars would be much appreciated. objectives feel overused in sotv and underused in sots

pseudo lance
#

!feedback
I feel like the split screen co-op should also come to PC users who use controllers.
This would allow steam deck users to play with friends.

quasi grotto
#

!feedback
a skin changer for the visor of survivors in the diary

zenith berry
#

!feedback
New characters are always awesome, but don't forget about old ones. I would love to see some new alternate abilities for void fiend and artificer, to name a few.

ornate trench
#

!feedback
I just got 2 shot by an elite Blind Pest on stage 3. Granted it was 'very hard' at the time but they need a damage nerf. They spawn in swarms, have a good chunk of health for hard to hit flying enemies, and do HORRIFIC amounts of damage. They have become my new nemesis on the stats page and I've only got and started playing the SotV DLC recently. Please for the love of god nerf their damage, or maybe the frequency at which they spawn. They spawn as often as wisps and are far more dangerous and they appear on about half the maps

void musk
#

!feedback
||false son should be able to sprint while shooting spikes / attacking with his mace and be able to dash while charging the slam and the laser possibly also while shooting the laser||

sudden roost
#

!feedback
buff artificer 🥹

bronze cloud
#

!feedback
Revert all physics changes on PC. Trimping was not a bug, it was a feature and its removal, even if unintentional, is disappointing.

pallid carbon
#

!feedback

Could we please get haptics for traversal and performed attacks? I think the DualSense implementation could use some love

ornate trench
#

!feedback

Chef's cleavers should do damage while they're just spinning in the air before you retrieve them

lone narwhal
#

!feedback

Give the false son some alt skills that are his boss attacks. And maybe give his primary some more damage it feels underwhelming

deep tundra
#

!feedback

In almost every way, I’m a huge fan of Prime Meridian and the False Son boss. The stage is such a tense and unique challenge compared to other final levels in the game, spawning massively over-leveled monsters and lightning rain to keep you on your toes while you try to stay safe and cleanse debuffs by cracking the geodes, and the brave (or foolish) are rewarded with potentially game-changing large chests. The False Son fight is also a very well-done climax that amps up the challenge well between phases with the golems, lightning, shrinking arena, and ability lock you need to use the aforementioned geodes on. I did say almost every way though, because what is going on with False Son’s laser attack??

In phase 2 it’s survivable on a good run, but in phase 3 so much as peeking behind the very limited cover for half a second or getting chased by the False Son as he’s firing absolutely melts you with no time to react. It feels like it’s either extremely overtuned, or there isn’t enough viable counterplay besides said small areas of cover, using invincibility frames in some way, being lucky enough to have extra lives or allies to tank it, or just being Engineer with his bubble ability.

That last point is what interests me though, and is where I want to suggest a change to the fight and Prime Meridian as a whole: Have the geodes create a bubble shield akin to Engineer’s. This would not only add a much more viable option to fighting against the False Son and his beam attack, but also make players think a lot more about their interactions with the geodes in the fight itself and the climb up to it, as the climb up to the fight only has a limited number of geodes, and in the fight they respawn at a slow speed. This would make spamming the geodes a near guaranteed death sentence, and add an interesting dynamic to when a player should cleanse and protect themselves vs. deciding to tough out the debuffs and save a geode for a rainy day (haha).

hearty peak
#

!feedback

Idea: New survivor skill variants

Commando, Primary alt
Submachine guns, 5 round burst dealing 80% damage per hit.

Huntress, Secondary alt
Plasma Javelin, Deals 350% damage and locks onto the target for 7 seconds.

Bandit, Utility alt
Clone Burst, Sends out 2 clones of you at 45 degrees on the direction you are facing, turns you invisible and a slight movement speed boost for 3 seconds. the clones explode after 3 seconds or getting hit dealing 120% damage.

MUL-T, Secondary alt
Overcharge, Makes you're body electrified, increases your attack speed by 150% for 4 seconds.

Engineer, Primary alt
Arc Wielders
Range 5m
Damage 150% per hit
Shoots twin continuous beams at a target.

Artificer, Utility alt.
Earthen Burial
Targets an area of 6m and buries all creatures within area for 4 seconds dealing 130% damage a second. targets are immobile.

Mercenary, Primary alt.

Different stances to determine attack speed and damage.

Rex, Primary alt
Root whip,
Fire a whip out at 7m infront of you dealing 175% damage, on every third hit lowers targets Max hp.

Loader, Utility alt 2
Rising fist, launches you and targets into the air dealing 1000%-3000% damage based on target size.

Acrid, Special alt
Noxious cloud, Creates a cloud in a 15m radius that deals 20% stacking damage a second and gives creatures a debuff. When a creatures expires with debuff creates a cloud of 5m radius for 3 seconds that does the same thing. debuff lasts 7 seconds.

Captain, Beacon alt 5
Beacon: Control, Launches a beacon that can warp the minds within causing them to turn friendly towards you after a short time.

Railgunner, Special alt 2
Rapid fire, fires your railgun several times as if you were scoped in dealing 1500% damage a shot. This overloads the powerpack locking down your abilities for 5 seconds.

V??oid Fiend, Loadout swap.

able to choose to have the stable or corrupt form as the base form.

bronze cloud
#

!feedback
Got Chronic Expansion out of a utility chest. That thing is not a utility item, it is just damage.

cursive stump
#

!feedback
Unstable transmitter rework -

When reaching low health, spawn a damaging aura (about the size of a malachite spike) that rapidly damages enemies inside it (like, 2 stacks of bleed level damage? increasing with stacks), teleporting frequently until it disappears after 3 (+1 per stack) seconds

I think the idea of an unstable and random freaky teleporty item is cool, but I think it'd be much cooler to see something plop down and start teleporting like crazy, instead of you being teleported. its kinda hard to be teleported out of danger in risk of rain, it just disorients you. I also think more items should utilize spawning stuff like warbanners do, but doing different things with it

(maybe instead, bolstering lantern could be reworked to be like warbanner except for damage, and spawning on low health? but thats not the point of this suggestion so ignore this part for voting purposes)
uh, vote if you think this is a nice unstable transmitter rework idea

gleaming stump
#

!feedback
I feel as though the amount of content we received was lack luster compared to the price and sotv.
Suggestion: can we get a few more items, and maybe a few more enemies? Maybe bring back some ror1 enemies if your lacking for ideas, such as the flying machines with rockets. And please add in maybe 2 large (boss) enemies? There isn't much replayability besides for enjoying some new items and characters. It would be nice to have a few more enemies and bosses to keep stuff fresh.

sleek mirage
#

!feedback
Probably been said before, but can the achievements for seekers of the storm be put on steam and all the other game launchers? We only got the one item unlock, and the two character unlocks but none of the skins (and still none for the two new artifacts introduced in devotion).

shut frost
#

!feedback

You should give console players Chef, Seeker and False Son exclusive skins due to the... For lack of better word, Mishap that has happened with the release of the dlc

Edit: you can give them to PC players too but make them have specific objectives they have to do, and make them hard... To attone for lack of ror2 for... 2 days now

bronze cloud
#

!feedback

while youre at that, give twisted elites a spawn sound like the other two tier 2 elites

dull siren
#

!feedback

Fire the devs and get better ones that can handle a ps5 upgrade without breaking everything.

rocky hearth
#

Petition to thank Hopoo for selling Risk of Rain 2 to Gearbox (We are eternally grateful for who Hopoo sold the game to and what Gearbox did to the game)

jolly flame
#

!feedback

Please provide Q.O.L. mode option, so we can easily toggle FPS during combat

halcyon storm
#

!feedback
it seems like dev team is experimenting with new items but I dont think there is something wrong to add simpler ones (like C_Mocha C_Delicate_Watch U_Shuriken) that have clear uses
previous dlc added good balance of mediocre and simple items I think

cursive stump
#

!feedback make chefs ability descriptions call enemies customers. its only right

vapid spoke
#

!feedback
Twisted elite is a really unfun mechanic:
enemies buffed by the twisted elites should only apply damage to the player in instances of damage dealt directly by the player, not by items

drowsy laurel
#

!feedback
this shit ass

vapid spoke
#

!feedback
Rework for Antler Shield:
Rename to Charging Antler
Effect change
Increases movement speed by 20% (+10% per stack) decaying over 4 seconds after using your utility skill

the movement speed would need to be applied on skill use or after releasing the charge up for said ability (for chef and loader)

this single change will , at least for non loop runs, make movement speed somewhat reliable resource to find

earnest wasp
#

!feedback
Gilded Elites and Twisted Elites need to be heavily nerfed or have a disabled monster list. Gilded and Twisted on certain monsters is just super annoying. God forbid you get a gilded boss early and you suddenly have to fight a monster with the same HP as voidling. Twisted Elites are just annoying period, i wouldnt mind if they were removed entirely.

vapid spoke
#

!feedback
Rework for Noxious Thorns:
Effect change
10% (+10% per stack) refresh the cooldown of a debuff on an enemy on hit. An enemy takes 5%(+5% per stack) more damage from damage over time effects on hit

why?
I believe this item will almost never have a use case scenario as it stands.
In situations where you do want to stack a debuffs from your other items, youll be already be so far into a run that enemies will most likely kill if you get hit on purpose.

And its more fun to keep the burn, bleed, ruin, lunar spike and any other temporary debuff extended on an enemy you are focusing down

south gust
#

!feedback
Currently, the twisted elite is not fun at all to play against. So much of the game later on is hitting multiple enemies with one attack, and items which automatically target enemies, both of which means that you can't even try to fight them, because attacking the twisted enemy means attacking all of the enemies around it, and having them damage you.
Fighting twisted enemies is nearly always instant death in my experience.

if you want to keep the twisted elite with some sort of damage reflection, please at the very least consider the following things

  1. Limit the range on how far the damage reflect can hit you from
  2. Maybe (if you want to add a bit of counterplay while fighting them) make it so that if you are within the enemies radius they cannot reflect damage back at you. Could be interesting since a lot of the later game is running away from enemies
  3. Make the damage not be a percentage of the enemy's health, that is ridiculous.
    For reference, it appears that the current damage is 2.5% of the enemy's max HP (please correct me if I am wrong), a wisp that is inside of the twisted radius at level 50 will deal 13.375 damage every time you hit them, which may be very often for some characters and builds. 13.375 may not sound like a lot, but wisps are maybe the lowest hp enemies in the entire game.
    A blind pest at level 50 would deal 32 damage every shot.
    There likely will also end up being multiple enemies inside of a twisted enemies radius.
    5 stone golems in a twisted enemy's radius and you have 2 ukeleles that proc? if my math is correct, that is 960 damage off of A SINGULAR ATTACK
  4. DISALLOW THE REFLECTED DAMAGE FROM APPLYING DEBUFFS!!! If you hit a malachite enemy that is within a twisted enemy's radius, congratulations, you now have the malachite debuff.
tight saddle
#

!feedback
Please, add achievements from dlc2 to steam!

warm totem
#

!feedback
Give the game back to devs that actually love the game and are not money hungry assholes.

digital grotto
#

!feedback
Make Older builds accessible via the Steam Beta's feature

shut frost
#

!feedback
Learn how to make an update and bug test it before you release it... That's what normal games company do...

amber moss
#

!feedback
Instead of making the PC codebase like console, breaking all mods and making everything worse, they should've made the Console codebase like PC.
ALSO FIX YOUR DAMN GAME GEARBOX, IF NOT, THEN BRING BACK HOPOO

hoary tartan
#

!feedback
Don’t have a cooldown on chefs cleavers, or let us throw all three at once by holding the button down. The way It is right now feels a bit clunky to use.

Also please make them bigger or give them a defined outline or something they are nearly impossible to see

copper void
#

!feedback
pls gift me the new dlc guys

earnest wasp
#

!feedback War Bonds. instead of giving a flat amount of money(75[+25 every stack]) at the beginning of the stage, make it give you 20% [2% more for every stack] of the gold you had when you used the teleporter of the previous stage.

It still wouldn’t be that useful but it would be a good red item to look out for in the early stages AND it would scale along side progression of the difficulty just from the sheer amount of gold you get as the game progresses.

flint perch
inland gyro
#

!feedback
Please add more vfx, sfx, and animations to the secret survivor. Right now, he doesn't feel like he has any impact behind his attacks, nor his movement, so he feels really unsatisfying and confusing to play

slender forge
#

!feedback revert the patch, give us back our PC RoR2

pseudo sierra
#

I’m absolutely loving the new update! Thank you guys for your hard work I’ve been a huge fan since before the void dlc. Absolutely love the new meridian skins as well. The art team did absolutely amazing

trim sable
#

starman

void lodge
cursive stump
#

!feedback

A large problem I see in this dlc is the in game communication and intuitivity of new mechanics. I find this strange considering the push for accessibility and clarity in the new QoL options, such as the teleporter ping

Here are some examples
-While moon pillars dynamically appear on the objective bar to show how complete they are as you do them, the miridian geode doesn't have any such indicator. There is no percentage, and I'm still not even sure if I have to fill it up. It seems i can just interact with it early sometimes?
-The item descriptions. Both on pickup and in the logbook, many of the new item descriptions are just confusing to read. Shoutouts to Noxious Thorn and Prayer Beads on that front
-The new elite types aren't intuitive to figure out. The gilded elites may be somewhat intuitive, but you still end up wondering what their deal is other than stealing money... if they give it back at all or anything... and the twisted elites just, punish you for playing the game, without even knowing whats hurting you. Compare to old elites like malachite or mending which are very clear in visual communication of what they're doing. Even stuff like voidtouched elites can be figured out reasonably. I don't believe twisted elites can
-The geodes you can crack on the prime miridian prior to the false son fight are... just, there? They feel like they might be important for the boss fight, but they're irrelevant, instead just giving barrier.
-The shrine of shaping is just an odd decision in general, but if it exists, I'd at least prefer it to be clearer that it gives an extra life. Being able to hover over buffs and debuffs would help immensely, but... I dunno. It's the weirdest case

karmic oasis
#

!feedback

Change Knockback Fin effect. Not only does it barely do anything, it's boring and doesn't synergize with any other items.

hot smelt
#

!feedback

Revert the patch. I say this in good faith but WHAT ARE U GUYS DOING???

compact solstice
#

!feedback

Warbond is an extremely undewhelming red item whose effect gets completely obsolete very early

Give it the aditional effect like spawning 25% more loot per stage or 5% chance for chest to drop double rewards

Or something like that so this "economy based red item" (which is an awful concept considering the only guaranteed red is at stage 4) will at least contribute thowards a run in a meaningful way, right now this item is bad for loop runs and non loop runs alike, only use it has is for stages 1-3 and its effect can be aquired by just getting a single roll of coins and getting hit by a wisp a few times

queen trench
#

!feedback
Keep gearbox away from developing the game any further and leave it to the original creators.

vapid spoke
#

!feedback
Rework for WarBond:
Effect change
Chests refund 25%(+12.5% per stack) of gold spent on purchase
the effect would work like how executive card works

why?
War bond feels like a weaker version of ghor's tome, starting a stage with enough money to maybe buy a large chest isnt really as powerful as you would expect a red item to be and feels really underwhelming. further more a single roll of pennies can get you more money just by walking in the trail of a fire elite.

noble crater
#

!feedback
Several of the new DLC logs are not written consistently with other logs in the game. These need to be fixed, rewritten, or at the very least reformatted to line up with the lore and patterns established by previous log entries. I've attatched some examples of the offending logs here. These aren't the only ones though.

To be more specific about the issues:

**Scorched Wurm: ** The stutter at the beginning is issue enough. It makes not sense, but a larger issue is the deviation from the form of other logs. There are no bullet points or direct descriptions of the creature as there are in other logs (ex; the Jellyfish), and there is no mention of "Tharson is okay from this encounter." Which, though it sounds silly, is a deviation from a well established log pattern.

Treeborn Colony: Ignoring the fact that no other environment log entry uses the Emil dialogue format (again, a divergence of a well established pattern). And also ignoring the somewhat painfully blunt writing style. The log says that it is translating the Alloy Vulture language, which is something that has a) never been established as possible b) the "Alloy Vulture" isn't a known species to anyone off Petrichor V, a translated log wouldn't be able to identify it's name. c) Emil is shown to be communicating and understanding them, which also should not be possible (as per the Alloy Vulture log entry, they thought they were simply animals), and if it were, then obviously translation of the log would not be necessary.

Laser Boomerang: You're trying to blend 2 conflicting log styles together and managed to do neither of them. "Shipping details" include technical instructions regarding the product. It's a special instructions form from the Contact Light. "Signal Echoes," like the Lensmaker Glasses, are snippets of dialogue from Contact Light survivors on the surface of Petrichor V. The entry for the Laser boomerang is neither instructions nor dialogue, it's just narration.

bronze cloud
#

!feedback

REX and CHEF should be in all caps in their new achievements and the select screen, since they are robotic.

lone zephyr
#

!feedback

Playing around with the Seeker and the Chef and their abilities, I felt like those two were close to scratch an itch that could work nicely in RoR2 :
Currently, there are a few survivors who can "place" entities on the map (whether they are turrets, beacons, etc...), and less survivor that can change the effect of their abilities during a run (Mostly the Void Fiend and the Chef, maybe Mul-T counts toward this ?)

It could be fun for a survivor to have a skill that place an element and that this element being placed on the map or carried could change how some (or all ?) of his/her abilities work. I know there were suggestions for a Lancer survivor, and that could fit that idea.

Considering that the weapon would be some sort of spear or halberd, here's a pretty basic implementation for this gameplay (In this example, I will focus on using the placed skill as a way to change the skills effects, but this could also work by using "does the survivor carry its weapon ?" as a condition for switching between two skills effects) :

  • Primary : Flurry of slashing/piercing attack with the weapon (sort of a Huntress Flurry, but at melee range)
    Hitting a placed weapon make it explode, dealing damage in an area (maybe an unique debuff like impale that would increase damage taken from the next hit ?)

  • Secondary : Throw a weapon in the aiming direction. On contact with a target or the ground, if no weapon is already placed, stick it in place. Up to X weapon can be placed before the oldest one disappear.
    Hitting a placed weapon with another throwed weapon make a circle of spears erupt from the ground around the placed weapon

  • Utility : Dash forward while piercing, damaging any enemy hit
    Hitting a placed weapon will empower the next dash, causing a trail of spears to erupt from the ground behind the survivor, impaling enemy hit

  • Special : If no weapon are placed, thrust into the ground under the survivor, causing a sequence of concentric circles of spears to erupt from the ground.
    If at least one weapon is placed, this effect take place around the placed weapon(s) instead, with a narrower area
    Performing this skill above a placed weapon instead does not reduce the area of effect around any of the placed weapon

This would require both correct placement of the survivor and its skills usage/targeting

sweet sky
#

!feedback

add animations for the items in dlc2, luminous shot should have a glowing effect on the projectile or attack it affects, antler shield should have an animation of the attack being deflected, this goes for many other items too!!!! also ||in prime merdian, the beacons/pillars you use shouldnt just disseapear, give them an animation tooo!!!||

pale shell
#

!feedback

Sonorous Whispers is overwhelmingly overpowered.
I am all for items that let you manipulate item economy, but this is too much. Its so oppressively effective, any and all item economy management becomes obsolete. So long as you are capable of killing elites, your build becomes "every item in the game", given enough patience. Yes, its a red item, it wont be seen often, but i dont think that matters. the run just becomes "oh I guess we won now :/ time for the honorary 30 min victory lap"
Additionally, once you have this you can farm ad infinitum, which is a very specific playstyle not everyone enjoys, me included, and we have a thing called "Artifacts" specifically designed for such playstyle variations. In fact, we already have one that fills this exact niche. Artifacts allow players to agree beforehand as to what kind of run this will be, in terms of drastic playstyle variations. Whispers however does not care for such. It will appear in a bazaar soup at some point during your run and effectively enable a better artifact of sacrifice mid-run.
There are many ways to approach reworking this item while keeping it's general idea. mine would be "make it function only while actively charging the teleporter", so as long as you stay in range and the tp isnt at 99%.
However I do not care about the specifics of rework in particular. I just wish for it to receive one at all.

little barn
#
  • Heavy nerf to sonorous Whispers

  • No longer gives an item every boss or a large monster
    chance to get item 15% -> 3% from Elites

  • Reasoning
    This item is an instant win and not only that you can easily abuse it on stages where time don't pass like the prime meridian, void fields, gilded Coast. This means that you can pretty much win every single run or get infinite items to the max amount and become an Unstoppable God that literally can't die

void lodge
sharp pawn
#

!feedback
Change Twisted Elites to only reflect ability damage. It would remove the main problem with twisted elites and give you a lot more control over if you take damage or not.

little barn
#

!feedback
At the moment, laser burst (FS alt special) has no redeeming qualities over Laser of the father.
My idea for a rework is that instead of gaining more charges every ~100 health/growth, make it shoot another laser every ~50 health/growth. That way you still technically gain more lasers, and it functions more as a burst (as the name implies).

cunning dove
#

!feedback please for the love of God let the boomerang despawn after a while or at the very least ignore terrain on return
this thing eats frames like nothing else in I've encountered in ror2 and if you have a good run it will shoot out 50 of them and they get stuck on terrain which just let's them eat up your framerate

small pelican
#

!feedback
Tell us how each stacks of Tranquility affects Seeker's abilities under their respective stats. Saying, "abilities are enhanced" isn't descriptive enough for a passive that affects the entire kit.

sand marsh
#

!feedback
guess what, REPAIR YOUR MISTAKES and start to care about the game that everyone loved until you messed everything up

low atlas
#

!feedback
Make the twisted elites have a similar perk to the twisted scavengers, giving them one lunar item (blacklisting useless or game breaking items) it would provide a unique challenge without being terribly unfair. In theory an elder Lemurian with shaped glass would be terrifying, but it can be killed that much easier. Others synergize with other enemies, like corpse bloom and mending elites

sharp pawn
#

!feedback
Remove all cases of invincibility on the new enemies (Child, False Son, etc) and replace it with their hurtbox disappearing like Huntress or Void Fiend. It is simply unnecessary and easily replacable with something better and more consistent with previous enemy design.

cosmic patrol
#

!feedback
Revert The Loader and Acrid Changes they feel so bad to play now!
For those who don't know the changes here.
Loaders M1 is now vertical (like why)
Loaders Grapple now sends you flying no matter what. (say goodbye to long grapples)
(Feels the grapple also has less range but not sure)

Acrids leap now bounces off enemies
Acrids M1 now dashes him foward each swipe (feels extremely bad to use now)

formal loom
#

!feedback
Twisted elites are not good. I was playing Acrid and had no idea why I was taking homing, undodgeable damage when I used my abilities. Incredibly unfun to fight.

trim geyser
#

!feedback

Some items in the dlc are bad because of how you have to stack them in order for their effects to be seen, most items should be buffed from their first stack and their next stacks

karmic urchin
#

!feedback
I really need DLC bundle selling in shop to complete my game; Why there's only bundle with original game and dlc / with Dead Cells? Why no independent DLC sell?

near birch
#

Try to actually release it for EVERYBODY
Cant even see it in the store......,

bronze oxide
#

!feedback

This is a long one. Chef has a lot of issues. He feels like someone who was deconstructed that didn't need much change, if at all from ror1/returns. Dice just feels clunky. Needing to click to bring back a boomerang doesn't make sense (to me). Also, I am not a super fan of the charges on it, due to the downtime, it hurts his consistency. His Sear is okay, though the bonus damage from combining with Glaze feels underwhelming and the range is small considering the big maps. My problem with the Roll, is there needs to be more of a reason to charge it other than just more damage. Also, bring the function back to glaze to leave oil puddles on the ground to ignite. The skill covers a lot of ground to not have this. In all, this feels like a step backwards to the point where I would recommend bringing back his original kit (just my opinion). The original kit just has better synergy.

False son, will also needs buffs, a in general damage increase, and overall polish (playing him feels half baked). I wish he had a third swing with his club to have a good swing chain. The of holding M1 and then holding M2, then releasing both to get the slam, feels a little strange. Maybe change it to where he needs to land a certain number of hits to queue the slam? It could be better. Could burn be added to the laser (both the default and the alternate) or just increase the damage? Currently it's not really worth using unless you debuff someone with multiple shards because the base damage is very very weak. To me it feels like his utility show stop on bigger enemies. Maybe add an alternate skill for that? In terms of his growth mechanic, I would suggest scaling off his level (or something else) instead of his health as there are not that many ways to efficiently increase his health.

The Seeker also feels a little weak in general in her current state (early game is rough). I would like to see an overall damage increase. She is somewhat okay with room for improvement. Better than the other two.

Quick notes - Items: There are less than a handful of items that are good/great (some are broken). The rest are honestly fluff that saturates the pool that makes it even harder to get "blue chip" items. It would not shock me for those that plays this game with this new dlc turned off. Twisted Elites: There is a reason why Razorwire is a blacklisted item for enemies. Why make this item into an elite with a similar effect? Either change how this elite functions or just remove it and come up with something else.

In conclusion, this is probably the first time where all the new survivors introduced (in terms of more than one) feel underwhelming. In addition, to the most of the new items are useless. Y'all got a lot of work to do.

trail fiber
#

!feedback
There are a lot of things to be said about chef, but my main issue, and the one I most want to be seen changed is in how chef's kiss works.
So far, chef's kiss in essentially a worse monster tooth, which isn't inherently a bad thing, having it by default already makes it have some use, but once you actually get monster tooth it is severely outperformed and that's where the real issues arrive.

There are a few changes I have in mind to make it considerably less underwhelming and feel as its own skill:

  • First of all, I imagine this must be unintentional, but the pickup range is non existent making it very hard to actually grab any food item in a chaotic match, it should be comparable to that of the monster tooth orbs.
  • Now onto the real changes, I personally think the more skills you use to defeat an enemy the bigger and stronger the food item should be, nothing too absurd obviously, but just making it so if you really need more health you might go all out on an enemy and be rewarded for it, would also be helpful for teammates who are really low on health and have a healthy chef teammate willing to help. I'm imagining there being 3 tiers of these food items, ranging from 2 skills used to all 4.
  • Now on a similar note, perhaps bigger enemies would drop slightly bigger food items by default, if only going to tier 2 by default, same could be said about bosses, but since you are most likely going to use all 4 skills already it is not really necessary.

That's really all I had in mind, if alt skills were to be added a variation that buffed some stat instead would be fun, but it would be naive to imagine any alt skill would be added any time soon if at all, so it's just a thought.

red adder
#

!feedback
Remove twisted enemies from the game and make gilded enemies late game.

It's not fun having to lose a run from having AOE and instantly dying to a twisted.

It's also not very fun to be mugged by thirty two gilded beetle guards who keep putting up their 99% damage resist bubbles so I can't single any of them out of take them out together without getting robbed of all my money on stage 2.

sturdy raft
#

!feedback

Convert Warped Echo into a lunar tier item
Why?
This item already feels lunar, with how it’s actively detrimental to everyone outside of a few specific builds.

Making the warped echo into a lunar item would reduce the bloat in the main item pool, whilst also making it more accessible for the people that actually want it.

valid gate
#

!feedback

Preface: I am an achievement hunter. TL;DR at the bottom.

We basically got zero achievements with this DLC in comparison to SotV and the base game.

Base game has an achievement for EVERY ITEM, CHARACTER, AND ALTERNATE SKILL. There's also an achievement for beating the game on Monsoon difficulty with every character (on top of the skins).

SotV had achievements for unlocking Void Fiend, Railgunner's alternate skills, their alternate skins, and completing Monsoon with both characters.

SotS, though? 3 measly achievements, that are hidden for some reason?? (On Steam, at least).

Every achievement before was worded in a way that told you exactly what you needed to do in order to unlock it. Not in SotS, though. Just "unlocked character" and "defeat the false son." Good luck figuring it out without looking it up, since they're hidden, and lazily written at that.

Yes, they are listed in the challenge section of the logbook like everything else is. But then why bother hiding them on Steam?? They're not even secret achievements IRL!

ZERO achievements for completing the game on Monsoon for any of the new characters.

And now... All the other survivors have THREE skins. The new ones only get two.

Huh? Why? Why bother giving every single character a new skin if you're not going to even give any incentive to go after it?

TL;DR: Achievements were handled extremely lazily with this DLC. Take a hint from Hopoo and look at the rest of the achievements. Give the players something more to show off than just a skin that will only be seen in single or multiplayer runs.

rugged copper
#

!feedback

Spoilers for the secret survivor:
you have been warned
Allow False Son to use his shift while charging his overhead strike. It would help him feel less clunky, and make him more fun to play.

olive bison
#

!feedback

we need the achievements to come to steam

meager remnant
#

!feedback

tacit prism
#

!feedback

Chef's Dice should go out while the mouse is held down, and return when the mouse is released. It's clunky and awkward to have to press once to go out and again to return, and easy to forget whether the cleaver is going out or returning.

Sear can be used during Roll, but using Roll after Sear cancels the Sear. This is silly. I'm frustrated every time I cancel Sear this way.

For False Son, pressing Spikes and Club to charge feels fine. But if I hold down secondary to shoot a bunch of spikes, then hold down primary, I'd like to charge the club. Right now he just swings the club around, and I have to release secondary and tap it again to begin charging. It should charge the club any time I hold primary and secondary down.

red adder
#

!feedback

You should be able to pray to the gold shrine to end early without putting money into it in case you have the new lunar item that eats all your money

floral ether
#

!feedback

either HEAVILY reduce the amount of lightning/meteor strikes on Prime Meridian or HEAVILY reduce the amount of enemies. the floor being like lava is already bad enough but the fucked up enemy scaling is making the enemies on stage 4 feel like stage 7 enemies

low ingot
tight pier
#

!feedback

please enable the devotion update as a "beta participation" fork on steam.

warped sierra
#

!idea

For future DLC i think a cool concept could be “Survivors of the Future” For the future portion you can add like futuristic stages and survivors and maybe it could be like a failed future where things ended up turning bad, the survivors lost and the creatures have evolved and transformed using tech. This could be a cool way to add new items through like an evolution system, and with that, the survivors needed to adapt and evolve. So with some existing items it could be like void items but instead it could be called like “modded or futuristic” versions of the items.

Feel free to add to this idea! I feel like it could be an insanely cool concept for the game!!

oak carbon
#

!feedback

Please do not use chatgpt to make video games anymore

cursive moss
#

!idea
||make false son’s beam tick away at his own health in his boss fight.
if you aren’t going to lower the tick rate or something like that then at least make it so it hurts the boss to do. Would make the fight feel a lot less unfair and still count to beating him if the player just outruns or out-heals his attack since it disables your abilities and you have to rely on your items.||

fluid haven
#

!feedback

||Some of these items aren’t as bad as I thought… however I think some need an adjustment:

  • the antlers (make guaranteed on hit and reflect damage a wayyyy higher percent of damage back.
  • the green triangle thing: the teleporting is DANGEROUS, does more harm than good… get rid of that and replace with a huge increase to movement speed for limited time or something.
  • war bonds: this one sucks for a red currently, I like the idea of the money, but maybe make it more like golden gun from ror1; the more money you have, the more damage you do.||
tacit hinge
#

!feedback

Chef's M1 should have a 1.0 proc coefficient. Right now, it is 0.5, which maybe makes sense for the boosted version, but for the regular version, with limited charges that only hit twice, it being 0.5 seems unreasonable? That is less than a single mul-t nailgun nail, lol

The third, stronger hit of Seeker's M1 also has a 0.75 proc coefficient for some reason, the strong hit should be set to 1.0 like the rest of the combo

shy shell
#

!idea:
Sure not new : MacOs availability…

pale shell
#

!feedback

Please rework Gilded and Twisted elites.
Effects that punish you for hitting enemies are very, very, very not fun, especially in such a "collateral-heavy" game as RoR2.

cold cliff
#

!feedback
Item Name: Shrapnel Grenade

Rarity: Common

Description: A compact explosive device that bursts into shrapnel upon detonation, causing chaos in the battlefield.
Item Type: Combat Item
Effect:

Activation: Throw a grenade that explodes after a short delay or upon impact.

Damage: Deals 100% total damage to all enemies within a 5m radius and applies a bleed effect that deals 15% damage over 3 seconds.

Shrapnel: The explosion releases small metal shards, dealing an additional 50% damage to all enemies within a 3m radius of the initial blast.

Cooldown: 15 seconds.

Lore: "Born from a need for portability and demolition, the Shrapnel Grenade is a favorite among mercenaries seeking to clear a path through enemy ranks."
pls add Gearbox

low ingot
#

!feedback

Please get Antler Shield a speed buff because speed items are more rare now.
And also increase percentage of reflected damage because 10% does nothing to monsters, if you get hit by Mithrix for a 400 damage you only reflect 40, it's literally nothing to his health bar

leaden radish
#

!feedback

antler shield rework:

The player gains a 20% chance (+15% stacking hyperbolicly) to negate 10% (+5% stacking hyperbolicly) AND reflect 500% (+300% stacking linearly) of the damage taken

the reasons for why I think this would be a good change

Item pool disturbance is a big issue alongside the lack of synergistic items, new items mainly being it's own things with not much interactions or impactful interactions. and while things like speed and damage are obviously very important to balance out, alongside the 2 (or three) new white items, this could be on the defensive side, keeping the shield idea and the antler "reflection" so to speek. The damage reflection buff is pretty obvious, enemies in this game have usually tenfold or even dozens times the amount of hp the player has and damage taken would need to kill the player several times over to even touch a smidge of the enemies hp bar in the current state, a different idea that could also help this scale better but keep it's current reflect of 10%, is having it deal back 10% of the procentage you took, so if you were to take 50% of damage in your up it would deal back 5% of the enemies hp. It still wouldn't make it thrilling or amazing but it'd make it stack and do quite frankly anything better than it's current state. The damage negation would allow as a nice middle ground of C_TougherTimes and C_RepulsionArmorPlate
Having the inconsistency of TougherTimes but the damage reduction and synergistic properties of RepulsionArmorPlate
This would allow the player to build into damage negation and keep synergetic properties of roll of pennies, Medkit, Planula, Razorwire, Helfire and have a new item synergize with seekers sojourn, letting you stay longer in and really putting int the idea of building up its damage

placid cypress
#

!feedback
Right now, don’t know if much people have noticed but when playing chef with yes chef, you actually get a free refund on your shift that you can use when the lengthy yes chef animation is playing, and it will not consume the attack buff, i.e Use roll-> while roll is on cooldown, using yes chef will let you use roll again immediately AND another buffed attack. This makes popping yes chef less of a death trap where you're stuck in a 2 sec anim doing nothing, and instead lets you immediately roll again and doing buffed m1/sear during it. This is probably unintended but I suggest keeping this in because from what I can tell the consensus is that glaze is better, more convenient and less situational than yes chef, and this would help level the playing field. For more clarity maybe it could give an extra charge of shift instead of how it works right now

bronze cloud
#

!feedback

align the new survivors stats and stat scaling with other previous survivors. hp regen and armor for false son should be in line with other melee survivors (acrid/loader), seeker has no reason to have a lower hp regen, and scaling is 1/5 of the initial stat.

pale shell
#

!feedback

Eat the rich

twin ocean
#

!feedback

The way Storm handles it’s stages and “path of the colossus” makes runs too short and repetitive since you are going to the same stages every time and there is one less stage. I think The Shattered abodes should be a stage two of that path and everything following suit. It’s a huge stage so hopefully you have items by then and it would make “The Path” a five stage course. On top of that, H shrines should be a high chance to spawn on EVERY stage, not just the first one. Those portals will take you to their respective next stage (stage four green portals take you to storms five stage.). This makes runs not reliant on looping to experience the DLC and gives more player choice at the end of the day of when they want to go to a specific stage and when they decided to go Storm route

bronze cloud
#

!feedback

Allow CHEF to angle sear vertically with the cursor. Allow sear to be cancelled by using primary. Remove endlag from sear. Adjust CHEF's primary's proc coefficient to 0.75 or 1.0.

barren furnace
#

!feedback

Give Mithrix unique dialogue if you face him as ||The False Son||

vale linden
#

Give the game back to the original devs because y'all are greedy hacks.

graceful jay
#

!feedback

The way to get to Prime Meridian feels clunky and frustrating. I don't know if it's just me, but having to enter the same portal twice to get there is just confusing. Not to mention the fact that (because of what I can only assume is a bug) the green portal sometimes doesn't show up? I've had the green portal not spawn both on stage 1 and at Reformed Altar, and both times it made me consider stopping the run right there.

But even that aside, when entering the portal the first time, being greeted with both a teleporter and a green portal again at the end confused me. Will retaking the green portal take me to Prime Meridian, the way you take Null Portal then Void Portal for Planetarium, or is it an on/off kind of thing, where I'm already on the right path and taking the portal again will send me back on the regular loop, like taking the Celestial Portal a second time does?

I now know that it's the former, but I wish it had been clearer from the beginning. Especially since the Shrine event is significant enough that it feels that should be it, I complete that and I get to be on the new path right away.

Edit: the Void portal comparison is making me realise that every other portal acts as a door you get in and out of the Hidden Realm with. Into the Bazaar with the blue portal, out of the Bazaar with another blue portal.
Into Void Fields with a Null Portal, and out with another Null Portal. If you want to go deeper, into the Planetarium, the portal is different. But the green portal is the only one to act differently to this: into the new path with it, then deeper into the path with the same portal again.

hexed panther
#

!feedback

I know the team is under a lot of pressure right now but would it be possible to get a version selection on steam? The game runs so much worse than before on my steam deck to the point it’s genuinely hard to play and even on PC feels like an entirely different game. This would also help all the mod developers who don’t want to have to go though the mountain of work to update to the new code base and would be a massive show of goodwill towards the community in a time where that’s desperately needed. Even if it’s only offered as a “beta” install like the Doom 1 + doom II collection does it, hiding it away from most people it would go a long way in getting people to feel better about the situation. I know that the rebase was a ton of work but please consider this as it would help tons of people like me who just want to play one of their favorite games

rugged copper
#

!feedback

The .2-.25 second delay between pressing M1 and Seeker’s primary beginning to fire makes her feel less responsive than she could. It seems like the first doesn’t come out until she raises her arm to fire. Every other survivor’s attacks go off as soon as you hit M1. I think it’s a small thing that would make a big difference.

strong shale
#

!feedback

Make the Halycon Shrine guaranteed to show up once per loop. I would like the content I paid for to show up please

primal hound
#

!feedback

This'll be a long one.

About 50% of the items in the dlc just feel like they kinda do... nothing? They are hyper-reliant on stacking to do much of anything and most of their effects are niche at best, ideas like sonorous whispers (while overtuned for certain) and sale star are genuinely pretty cool, however many of the commons give so much item bloat to where the internal synergy of just picking up random items barely exists.

You used to be able to pretty much guarantee that you would get somemovement speed, some damage and some healing / utility effects, but with items like the knockback fin and antlers, you don't feel any effect when picking one up. C_Soldiers_Syringe and C_LensMakersGlasses , you can feel the impact of picking one up, same with most every item in the game. Even items like C_RepulsionArmorPlate , Power Elixir, and C_Personal_Shield_Generator have an effect you can notice at least, whether it's a good effect or not (though again some of the older items could use rebalance, but once again there is bigger priorities than that). Void Items did an excellent thing of preventing item bloat by having a sort of replacement, and U_Shipping_Request , Sale Star and U_Regen_Scrap give you access to more items so they don't feel like just kinda more junk

There have been tons of rework posts here so I won't do them all, but having an item feel like it does something is important, even if what it does isn't particularly the most helpful. With the current state of the game with all the bug spaghetti and everything else, after all that is settled, I doubt any player would feel bad if some of the terrible DLC items were completely reworked. I'm running out of text so I'll list the "lamest" items imo:

Warped Echo: just make it a lunar.
Noxious Thorn
Knockback Fin
War Bonds
Chance Doll (Stacks pretty poorly)

oak carbon
#

!feedback

||The playable false son's animation is so awkward, it feel like a mod instead of official character. He wield it back handed then when he swing it switch to normal immediately without any transition, he also hits with the blunt side of the sword instead of the sharp end. I think he should put it on his shoulder instead of dragging it on the floor||

compact solstice
#

!feedback
Replace the "Utility" category chest with "Mobility" and "Defence" category chests.
Movement items are getting harder to come by every time the item pool is updated and the purple category chest doesnt really contribute anything specific for a build and is just a mix bag of a chest but more expensive.

Mobility:
4 whites, 7 greens, 2 reds (or 5 if we count cooldown items for most survivors with mobility skills)
Defence:
8 whites, 6 greens, 4 reds

Only issue would be what to do with the 3 economy items (roll of pennies, ghor's thome and Warbonds) and the 4 Items that give more items (shipping request, sale star, sonorous whisper and regen scrap)

primal hound
#

!feedback

Two Points:
More Alt Skills maybe some from RoRR , my favorite thing in this game and that'd allow characters like ||False Son|| to be reworked (most people I talk to says he needs it) without making people who like them as is upsetti spaghetti. Ideas amongst my groups ive discussed with include:

Huntress Alt Primary or Secondary: a Charged Bow Shot with a ton more range but still the lock on gimmick (so she can not fold on every mid range encounter) which allows for a more snipe-y playstyle and her to be able to again, not die all the time. An Idea for an alt secondary could be like the giant glaive from rorr, which could function basically the same or could be like a longer range single sawmerang with bigger damage but no bouncing.

Captain Alt Secondary: do some achievement where you have to stun a ton of enemies at one time, then unlock an impact stun grenade, has a short throw distance and low damage, has a longer cooldown, but has a decent aoe for the stun.

Seeker alt Special: Another meditate-like, but instead of doing healing etc, its committed to doing damage instead, meditate stacks increase damage rather than all stats instead.

More enemy additions, particularly from RoRR/1:
These designs already exist and work with the RoR formula, they simply need to be translated over in some capacity, this has been done in part already but just 3 new enemies from SotS dlc is a little small amount, there's no need for enemy bloat, but filling in existing holes in the existing families wouldn't hurt. (Except for evolved lemurians, those aren't allowed to be in RoR2 they cant hurt me there)

There are a ton of Alt-Skills and enemy designs from RoRR/RoR1 that are basically free ideas that already exist in universe and work with the formula, I'd love to see more of these implemented, obviously after the bug fixes, but in the game's future.

cursive stump
#

!feedback
- Update the Gilded Coast Logbook -
Back in 2021, Ghor confirmed that the gilded coast logbook added in the anniversary update had some inconsistencies with the lore. (#theorycrafting message)
Considering that SOTS is based fundamentally around gilded coast and aurelionite, I feel that the logbook should be addressed - the lore inconsistency is simply the implication that it was somehow mithrix that let lemurians into gilded coast. This could be fixed via a new explanation for how lemurians (and now children?) are in gilded coast, that works in the timeline (because remember, they weren't there when mithrix was imprisoning aurelionite), such as Aureli or Newt opening a portal to gilded coast via shrines... or, it could be fixed by simply removing all enemies except stone golems and titans from gilded coast

This is something that from the beginning of the SOTS announcement, I had hoped would be fixed. I know there have been retcons and changes to the lore at certain points and that sometimes ideas simply go unused, such as the heretics lore changing from being a heretic to mithrix to being a heretic to providence... but that doesnt need to be fixed, as the lore still mostly works. This situation is a fundamentally confusing piece of lore that, as ex-dev Ghor admitted, doesn't make sense in the timeline

ember warren
#

!feedback

Coiled Scepter - Lunar Item Concept
Expand multi-hits by 50% (+25% per stack)

- Lower armor by 25 (-25 per stack)```
Affected abilities:
**Bandit's Burst** (multiplies the number of projectiles, increasing the fan density while maintaining fan angle)
**Captain's Vulcan Shotgun** (multiplies the number of projectiles)
**CHEF's Glaze** (multiplies the number of projectiles)
**Commando's Phase Blast** (multiplies the number of bursts, but *not* the number of pellets. animation speed is adjusted to compensate.)
**Engineer's Bouncing Grenades** (additional projectiles are added onto the default charged amount)
**Huntress' Flurry** (multiplies the number of projectiles)
**MUL-T's Blast Canister** (the bomblets dropped by the canister are multiplied)
**Mercenary's Whirlwind** (multiplies the number of slashes)
**Mercenary's Slicing Winds** (multiplies the number of slashes)
**REX's DIRECTIVE: Inject** (multiplies the number of syringes, increasing the fan density while maintaining fan angle. the more syringes in the fan, the lower the interval between each syringe in the fan, such that the amount of time a single use of the ability takes is consistent.)

Affected items:
**Bundle of Fireworks** (multiplies the number of fireworks generated)
**Polylute** (multiplies the number of lightning blasts in the barrage)
**Ceremonial Dagger** (multiplies the number of daggers spawned)

Affected equipment:
**Disposable Missile Launcher** (multiplies the number of missiles launched. the more missiles in the salvo, the lower the interval between each missile in the salvo, such that the amount of time a single use of the equipment takes is consistent, and so that the lunar item is still useful even with 100% uptime of the equipment.)
**Molotov (6-Pack)** (multiplies the amount of split molotovs)
**Sawmerang** (multiplies the number of saw, increasing the fan density while maintaining fan angle)

i would love feedback and balancing ideas if you have them.
empty silo
#

!feedback

Something that has always bothered me was that Backup Mag doesn't affect HH44 Marksman, so maybe make the HH44's weakspots bigger the more Backup Mags you have?

median whale
#

!feedback
An alt m1 for Seeker that would be just melee combat with a projectile or a lingering hitbox dealing damage. Something like Baruuk from warframe or baldur's gate monks.

celest pecan
#

!feedback

Not sure if this has been addressed here previously but the new corrupted elites need a complete rework. Damage reflect fundamentally does not work in a game like this, where passive damage, explosives, and missiles are king. Multiple times I've had a run just abruptly end on me because one of my damage cascades hit a corrupted enemy and my own damage killed me in an instant. I don't know how this wasn't flagged as a bad idea but there are plenty of other ways to make punishing enemies.

Perhaps instead of damage reflect give them an AoE DoT similar to Frost Relic. Just a concept, I'm sure other people have other ideas. Something that establishes them as a legitimate threat without punishing the player for being strong.

cinder tusk
#

!feedback

Just went to fight False Son, and while I was stuck in the cutscene, a Gup came and murdered me and I couldn’t do anything about it.
Please let this not happen. Maybe either enemies don’t spawn in the arena before the boss battle begins, or at least have the player be invulnerable during the cutscene.

teal rose
#

!feedback

I’m unaware if this has been said but the new survivor chef would feel a lot better if his primary attack insted of having a cool down to recharge it could use a it like a boomerang so when the knife comes back it instantly recharges making it more smooth while playing chef

ember warren
#

!feedback

PLEASE buff flamethrower. please. give it more range, more damage, and a 100% burn chance.

atomic shadow
# teal rose !feedback I’m unaware if this has been said but the new survivor chef would fe...

!feedback

Im going to add onto this, and say that if we're never going to be able to throw multiple cleavers at once, attack speed should at the very least scale the movement speed of cleavers. late game chef feels really uninvolved as it stands rn, sitting and waiting for my flying cleavers to come back to my body with 15 syringes.

I personally however dont really vibe with waiting for the cleaver to return, and i dont hate the charges too much, so my proposed rework of chef's primary would be as follows:

Holding down m1 continues to fire cleavers from your charges (max 3), yet they can continue recharging while you throw. throw interval speed and recharge speed could both be tied to attack speed. Then, when you want to recall your cleavers, you simply press m1 instead of holding. this way, you can choose to throw them one at a time as we have now, or you can throw a multitude of cleavers and recall them all for a huge chunk of damage. cleavers being chefs main ranged damage tool have no reason to feel as slow and clunky as they do right now.

earnest wasp
#

!feedback

Give Chef an alternate sear ability that acts more like the laser in Risk Of Rain Returns. It would do more damage but overall be shorter than Sear, so it would provide a different experience. Being a more burst damage centered ability that would give Chef more item variety.

sharp pawn
#

!feedback
Make False Son's laser track you the same way as a Stone Titan's laser would. The laser beam is currently undodgeable. The only way to deal with it is cover, and the cover currently in the arena has its own problems.

gusty tendon
#

!feedback
This may get drowned out or glossed over, but I'm tossing my two cents in here anyway.

For the game to be turned over to a new set of hands that are unfamiliar with its entire development cycle - effectively a team of modders putting official content into the game - SotS is a strong showing. I feel it falls short of SotV and should not be priced the same, but overall my opinion of it is positive. Credit where it's due: Chef is incredibly well executed, in terms of art direction, animation & character acting, and gameplay. You filled some BIG shoes. My only qualms are, as many others have said, a clunky, unwieldy cooldown on his primary, and a general lack of alternate abilities.

What I am very unhappy about is the decision to seemingly push the console version of the game to PC. I don't think I need to linger on that topic, though, since you seem to be currently finding out the hard way why that was a terrible idea. I'll leave that alone and focus on things that I think have some room for improvement in the DLC.

The aim of several character abilities seems to be entirely based on the rotation of bones on the character model rather than the player's actual look direction. Two major offenders are Chef's burning attack and False Son's laser. The burning attack cannot be aimed upwards, making it ineffective at dealing with airborne enemies. You cannot circle-strafe an enemy while using it, because it seemingly aims in the direction Chef is traveling, not his look direction. False Son's laser basically requires you to stand still if using it at a distance - using it while moving causes it to jostle around the crosshair and miss whatever you're aiming at.

As wild as the backlash has been, I don't think SotS is beyond saving. Community feedback and QA is VERY important for a game's development. When you skip that, you... kind of have to do that after the fact. As crazy as this may sound, maybe a free content / balance / QoL update for the DLC is in order?

stray wyvern
#

!feedback

idk if the devs look in here but I would really like the 3 sots survivors to have skins for killing the false son. maybe an aztec inspired seeker, some form of "doppelganger" skin for false son, and genuinely anything for chef (rocksalt?)

Mainly false son. I think it's absolutely a missed opportunity to not have a skin for fighting false son... AS FALSE SON. so please consider it if you read this

harsh saddle
#

!feedback

please fire yanderedev from your team and fix your game i beg of you 😭🙏

earnest wasp
#

!feedback

False Son general updates.

  1. The projectiles should come out of his hand not the back of his head.

  2. The Growth system should have a meter or indicator like Void Fiends corruption does. A character gimmick should not be a secret, even a simple growth percentage above the ability bar would be good. (I am not counting getting more charges of M2 as an indicator, you could easily mistake that for a character specific level up bonus)

  3. I’m fine with him having minimal unlockable abilities since he’s capable enough as is but his current unlockable ability is so weak compared to the counterpart. My personal fix would be making it an M2 ability, changing the cooldown to 3 seconds, and instead of growth giving more charges it just increases the range and damage of it. Basically, it has immensely more damage and accuracy at the cost of applying the m2 debuff at a slower rate.

dapper ruin
#

!feedback

Rework the antler shield to be less like a worse razorwire

For example, instead of requiring you to take damage, the item procs some sort of damage reflection (explosion or single target) when the character makes physical contact with an enemy, in the same way that you need to contact an enemy for the toxin to apply in rorr. Akin to how a moose or elk or whatever would use its antlers to defend itself idk.

To make it a bit better on non-melee survivors the hitbox for the item to proc could be slightly larger than the player so that you could brush past enemies and still hit when you're using your utility skill.

steady ice
#

!feedback

Maybe don't have the ceo brag about the ratings of your game and dlc when you release a dlc that is worse than shadows of change from total warhammer

wary lagoon
#

!feedback
1/2
I personally think False Son (the survivor at least) needs a major rework as it really feels just wrong right now. This is a big rework but I think it will really make it feel both less like spam and more like you're playing what's supposed to be a God, or at least close. I won't go too overboard though, still need it to not just be a free win.

Passive: Move this over to the secondary itself. There's no reason the passive shouldn't be attached to the secondary itself. Instead, I was thinking of replacing it with something else. That would be 1 revive every stage, most likely as a buff for convenience, that when lost will will give a permeant health down, I was thinking 20% (stacking hyperbolically) loss on death, to make it so that you still don't want to be dying constantly but also so that you don't just lose immediately.

Primary: The basic swing should be actually usable and not just kinda there. I think that a boost in damage to 500% should be better than 300% so that it's something that you would actually consider. Although that leads into the bigger issue, how strong the slam is. For one, it needs way less AOE, it's practically an anti air with how bg it is. I'm fine with it being a bit bigger than the actual graphic but it should definitely be shrunk. Additionally, it should charge a good bit slower, I was thinking somewhere between 2.5x-3x slower than a basic swing so that it's not spamable unless you get a ton of attack speed, and even then it might still be better to use the basic swing unless you need a big hit.

Secondary: Additionaly with what was stated on the passive, I think that the cooldown for it should be removed. Not removed as in you can shot it as much as you want, but removed as in it doesn't charge over time. The only way to get it back would be by using the special so that you could actually use the buffs you get from not having any and work around that mechanic. Also, I think it should have at least 2x attack speed.

cinder tusk
#

!feedback

Just went to fight False Son, and while I was stuck in the cutscene, a Gup came and murdered me and I couldn’t do anything about it.
Please let this not happen. Maybe either enemies don’t spawn in the arena before the boss battle begins, or at least have the player be invulnerable during the cutscene.

wooden phoenix
#

!feedback

Time.deltaTime

compact solstice
wary lagoon
# wary lagoon !feedback 1/2 I personally think False Son (the survivor at least) needs a major...

!feedback
2/2
Secondary cont.: To sum up the end of secondary real quick because I ran out of space, it attacks way to slow period. Anyone who's played him can definitely agree.

Utility: It's mostly fine really, but I think it should be a 5 second cooldown rather than 8 because 8 seconds just feels to sluggish.

Special
Base: I think it's mostly fine but it does need to be fixed to not let you just fire forever for obvious reasons. Besides that though, I would say it's fine.
Alt: Especially compared to base, alt special doesn't feel close to as strong. You can hit 50% more damage with your primary slam and 30% is such an odd number that you either won't particularly notice as that's only 1-2 unless you're far into a loop, but why would you use that, considering my rebalance ideas or not, when you can just get them all back with a stronger attack? First, I think it should give you 50% of your secondary charges. I know you get more charges of this from growth, but I had a 26 stage run that got me to 3 charges, so I think it can give you a bit more secondary charges than 30%. Additionally, you shouldn't have a move that comes out quicker even considering my nerf and deals more damage. Sure it's melee, but if damage matters that much then just use base. It should do at least 1500% damage, same as slam, but I think it should do 2000% as it's already a decently long cooldown and you should get something for sacrificing the ability to charge all of your secondary charges from one move.

steady ice
#

!feedback

Ignoring the blatant bug with the couch cop deleting your save data (rip anyone who accidentally lost all your data from it you deserve a refund) making the game more team focus is a good idea, if you make items that actually help the team. Coop has always felt like an after thought in this game and that's fine but if you want the game to be more team focused it would be helpful to not just have more chests lying around for the other players but maybe having some items that say heal allies and only allies as a common, or an item that when an ally is close to death it gets destroyed and teleports the ally to you. These items don't need to be great or anything but small synergies that encourage multi-player to feel like a more unique experience

celest pecan
#

!feedback

Luminous Shot should have its effect reversed. Primary shots should somewhat empower secondary shots. It's too niche to rely on stacking secondary skills for a single bonus primary shot.

restive ore
#

!feedback

Bolstering lantern needs to be reworked. It's an okay idea that is not executed well since you never want to remain below 50% health. Instead, when reaching 50% health or below, it should summon a lantern that increases damage by 20% (+20% damage per stack) for 15 seconds. This means you no longer have have to remain below 50% health to get the damage buff. If you immediately heal after halving your health, you still get the damage buff for 15 seconds. This would make the item pair well with things like blood shrines and void cradles. If the 15 seconds are over and the player is still below 50% health, then another lantern will just be summoned for 15 seconds again.

thorny hazel
#

!feedback

Buff chef, especially his primary maybe even a rework to his primary

oak panther
#

!feedback

Donorous Whispers needs a dramatic nerf or be removed. In its current state it provides the player with way too much power too fast. I'm thinking maybe just 15% chance for only bosses to drop an extra item?

atomic shadow
#

!feedback

Twisted and gilded elite's effects should not activate on DOT's or chains. It is needelessly punishing that they do. Even if you rework it so that you have to directly hit twisted enemies to deal with them, it would have to be extremely obvious that it is a twisted, with some sort of crazy eye catching visual. seems easier to change what they do entirely. And honestly, gilded enemies have way too much health. Their gold stealing effect is enough, I actually like it, but they are a bit too tanky imo.

Also, maybe It isnt true in the numbers, but i feel as if i'm encountering much more gilded elites than any other elite type right now.

umbral berry
#

!feedback
Buff CHEF (he sucks)
Nerf Sonorous Whispers (too many free items)
Nerf Twisted elites (they can kill you out of nowhere)

stray wyvern
#

!feedback

would be cool if chance doll gave you another roll on chance shrines or such, so you can get 3 items with a chance doll or 4 with 2 or some such

void lodge
#

!feedback
Swap CHEF and ||False Son|| on the character select. It feels weird that the special character that is supposed to be a big secret is in-between CHEF and Seeker

north scroll
shrewd atlas
#

!feedback

Most would agree twisted elites are way too overpowered. However I think there is a decent idea behind them. Rework twisted elites so that the reflect damage is only applied if the player is inside the twisted elite’s bubble. This way if someone enters the bubble they know the risk they are taking vs if they took it safe and picked off enemies from a distance

tawdry coral
#

!feedback

It's not a huge detail, and probably shouldn't be your primary concern, but I feel like the ||Scorch worm|| and the ||Aurelionite|| both lack sufficient telegraphing on certain parts of their attacks, primary examples being ||the Aurelionite's close up club swing (which I think is way too fast), and the Scorch worm's projectile (which abruptly turns into an aoe bubble upon landing).||

And again, not a huge deal, but I would like to bring it to your attention

trim axle
#

!feedback

Chronic Expansion's description shouldn't say "in quick succession", since it doesn't actually matter how fast you kill the enemies as long as you stay in combat and it works completely differently from Berzerker's Pauldron

void lodge
unique lotus
#

!feedback

Unstable Transmitter is a theoretically cool item that generally should and does save your life, and that's great, but in any damaging environment (read: the void fields/void locus/planetarium) it's basically a death sentence. It needs some internal logic to help keep it from sending you into your death in those environments, either by being disabled when void fog is present or prioritizing locations that don't have void fog. Or similar environmental hazards (read: lava)

sharp pawn
#

!feedback
Make Gilded Elites take money based on proc coefficient. (This would make things like DoTs not take money and faster hitting attackers tend to have lower proc coefficients (Like MUL-T's nailgun) so they won't lose money as rapidly)

thorn mist
#

!feedback

Have to confirm your decision before leaving a lobby. Have left a session by accident too many times

dawn gale
#

!feedback

Although the False Son does have some difficulty to it, especially with the awesome gimmick in its third phase, I genuinely believe when it spawns in for all phases, it should have some type of armour on it (similar to Mithrix) to prevent people from totally tearing him up before he gets a chance to attack. Might feel like a win-more, but I get sad when he dies after 1-2 of his attacks because I was mag-dumping before he got the chance to move.

stray wyvern
#

!feedback

if it's in your ability please update the false son cutscene to instead be like mithrix's and voidlings where after a certain flag is met for all players the cutscene begins and does so without a fade to black. the cutscene right now is really cool but im thinking on how much more seamless it'd be and honestly the effect would be stronger.

red adder
#

!feedback

False Son gave me 5 lunar coins. Make him give 10.

violet blaze
#

!feedback

False son survivor: make it so that you are able to use dash while charging the big slam with primary ( I think it would help him feel more fluid since the charge slows you down)and make the lunar spike feel more fluid

fluid haven
#

!feedback

SEEKER FIX:
Don’t change primary stats as is, but buff stacks from meditate, making it more useful:

Each stack of meditate =
5% damage increase
5% attack speed increase
1% crit

With full stacks, this comes up to 30% additional damage, 30% more attack speed, and 6% credit chance on her primary.

queen plover
#

!feedback
Non-specific big ask to make bosses a little more interactive.
direct action counters on certain moves alongside current positioning-based counters. Also, a general decrease in close-range risk (provided the player knows the nuances of the enemy’s moveset) and increase in long range risk (backpedaling and jumping with items becomes less powerful against the false son and mithrix)

False Son
Eye Laser: Does not switch targets unless the initial one has died. if a player can attack his eye before he finishes charging, they can interrupt the attack for a short damage window. Gives knowledgeable players with low movement speed/melee survivors an option provided they can execute it. Opportunity cost comes in multiplayer due to a loss of a big damage window for the rest of the team.
Lunar Spikes: Sonny’s lunar spike attack in phase 1 is incredibly weak despite its solid accuracy on backpedaling players. The lightning strikes on the other hand (especially phase 3) appear in great number and can inflict the lunar spike debuff. Suggestion is to make the phase 1 lunar spike attack apply multiple debuff stacks at once, increase the spread and the damage, but add some more startup to the attack.
Voidling
Homing Volley: a simple tracking decrease at the start of its lifetime would make fighting it close range much less punishing. Homing can increase further in the later stages. Adding a new close range attack to be used in between the sweeping beam and black hole would fill in the gap created by the weakened volley.
Mithrix
Behavior change: He should target airborne players and allies with his needle shots more often, maybe even creating distance beforehand so the shots are likely to hit.
Dash Swipe: unreactable attack that often becomes a liability when the player is close (it whiffs). Increase startup with a wind-up animation to allow for smoother intentional misdirection+a small recovery increase. New move(s) to cover weakness made by the nerf

fathom pasture
#

!feedback
I propose an Antler Shield rework.

Rather than having a chance to proc on receiving damage, I think it’d be worthwhile if it had a chance to proc upon blocking the next hit (like a Tougher Times or Safer Spaces trigger). Would be cool, though it would make the item more situational.

flat cypress
#

!feedback
Unstable Transmitter is really bad

Teleporting you far away isn't particularly helpful, disorients you and doesn't leave you with much invulnerability.
If you have other items such as Elixir, Genesis Loop or Stealth kit their effects are diminished because they keep you in the fight longer, but now you no longer are in the fight.

The 350% damage explosion is pathetic.
Genesis loop deals 6000% damage in a large radius in comparison and has a 15s cooldown at 1 stack.

With how long of a cooldown it has and with how strong other items are, this item could easily do 6000% damage, leave you with invulnerability and heal you and not be overpowered.

It could also potentially provide a Speed buff so we can get back to where we need to be such as a Teleporter

Please make the items in this dlc good.

compact solstice
#

!feedback
Warped echo should be a lunar item, it has equally as many upsides as downsides and a white item shouldnt have downsides at all

-Doubles the effect of Medkit, Razorwire, Planula, Roll of pennies.... and other on taking damage items
-Rolls Tougher times chance to block a second time for half the damage
-Survivors with any skill or equipment that grants armor, healing or inmunity can time it right to mitigate the second hit```
```Downsides:
-It allows enemies to bypass oneshot protection by storing the overflow damage and applying it again
-It has anti synergy with any shields and opals, making them constantly take 3 seconds longer to recharge
-For REX, it makes the alt utility unable to heal to 100% since a delayed 15% self damage will be applied afterwards```
Im not considering the bug that doubles the damage taken or makes enemies inmortal since thats beyond unintentional, but even when working properly there are so many reasons to not take this item, which is something you shouldnt even consider for anything except lunar items
pale shell
#

!feedback

put more people on the dev team :/
This is @ Take Two rather than gbx.
Which may be very silly of me to put here, as likely these messages get to the gbx team at best, and this is not something in their control.
but i still want to share this sentiment.
From my understanding, a lot of jank in this update happened due to executive decisions by higher-ups, rather than the gbx team themselves.
To GBX team themselves:
While a large part of the community seems to point a lot of negativity towards you, I do quite disagree with that.
I personally quite enjoy a lot of design decisions in the dlc, even if they still need a bit of tweaking and are shrouded by a veil of bugs.
Chance Doll and Sale Star are really interesting items that I absolutely love; Warped echo is a great synergistic concept; seeker's utility ability is a really interesting thing to build around; the "alternative path" introduced in the dlc flows quite nicely.

However, there is a LOT of work left for you to do.
Good luck.

fluid haven
#

!feedback
I think what they should do with war bonds is make it like GOLDEN GUN in ror1. More gold=more damage, with stacks raising the cap. Now there’s a good red item.

barren furnace
#

!feedback

Lunar Equipment: Time in a Bottle
Cooldown: 80 seconds

Freeze time for 5 seconds, stopping all enemies and projectiles in place. Affects allies, and your projectiles.

queen plover
#

!feedback

Paths to DLC exclusive stages can appear with the celestial portal on stage 8? Depending on how many expansions are enabled, a portal to either the Void Locus or Treeborn Colony will appear (but not both).

The Void Locus especially is a difficult to encounter stage, which is a big shame. For players who don’t want to enter the Void Fields, get lucky while looping, or get lucky with the lunar stage selector, this acts as a consistent alternative.
For the Treeborn Colony this is not as important because there are more ways to get a chance at that stage.

The Void Locus locks-in the end of your run, unlike the Treeborn Colony. Maybe the Void Locus could also get some way to avoid proceeding directly to Voidling OR the Stage 8 green portal just takes you directly to Prime Meridian instead

slender latch
#

!feedback

Change Knockback Fin's effect from just having a chance to knock enemies up into the air to increasing damage against airborne enemies while keeping the old effect.
This way you get a passive damage boost that affects a specific enemy type all the time while you have the ability to launch grounded enemies into the air to benefit from that damage bonus as well.
Its quite literally the same item with minimal changes, but it transforms it from horrendous scrap tier garbage to an actually usable item.

earnest wasp
#

!feedback
Give the sonorous whispers the same effect as RoR:Returns’ 56 leaf clover (an initial 4% [+1.5% per stack] chance for an elite to drop an item).

I know SOME people won’t like that idea cause the current effect is overpowered and gets you a lot of easy items, but the item would still be an amazing item even after the nerf.

Currently, getting 3 sonorous whispers is enough to get fairly consistent item drops from elites (and guaranteed drops from boss monsters) but with the nerf it would take 20-30 stacks to get the same effect, making it an item to look for in printers/merge-pools. I know that I’d give up quite a few red items just to get an extra +1.5% item drop chance especially for later loops

low ingot
#

!feedback
Buff False Son against bands, he dies too quickly to them. Or buff his resistances in general

sleek mirage
#

!feedback
when a sale star is used, it should be renamed "Stale Star"

stray wyvern
#

!feedback

I feel like shattered abodes should be included in the pathnof the colossus and should be the stage 2, no? Since it's the "birthground" of the false son as far as I know, and it would give the path of the colossus a third stage which I think it needs

also, I think that the path of the colossus maps should be in regular play without the portal if they aren't already, but it could be cool if they were shuffled up. Like, maybe reformed altar could be a stage 4 and giving chef his items gives you the red the stage, or something.

Ultimately I hate how stage 4 is missing a new stage once again and I dont like how some of the new stages you have to go through a specific way to see (lest my game is just bugged)

bronze lichen
#

!feedback

Allow the SotS new survivors have more alternative abilities, especially False Son. So much potential since he is a mix between Aurelionite, Providence and Mithrix. I'll give some suggestions for alternative abilities below.

Blighted Soul (Alt Special): Send out Blighted versions of yourself. Once hit an enemy, or reactivated again, the Blighted Soul will slash in front of you, dealing (x%) amount of damage, applying the blighted debuff, which slows, stuns, and drains the enemy's hp. (similar to burn or bleed.) Growth will increase the damage and after getting a certain amount, will gain an extra charge (2 growth charges) (so, when you have 6 shards you gain an extra Blighted version)

Aurelion-smite (alt secondary): Charge up an attack and slam the ground, creating a line of Golden Pillars infront of you, doing (x% - x%) amount of damage. Growth will increase the damage and summon an additional pillar. (maybe and additional 2 pillars.) (Note, there will be a counter telling you how many pillars will be spawned. So say you have a value of 4. Those 4 will be consumed and will be used to summon 4 pillars. Back up mag will work as intended, giving you another pillar. Attack speed will speed up the charging process. Also it will still keep the original secondary attributes, having more pillars will give you armor and attack speed, using the pillars will give you regen and movement speed.)

Lunar Dash (Alt Utility) Charge up and dash through enemies, creating a lunar explosion on enemies hit, doing (x% - x%) amount of damage. (So this one I'll explain here. It's a charging attack, where you hold your utility button and dash through enemies, similar to F.S. normal dash. It only has one charge and when charging up the attack, it has a limit on how far it can go. The dash itself does damage and it will leave lunar flames behind, which are more powerful than normal fire but still get buffed by ignition tank.) (Move.Speed = distance)

solemn kraken
#

!feedback Please add auto sprint

austere hawk
#

!feedback

THE FALSE SON REWORK

A rework both visually to make him more comparable to his boss version in terms of size and hitbox as well as mechanically in all his skills to turn him in a large burst damage survivor that strikes with ferocity in each swing.

DISCLAIMER: Damage and cooldowns are just rough ideas and would likely not represent the final product.

PASSIVE: Lunar Tampering

Every 2.5 seconds gain 1 Lunar Spike (Maximum of 5).
Dealing 400% damage or more gives 1 Lunar Spike.
Lunar Spikes are consumed to alter skills.

PRIMARY: Club of the Forsaken

Heavy. Swing at nearby enemies for 300% damage.
Consuming 1 Lunar Spike with False Son's Secondary will deal 400% damage and explodes targets into shards that deal 200% damage to nearby targets.

SECONDARY: Charged Release

COOLDOWN: 5s

Raise your club into the air before slamming it down, dealing 600% damage.
Charge your swing to consume 1 Lunar Spike to alter one of False Son's skills by using them during the charge.
Releasing the charge will consume 1 Lunar Spike and stun nearby targets and cause a large spike to burst from the ground and deal 500% damage.

UTILITY: Step of the Brothers

COOLDOWN: 8s

Dash a short distance, generating an explosion 200% damage for every enemy hit. Can store up to 2 charges.
Consuming 1 Lunar Spike with False Son's Secondary will leave behind a trail of lunar fire, igniting targets inside of it for 95% damage.

SPECIAL: Laser of the Father

COOLDOWN: 10s

Fire a sweeping laser that explodes hit terrain and targets for 800% damage.
Consuming 1 Lunar Spike with False Son's Secondary will cause a massive explosion around you for 1000% damage but put this ability on a 20 second cooldown.

tawdry coral
#

!feedback

More of an interesting lunar item idea I had, which I might add to a mod someday

Timeless resolve (wip name)

With the side-effect of damage becoming permanent (which includes damage to shields)```

Sooo... is this balanced, needs adjustment to be balanced, or can't be balanced as a concept?
(I'm kinda bad with exact numbers and quantities 😅)

-# could also be converted into an artifact (of resolve or sumthin), which could fix possible stacking issues
oak carbon
#

!feedback

||the false son ||attack animation doesn't match with the effect and even the range is weird and inaccurate

atomic shadow
#

!feedback

Please do a public beta and listen to community feedback before final release for any planned content in the future.

median bloom
#

!feedback

Change the way chef's primary works
Make the blades throwing automatic not semi auto, make the recall time based (coming back after a second or two).
The automatic bit could be a way to make attack speed actually do something.

Or give his blade reloading the same thing as bandits reload, based on attack speed

kind moth
#

!feedback

Change twisted elites to not be so punishing, or remove them

short breach
#

!feedback

Please fix the game

brittle rose
#

!feedback

false son m2 feels weird to use. one problem is that for instance, you want to use them up for movement speed when looting, but especially at high growth it takes a while to throw them all out. with stuff like spinel tonic and even stone flux ive gotten up to like 40 stacks lol

some charge mechanism to throw out multiple m2s at once, or scaling the number of spikes thrown with growth, or letting you throw out m2 while sprinting, will make this a lot nicer.

lore wise the agile change is analogous to mithrix being able to throw lunar spikes while sprinting, so it fits in that regard too.

compact solstice
#

!feedback
I see a lot of suggestions to nerf sonorous whispers in ways which really dont fix the issues caused by the flat drop chance it has.

Simply make it like lunar coins where each successful drop reduces the chances for the next one to happen, but the chance reset back to normal next stage

Not gonna bother going into specific values for this logarithmic droprate curve because some may have different opinions on what the average should be, 8ish items per stage will be good for some, others will say its not enough, others too much, etc... so just consider it to be the droprate you are satisfied with.

The focus here is to fix the fact that the item completely removes the urgency to progress to the next stage and also rewards wasting time in hidden realms for infinite items

cursive stump
#

!feedback
make shattered abodes a stage 2. we have plenty of stage 1s
also halcyon shrines should spawn on stage 2 instead of 1

dry salmon
#

!feedback remove or severely nerf or rework twisted enemies

unique lagoon
#

!feedback
Suggestion to add 4 unused enemies which were in game files for a long time and we're implemented into the game using mods. These enemies are.

-Clay Man
-Ancient Wisp
-Archaic Wisp
-Iota construct

All of them have already made abilities and attacks and animation's. Everything that is left is just add them to the game.

compact solstice
#

!feedback
-Halcyonites trust attack hitbox appears instantly before the animation starts playing, also the knockback pulls you inwards inatead of backwards
-The spin animation is really buggy when stunned, sometimes just spinning arround in the spot while others it can follow you
-The laser hitbox is extremely inconsistent and either has horrendous accuracy or hits you without even being near you
-Their movement speed sometimes starts to increase unlimitedly until it clips into a wall or falls off the map (seems related to slopes and the spin attack or other sort of interruption)

This enemy is truly a jewel

barren furnace
#

!feedback

New Chef passive ability: "Well Stocked Kitchen"

having food items boosts natural health regeneration of you and nearby allies (Boost depends on rarity)

Food Items by rarity:

Common: (+.5% hp per second)

Bison Steak
Bustling Fungus
Cautious Slug
Power Elixir
Energy Drink
Mocha

Uncommon: (+1% hp per second)
Leeching Seed
Infusion
Squid Polyp

Legendary: (+3% hp per second)
57 leaf clover
Interstellar Desk Plant

Boss Items: (+2% hp per second)
Shatterspleen
Genesis Loop
Planua

Equipment: (+5% hp per second)
Foreign Fruit

deep tundra
#

!feedback
Compared to the other melee survivors, False Son's primary swing feels a lot less satisfying to use. From what I can tell it seems like part of that is due to its lack of range, and while that would make sense for a melee character, the other melee survivors don't operate in this way.

Other characters like Mercenary and Acrid make up for what would normally be rather stubby reach with hitboxes that go farther than what would make sense, but it's masked by visual effects that extend beyond their weapons/claws/etc to make attacking from these farther ranges feel more natural. Currently, False Son's primary attack feels like it lacks this extra "oomph" that the other melee survivors get, so I feel like improvements to this attack's range and VFX would be a great quality of life improvement, especially for what's supposed to feel like a playable boss character.

No need to change the slam attack though that feels great. 🙂 👍

bronze cloud
#

!feedback
make it so that logbook descriptions of items more accurately represent what the item does. sale star's stacking behavior in the log is not at all representative of how it works, and chance dolls numbers are inaccurate for instance

mellow spade
#

!feedback
ITEM SUGGESTION: Spider's Syringe (Void)
Adds a 0.15x speed multiplier (+5% more speed per stack) and a 4% chance ( +4% chance per stack ) on hit to apply Null Venom. Corrupts all Soldier's Syringe.

Null Venom (Debuff): Null Venom acts like the way poison from acrid acts, but just way slower but more lethal. The only effect that makes it more different is its ability to add a Nullify Stack (like from void reavers) 50% of the time the venom deals damage. After 3 stacks, it removes all stacks of Nullify and replaces them with the Nullified debuff just like the tentabauble and void jailer stuns.

cedar kernel
#

да

copper void
median bloom
#

!feedback

Raise the enemy value of gilded elites.

They are way too common and tanky for the early game

Also they are 99% of what's in simulacrum

compact solstice
# median bloom !feedback Raise the enemy value of gilded elites. They are way too common and...

!feedback

Dont raise their value as then there would be an inconsistency between tier 1 and 2 elites being all in equal terms.

Instead, fix whatever makes them sometimes do infinite damage, they seem to be a defensive elite that limits your playstyle if you wanna save your economy, i dont see where this instakill energy comes from sometimes, we know relatively little about them so far still

compact solstice
#

!feedback
In single player, false son shouldnt be able to chase down melee the same player being targeted by the laser, his attacks are large enough to go through cover and the pilars are too thin to circle him arround, this just feels like an impossible scenario since getting out of cover means getting disintegrated in 1-3 seconds, also the pilars being so close to the ledge of the arena means you will always be pushed off the map if he engages in this behavior (have fun in eclipse), this fight feels like it was just tested with at least 2 players

cinder pewter
#

!feedback

False Son Feedback

The big picture

He's fun! His abilities are interesting and he's overall cool, and i like the growth mechanic. Despite that, there is some jank and QoL that i think need to be ironed out. Here are some suggestions:

Club of the Forsaken
The charged swing is awesome, but it does get hard to use after the first couple stages. Being close to enemies unfortunately still hurts very much.

  • When using the charged swing mid air, make the "hop" happen when you begin charging rather than when you release it, or both (this wouldn't be necessary if you could use your dash while charging)
  • Perhaps make the swing send out a shockwave projectile when fully charged?

Lunar Shards
These were ok, the stack buff mechanic is very cool, however there are some inconveniences in utilizing it. Its annoying to have to keep firing them off in order to keep your movement speed buff, so I think it could be a good idea to give us more control over regaining them, perhaps by hitting enemies with the club rather than a cooldown.

  • give them a slightly bigger hitbox
  • make it faster to fire them off one by one
  • make it so you can shotgun fire all of them instead of being limited to 6.

Step of the Brothers
I think it's fine, but there are a couple things that would make it a lot more fun to use.

  • increase the damage a bit or reduce the cooldown a little bit.
  • make it so you can use it while charging the club, and preserving that charge after the dash

Laser of the Father
It's in a good spot i think.

  • I'd make the hitbox a little wider
maiden sequoia
#

!feedback
twisted elites need a rework, in a game where late in you have very little control over what you are hitting, an enemy with retaliation damage just feels unfair to fight

raw sky
#

!feedback

Make Lunar Spikes agile as they feel very clunky and slow to use when at high growth

shrewd atlas
#

!feedback

Unstable Transmitter is a bizarre item. Sometimes the teleport can save you, sometimes it can throw you into an even worse position than you were in. A teleport though on low health I find to be an interesting concept. What if it was reworked though to be a teleport against enemies as well as a healing effect to make it into the support item it's meant to be?
On low health, create a 16m (+2.4m per stack) "time nova" which seals away enemies in a pocket dimension for 3 seconds. While in the pocket dimension, enemies are drained of their hp, taking 15% damage every 0.25 seconds (+15% damage per stack), dealing a total of 180% damage. Heal for 40% of the total health drained from enemies whilst in the pocket dimension

analog ice
#

!feedback

The dlc has introduced items and enemies that punish you for taking certain normal items to the point where it is more detrimental to take some of them, making the game less fun, which I think needs to be fixed.
First off is the Antler Shield. Compared to monsters, players have paltry health, and the monsters deal little damage to compensate, meaning that they are already taking barely any damage from the reflection. On the other hand, players do absurd amounts of damage to contend with the hundreds of thousands of hitpoints. So when Mithrix gets this item, the players massive damage output is reflected against them, even at 10% it will often be an instant kill. And yes, you could argue that mithrix punishes you for picking up any item, but that final phase can is a test of skill, your items can be overcome by your battle prowess. Except for Antler Shield, it’s pure chance. The item is worthless if you plan to fight Mithrax, and even if you don’t it does little to no damage to monsters.

The introduction of twisted enemies punished you for having anything AOE. I have died so often to them and I coudnt do anything about it if I have a ukele, will o wisp, or unstable telsa. Again, it removes the skill out of fighting elites and puts it up to mere chance, it is unfun to go against, and I think they need significant change if not outright removed.

And finally, the Halycon seed if you intend to fight ||False Son||. It is only a detriment and I feel like it could have been executed much better for both lore and gameplay reasons. After you’ve done the achievement, it’s pointless, meaning you have to avoid one of the coolest items in the game. This next part I will mark as spoilers for anyone who hasn’t finished the dlc. (1/2)

compact solstice
#

!feedback
Treeborn colony is a terrible stage, you are guaranteed to have at least 1 or 2 printers which throw items into the void on top of having nearly no loot because it spends an obscene amount of credits spawning equipment barrels and equipment drones, flamethrower drones as well, the healing fruit gimmick doesnt even work because they fall off the map at lightspeed

analog ice
# analog ice !feedback The dlc has introduced items and enemies that punish you for taking c...

!feedback
(2/2)
||From what I understand, the false son is purified as the autelionete was there other half. I think what would have been a lot cooler is that instead of fighting two bosses, the false son gets a secret third phase where the two of them combine into an even stronger construct with even more powers. And the player is the final step of that purification, to combine them and to then purge them of malice. If the player succeeds, they get an upgraded version of the Halycon Seed, and the False Son should drop a new boss item, since you can continue your run and there wasn’t a new boss item in the dlc.||

compact solstice
#

!feedback
Make the chance for the halcyon shrine spawn on stage one to be 100%
Its so stupid that the game makes the decision for you if you are gonna be allowed take the path of the colossus or not, specially when you are just 1 click away from restarting the game and rolling the 50% chance again. Isnt "variety to runs" what the path is meant to be? why does the choice sometimes not appear then?

tribal silo
#

!feedback
Instead of gold, Make warbonds give you the ability to open 3 chests For free per stage(+2 per stack)
Gold is often useless by any point you would get this item, as it comes in large quantities later in a run. This is a red item that eventually does nothing. If it gave us 3 free chests per stage, it would synergize with sale star and reinforce that sort of strategic planning aspect it brings. It also would not go against the theme of the red item.

nimble zodiac
#

!feedback

I like Warped Echo a lot, it's decently strong for a white item, but there are already plenty of detrimental or useless items for shield reliant builds (which for the most part is understandable as they tend to be strong), and this is another one of them. This also applies to out of combat effects like Cautious Slug.

I feel like Warped Echo could have more interesting interactions if it prioritized dealing its delayed damage as non lethal health damage, and only further causing shield damage if you are at 1 health (current effect would remain unchanged on Transcendence). It would create interesting synergies with a lot of other builds, while keeping the effect relatively good and overall pretty much the same for the builds that currently benefit from it. It could also deal its delayed damage over several ticks rather than one, to further emphasize some interactions, but that could be a little strong.

I'm not sure a rarity change is necessary for this item, but i understand why some want it to be lunar, green or otherwise.

flat cypress
#

!feedback

Make knockback fin a damage item
Make warped echo reduce damage instead of just uselessly splitting in it
Make antler shield like tougher times
Make bolstering lantern a speed item

sharp pawn
#

!feedback
Make Knockback Fin do 100% (total) damage, like Boxing Glove in Risk of Rain Returns.

pale shell
#

!feedback

Take inspiration from modders

hollow fulcrum
#

!feedback

Give Mithrix the ability to destroy ice walls with his attacks

eager goblet
#

!feedback

||Give false son (boss)'s attacks (specifically, the basic club attack) more "weight". Currently, visually, it does not feel like an attack coming from a boss. A suggestion would be to increase its wind up time for each hit, and make each hit feel more impactful (more effects, more polishing).||

vocal kestrel
#

!feedback

make warped echo stack well with items that reduce damage like repulsion armour plate
you could do this by making each stack of warped echo add another split to the damage taken and removing the cooldown entirely (which in my opinion is completely arbitrary in of itself)
for example: having 3 stacks of warped echo would mean the damage you take is split 4 times so that taking 48 damage would result in taking 12 damage 4 times, this damage could then be reduced with 2 stacks of armour plates to taking 2 damage 4 times for a total of 8 damage
also make warped echo consider one-shot protection (if it doesn't already)

to counter it becoming far too overpowered due to being too easily stackable, make it a green item aswell

frank root
#

!feedback
Un-unify the codebase and remove cross play. Don’t get me wrong, good feature, but clearly neither the game or Gearbox themselves is ready for the merge.

vocal kestrel
#

!feedback

make twisted elites reflect damage via projectile spikes that, therefore, require line-of-sight to hit their target
the spikes should move quickly with minor tracking to avoid twisted elites becoming negligible to gameplay
this change would help prevent players dying from across the map due to twisted elites applying damage directly as a result of having a large amount of AOE

also give twisted elites an effect to help indicate what they're doing (maybe a lightning effect between them and the allies within their radius with which they are reflecting damage from)

brittle rose
#

!feedback

currently seeker alt m2 barrier gain either doesnt scale with HP or doesnt scale hard enough. Using debugtoolkit mod to test this stuff:

Level 1: I was able to stay in sojourn for 50 seconds without any items, by using alt m2 to keep up barrier, letting seeker drop a 18000% nuke at the end lmao

Level 94: all 6 alt m2s were generating barrier so slowly that the natural barrier drop outpaced it. lets not talk about how long the sojourn lasted lol

A survivor shouldn't feel "worse" to play as you level up, thats just wrong (its twofold, barrier degen increases with hp and shift dmg increases with level). Solution: make Seeker alt M2 barrier gain scale with your max HP.

Proof: https://cdn.discordapp.com/attachments/215155548792815616/1280656140106993664/2024-09-03_18-05-46_-_Trim.mp4?ex=66d8df79&is=66d78df9&hm=3c5777be3d4593b80fdd5ac4d437cc22aa2561f4698c5270abcb35eba062db3b&

granite talon
#

!feedback
I feel as if a lot of the dlc items are in a weird place currently. My least favorite one being Warped Echo.

It currently ‘strengthens’ the power of healing items.. in an odd way. It’s meant to split the damage you take in two, so you can take damage, heal, then take damage.. but in practice this would only help you if a hit were to kill you. In any other case, it’s mostly useless.

My proposal is that instead of splitting damage, it grants a 10% chance to ‘echo’ healing that you gain. This would make it the ‘crit’ of healing, making survivors like rex and engineer stronger and items like wungus or Medkit stronger. It would also create synergies with rejuv rack as Warped Echo would only create another burst of healing, not outright double it which is what Rejuvenation Rack does.

slender latch
pale shell
#

!feedback
Actually, maybe sonorous whispers should just be an equipment, akin to the executive card?
This somewhat balances it at least in terms of having to actually sacrifice something to use it>

silver turtle
#

!feedback

I have yet another way to fix the twisted elites: They could create a radius (sphere) of spikes around them a few seconds after being damaged instead of their current hitscan attack with unlimited range that punishes AoE attacks. The damage and range of the spikes is based on the damage that the elite takes. The duration until the spikes are deployed resets if the elite is damaged again, but will accumulate more damage for a more impactful spike when the damage stops (this way melee characters are still viable).

Also I don't know why but I feel like purple would be a more fitting color for the twisted elites.

cursive stump
#

!feedback
antler shield rework that ties in the idea of how tough antlers are both offensively and defensively in a different way than reflecting damage

what if... antler shield increased your defense while attacking enemies? by like, 5 or 10 while in combat? I dunno, I'm harsh on giving too much armor (I think opal needs to be nerfed)

south gust
#

!feedback
Longstanding solitude currently is an interesting concept for an item, but has poor execution, here's a couple issues I have with it and some ideas for them

  • It has no penalty to stacking in singleplayer. While not all lunar items have a stacking penalty (gesture of the drowned and transcendance don't), longstanding solitude is unique in that it does, it just... doesn't affect you in singleplayer. The increased price of items doesn't matter because you don't have money, and don't buy items.
  • If you hit the level cap, the item becomes useless, as you can't get anymore levels.
  • It is a massively detrimental item unless you have many many items that allow you to get money. This isn't necessarily a problem, it is a lunar item, but it feels a bit overtuned
  • It makes you unable to complete halcyon shrines and makes it incredibly difficult to fight Aurelionite

I propose that Longstanding Solitude instead:

  • Absorbs 50% (+25% multiplicative per stack) of gold gained and converts it into experience
  • This would allow the penalty of cost increase to work against the player, as they now have money, and not just their friends.
  • Upon reaching a certain threshold of XP, grant the player 1 (+1 per stack) free unlock
  • This threshold is not player level, instead, its more like Prayer Beads where the item itself has a level.
  • Anything that costs gold is increased by 100% (same as it is now)

My idea here is that the cost penalty should apply to the player with the item, rather than being irrelevant to them (maybe even make it only apply to said player). The player is already getting less items just from having the longstanding solitude, they should at least be able to buy some stuff with money. This also fixes halcyon shrines & aurelionite.
Additionally, Prayer Beads has a similar concept of "Absorb X for Y", but feels much much better to use, and does not have the issue becoming useless when the player hits the level cap, so it should apply here too.

compact solstice
#

!feedback
Make knockback fin deal 15% (+15% per stack) extra damage to airborne enemies [on top of the current effect]
Some items target bosses (armor piercing rounds), Large enemies (trihorn, sonorous whisper) or elites (guillotine, wake of vultures, brainstalks....)
I think extra damage agains flying enemies is already a decent boon, some flying enemies have a decent chunk of HP (brass contraptions, soul units, greater wisps, alloy worship unit...) and it would also add value to the default effect this item has.

This is definetly an item i would not scrap on sight and i may keep a few stacks for those multiplicative % damage chains

obsidian thicket
#

!feedback

We really
Really
REALLY need an option to turn off controller speaker ingame
Its great for voice chat but not when anything you do on a menu and half the sound effects in general are trying to scream out of your controller at the same time

elder girder
#

!feedback

Instead of twisted elites, we should have got barrier elites which operate the same as miasma elites. But istead of disabling health regen, it disables barrier generation instead.

spark kettle
#

!feedback
bring back the old code base for pc. why would you give an entire platform a significantly worse product when it was fine before

flat cypress
#

!feedback

Make War Bonds give stats (damage, speed or both) depending on how much money you have. Like a red version of Golden Gun from RoR1/RoRR. This could work well in addition to the effect it already has or on it's own.

sharp pawn
#

!feedback
Make Warped Echo trigger a stunning AoE around you when you take damage. Keep the cooldown and stacking. I'm pretty sure this item is supposed to be functioning similarly to Fire Shield from RoR1/RoRR, but it currently does a horrible job at keeping you alive.

torpid island
#

!feedback
If you scrap used regenerating scrap, it should give green scrap.
This would give the option to instead of keeping the regenerating scrap to continue getting infinite potential items, you can instead use it twice on one printer on one stage

brittle rose
#

!feedback
Seeker has pretty good alt m2 and shift synergy. However, default m2 does not do much with the shift, and in general feels pretty weak. Another problem is that on Eclipse 8, Sojourn does enough damage to reduce max health, even through barrier. Thus, you are heavily reliant on damage reduction items to use shift after the first 2 seconds.

One possible solution is to buff default m2 and Sojourn to avoid these issues, preferably without buffing or nerfing Sojourn strength outside e8.

Another solution to both of these is to add an alternate shift, that avoids Sojourn damage, and has some form of synergy with default m2's healing over alt m2's barrier in some way, like how current Sojourn reduces healing to 0 but allows barriers. This is analogous to REX swapping over to non self damaging abilities on e8. just dont make this alt shift as weak as like REX's non self damaging abilities...

cinder pewter
#

!feedback

False Son's alternate Special feels like it doesn't actually pierce a lot of the time. I'm not sure if this is because it's actually bugged or if it's just because its hitbox is so narrow that shots that look lined up actually aren't. And that's another issue, it should have a bigger hitbox (and probably a shorter cooldown).

queen trench
#

!feedback
Remake Longstanding Solitude, its just a bad item concept when you don't get enough XP to get more than 3 chests on the map without staying on the stage for 10+ minutes.
Not only that, but when there's a limit to how much your character can level up, its really pointless.

hollow sand
#

!feedback
Items from the DLC need to be overhauled, as there is a large emphasis on taking damage and being low health, as opposed to dealing damage or increasing movement. I create some updated item descriptions which allow the items to better synergize with builds:

Knockback Fin > Knockdown Fin
7.5% (+7.5% per stack) chance on hit to knock enemies downwards, hitting for 120% base damage. This turns the knockback fin into an anti-aerial item which helps melee survivors and does additional damage.

Bolstering Lantern
Deal 10% (+10% per stack) for each quarter of your max health you are currently missing. Creating a gradient with this item concept makes it more flexible.

Antler Shield
Receive +7% (+7% per stack) movement speed and 5 (+5 per stack) armor. The original idea just doesn't work, having a simple item that provides movement speed in this item pool would help a lot.

Noxious Thorn
25% when applying a debuff on hit to apply a second stack of that debuff (+1 debuff per stack). In line with the same concept, but makes the item more aggressive than reactive.

Unstable Transmitter (Equipment)
Explode for 1000% damage to nearby enemies in a 25m radius and teleport to a random location. Cooldown 45 seconds. Giving people manual control makes this item more convenient. Technically could count as a pillar skip like Vase/Egg, as a sort of Genesis Loop for the equipment slot.

sharp pawn
#

!feedback
Reduce Gilded Elite's stats to 4x health and 2x damage. As of right now they have ~7x hp and ~3x damage. These are not the stats a normal tier 1 elite has.

hollow fulcrum
#

!feedback
Artifact of Haste
Enemies would have double the attack speed and movement speed, but half the damage

eager goblet
#

!feedback
New Lunar item: Spirit Binded Shield
Effect: Adds an additional one-shot protection per stack of item (for example, one-shot protection thresholds at 33% and 66% of max health after picking one of this item),
but halves max health per stack of item

hollow fulcrum
# cobalt quarry !feedback Green ## Katana Using your **secondary skill** also creates a **parry...

!feedback
Suggestion for existing idea, becoming a red item instead

  • Give the survivor the ability to deflect projectiles (even hitscan ones) with their primary ability towards where they are aiming, giving the deflected attack your own base attack power, and the ability to proc your items (the proc coefficient and % damage stays the same).
    Comes with a charge of 3, which recharges every 7 seconds or so. Stacking the item increases the number of charges you could hold, and the % damage of the attack (1 additional mirror increases 100% damage to 200% etc.)

or

  • All of the effects above, but instead of using their primary ability, give the survivors a large radius sphere, where any projectiles including hitscans entering the range would be deflected towards where the survivor is aiming.
vital plume
#

!feedback
false son just feels clunky in general and needs some more time in the oven
the idea for him is very interesting but the execution feels rushed
so the most I gotta say about this is rework the false son's (survivor) animations

cursive stump
#

!feedback
honestly i think seeker is kinda op if you pick soul spiral. id honestly still love to experience the power of soul spiral sojourn, but i feel like it should require more work of backup magazines to really get going. id say decrease the default stock. i think seeker is currently OP in a fun way, though itd mayhaps feel more fun if backup magazines felt more needed for the synergy to work. i would also probably make it clearer how tranquility stacks help seeker. shes a fine character, definitely needs the least amount of tweaks. unseen hand could do with the most tweaking though, since soul spiral is right now infinitely better

tl;dr seeker is op in the fun way like railgunner or loader, but i feel like loader would be less interesting if she just started with a ton of m2 charges

pale shell
#

!feedback
False Son thoughts :)
Over all, I love the game design behind this character.
When all the spikes are stocked, the extra attack speed puts him into a more offensive stance, and shooting them all out switches to a more recovery stance, with extra speed and regen. Getting rid of your spikes is easy, as you just need to spam m2, and the attack speed from stockpiled spikes neatly prevents it from being an absolute chore. Regaining spikes is also mostly under your control, as the ultimate ability restores them.
I really like this core loop! And while you may have not cooked with chef, you sure did cook here.
My main gripe with this is that it still takes quite a bit to use up your spikes. maybe you can hold m2 to charge the ability and shoot them all at once kinda like a shotgun? (more spikes shot the longer it is held).
Laser of the Father is nice, but I found it fairly inconsistent in terms of charging. Sometimes I could charge it, sometimes not. What gives?
Also, tie the laser directly to the camera direction. I dont want it bobbing around with False Son's model's animations.
I didnt unlock the alternative ultimate, so I will not comment on it.
I have nothing negative to say on his utility. Its nice and surprisingly snappy, kinda like souped up huntress dash. With two charges. And a hitbox.
Now, his M1 is curious. I really like the idea of secretly hiding a 5th skill behind the m2 slot while using m1.
Unfortunately, m1 is the most undercooked FS skill at the moment.
The swing vfx is way off from the model animation. Please fix. Smash charge-up animation also needs a slightly more abrupt vfx to indicate when it's ready to use. (...kinda like the laser charge?)
M1 doesnt interact with lunar spikes enough imo, and there is no benefit to using it with spike charges expelled. Maybe it should give barrier proportional to your max hp and amount of spikes in the enemy hit? You are putting yourself at risk while in melee range after all.
that's all :)

halcyon storm
#

!feedback
False son is kinda impossible to beat in Eclipse
He shoots laser twice as much
He always gets to your cover with increased speed
E8 debuff will just kill you at some point, since laser always gets some ticks on you and phase 3 meteorite often hit you too
you almost never can get enough speed and dmg to kill him before you lose all hp
I think it is fine if Eclipse will never change but maybe some players that only play eclipse would like some changes

glass osprey
#

!idea
Idk if this has been suggested before butttttttt
Broken crystal
(Focus crystal void)
Deal more damage to far away enemys

boreal harbor
#

!feedback
Balance some of the void items please.
While most are fine, some like Lost Seer’s Lenses are mostly straight downgrades, while Safer Spaces is a straight upgrade.

shrewd jungle
#

!feedback
Chef feels like he has a missed potential with his cooking. I kinda wish it gave you different foods based on the combos you did, and each food gave you a different buff instead of just healing you
A few examples:
Fire + Rolling pin = pizza
Pizza: Gives the consumer a 10% attack speed bonus for a set amount of time and eating more extends the duration

Rolling pin + Cleavers = sushi
Sushi: Gives the consumer 10% of their hp as a barrier shield that lasts like 10 seconds

Cleaver + Fire = Kebab
Kebab: Gives the consumer 20% movement speed for a set amount of time and eating more extends duration

sharp pawn
#

!feedback
Since this was not mentioned in the patchnotes, I am now going to assume this is a feature.
Gilded elites cost 3.5x the amount of director credits instead of 6x, like other tier 1 elites. However, Gilded elites' tier of elite also includes all other tier 1 elites. This means that past stage 2, all tier one elites cost 3.5x the director credits instead of 6x.
I don't think I need to tell you why this is a bad idea.

late hornet
#

!feedback

sonorous whispers is really terrible to stack now, especially for a legendary item. it should be at least +4% per stack so clover isn't outright better in every scenario (the first clover increases the chance from 4% to 7.8%). should also consider that the first stack guarantees the drop from large enemies, so subsequent stacks should have higher value for elites to compensate.

compact solstice
#

!feedback
Lowering the chances doesnt fix the inherit issues sonorous whispers has, it should slowly decrease the chance every time you get a drop like how lunar coins work, then reset next stage so you arent rewarded for spending endless time in a stage or hidden realm, while keeping the decent drops for someone who spends an average amount of time per stage.
the changes didnt even adress 100% drops from boss enemies lmao

brave storm
#

!feedback
Both of the new elite types need adjustments in my opinion..
Gilded elites should not be able to spawn pre-loop as their money draining ability severely slows down the looting phase of the game. They also deal and take tons of damage, too much if I say so myself. Dealing with some of them, like Gilded Wisps can be a pain since you can sometimes knock them off into the distance and make them super hard to kill. Please reconsider allowing them to appear pre-loop.
And everyone knows about twisted elites at this point. The fact that you can just die, at any point, even when youre super OP during a looped run because of things like gas or bleed procs is just absurd. They need a different effect entirely. I propose something like maybe having it so that other enemies inside of the field gain armor? Or damage bonuses? Make the twisted elites give some sort of a bard-type buff that makes you want to focus them down without feeling super oppressive like they are now.

main shuttle
#

!feedback
make item highlights a toggle
i personally really like the highlightless items

gusty tendon
#

!feedback

I want to give Gearbox's ROR2 team a pat on the back. Maybe you've just got hella good PR, but the patch notes admit your mistakes and clearly show you've been listening to major player pain points, taking them to heart, and fixing them. It does not demand player trust, rather genuinely trying to earn it back. I have yet to launch and play the game to make sure, but going over the patch notes, just about every major issue I and my friends have had with the update has allegedly been rectified. I can't say I fully trust you, but this is major steps in the right direction. I am - cautiously - very optimistic. Knowing that you're out there genuinely listening, I'll make it a point to let you know if anything's amiss!

(next time, though, make it a point to do thorough QA, if you can)

rough ferry
#

!feedback
Make it so the way to fight The False Son is kinda different

Instead of getting the Green Portal on Stage 1, make it on like Stage 2 or 3, that way I can at least have some lunars before the fight

Unless of course that’s how it’s supposed to be

But then also make it so the teleporter has something more obviously different to it than just a little green ball circling around it, I spent 45 minutes running around trying to find another one of the Halcyon Shrines to get another green portal

wary lagoon
#

!feedback
Might as well put my Sonorous Whisper suggestion here
-Completely remove the elite dropping items bit
-Bosses still always drop items, but they'll always be white items
-The rarity scales off of stack by 10% increase (for example, having 4 would be a 70% chance of being a white, 30% chance of being green. Moves to reds when greens are at 100%)

cold kettle
#

!feedback
Not sure if anyone has suggested something like this already but the current way that twisted elites work, and I think I can speak for everyone when I say this, is awful. Got any sort of AOE (which happens in every game) sorry but you're most likely done for. Instead, I think the twisted elites should instead reflect damage dealt to them and only them if a player is inside their bubble. It would make it a lot more manageable to deal with as it would be similar to keeping distance from a malachite because of their spikes. This is the only method I can see working well with a damage reflection elite.
After revision, I realize this method will not work with melee characters, i propose an additional idea: have "reflection periods" where, similar to unstable Tesla coil, where it turns off for intervals.
I also think that just turning off AOE damage reflection for the current state could work better. But no matter what, damage reflection just seems to be awful no matter what you do.

fleet plover
#

!feedback
Not sure if this is an intentional design choice but chef's fire aiming is really janky. He cannot aim his fire downwards while in the air. (or upwards very well for that matter). I believe this is because it comes out of his torso in a straight line and this means you are entirely at the mercy of the animations of chef. even if you are looking up, the fire goes forward often. Additionally, sprinting while the fire ability is active causes the fire to go into the ground as chef angles himself forward. Seeing as chef's entire gameplay loop revolves around this ability can you please rework it so that goes where you are aiming (and can be aimed downwards while in the air)

gusty tendon
#

!feedback

There's a major bug with False Son's ground slam - I think I read in the patch notes it was a known issue - where activating it in the air causes it to not actually register you as on the ground when you land until you land again, by jumping or otherwise falling off of geometry. While in the grounded-falling state, you're vulnerable, only able to dodge attacks at your walk speed, but something that I noticed is that the AoE of the ground slam gets MUCH larger the longer you're in the air. First and foremost, there are no visual indications of the larger effective range of the attack. But, more importantly, I actually like this bug mechanically??

I seriously think it could work as an alternate skill, perhaps an alternate secondary or special: Neuter your mobility (while still giving you baseline walk speed as an option, unlike Seeker's R skill) to charge up a large area of effect attack. Damage and/or range increases dramatically if you leave yourself vulnerable for longer, but charging up for too long has diminishing returns (so people don't like, hold it down all stage) to the point that continuing to charge is a greater risk to yourself than the increased damage reward can offset.

lunar elbow
#

!feedback
chef's m1 requiring an extra click to recall the knife is really bad for accessibility
if there was a setting to have the knife auto recall upon releasing the button, similar to how artificer can stop hovering when you release the jump button, it wouldnt harm anyone who likes how it is already and makes it more accessible to people who need that

i have gotten hand strain pretty easily and i can't press m1 as much or as fast as chef's single skill demands, as his m1 currently is i literally cannot play him and it's a shame because i was very excited to play him before i unlocked him

viral pilot
#

!feedback

I'm sure this has been brought up ad nauseam but Chef's Dice ability as it is now is just not great. I've heard some people do like parts of it though, so this is the proposal I'm suggesting to improve Dice

  1. Currently Dice has 3 charges to be used and must recharge to use them again. Why exactly? This feels super unnecessary and makes the ability feel awful to use. I recommend removing the charges altogether and allow Chef to throw the cleavers continuously, or as continuously as can be expected with the recall mechanic. Even if everything else stays the same, this change alone would make Chef feel so much better to play.

  2. Since some people enjoy the mechanics of how Dice currently works where you can throw out a cleaver and then recall it, we can keep that as Chef's default primary ability. Some have suggested adding a mechanic where the cleaver can hit an enemy multiple times while it's stationary in the air before you recall it, I think that would be a great change.

  3. Give Chef an alternate primary ability that works more like how Dice worked in the first game. That is to say, you can no longer recall cleavers but instead they go out a certain distance and then automatically return to you, allowing you to throw out multiple cleavers at a time if you have the attack speed for it. Maybe you could even keep the idea of them being stationary but continuously damaging at max distance for let's say 3 seconds before they auto return to you. This way it gives Chef a much needed alternate skill, as a single alt skill per survivor for Seekers is pretty disappointing, while also giving Chef players a much better feeling primary option.

north scroll
cursive stump
#

!feedback make all the new achievements/unlocks steam achievements - its weird that even the devotion n delusion artifacts have no steam achievements

quick badge
#

!feedback
I think the two main/simplest pathways for fixing Chef and Dice are:

  1. Indicate on the UI/crosshair when a cleaver is currently out. The increased VFX is a nice step, but having a way to always know without having to spot a tiny cleaver would play better in the abilities’ mechanic.
  2. Remove the 3 charges, or at the very least have the returning cleaver give back a charge if it’s been out for a certain duration. The charges just makes the ability feel way too clunky and underwhelming. I already have to wait for the cleaver to come back to me, why should I have to wait again?
cold kettle
#

!feedback
Because Id rather have anything other than damage reflection, I propose an alternative idea that the twisted elites instead give all enemies in their bubble a buff similar to purity's downside; essentially enemies inside the circle have less chance to be hit with proc items (or no chance at all but that could be a bit too much, exactly how less of a chance is debatable).

slender latch
#

!feedback
I think the items can be very easily turned into something actually desirable or at the very least not horrible.

White/Common:
Antler Shield - Just make it a chance to take reduced damage and give some barrier in return, it would work better as a proper defensive item like a tougher times 2;
Knockback Fin - just make it deal damage whenever it triggers and it would be decent;
Bolstering Lantern - change the boost from damage to movement speed and it would be at the very least more useful in some cases;
Warped Echo - make it respect damage reduction and make it so it doesn't prevent things like Cautious Slug and Shields from activating;

Green/Uncommon:
Chronic Expansion - first of all this item should not be a common item, this is quite literally a slightly different version of Berserker's Pauldron which is a green item, if you decide to bump it up a tier after all you should increase the boost and stacking by a little;
Noxious Thorn - just make it not chance based and be guaranteed upon being hit like Razorwire;
Prayer Beads - make it also store some speed and it will be perfect;
Sale Star - this item is great, but the stacking could be better;
Chance Doll - this item is also great, but it should not be able to turn legendaries into boss items;
Unstable Transmitter - I honestly don't know what to do for this item but it needs a complete rework as the current effect is not very desirable and sometimes causes more harm than good;
Luminous Shot - good item on paper but it should be duration-based rather than use-based, make it so it makes your Primary attacks trigger those extra hits for 1 second after using your Secondary and increase duration with stacks;

Red/Legendary
Runic Lens - this item is great in my opinion;
Electric Boomerang - this item is also fine;
Sonorous Whispers - this item is fine now;
War Bonds - just make it work like the Golden Gun from RoR1/Returns as in just boost your damage based on current gold, this would actually make it somewhat nice since people love damage reds;
Growth Nectar - the effect isn't terrible on paper but it definitely needs either a more lenient requirement or do something even without having any buffs;

Lunar:
Longstanding Solitude - honestly also no idea what to do for this, but it probably shouldn't completely remove your ability to have any gold and get rid of the weird x2 gold cost drawback;

Equipment:
Seed of Life - this item is good;

sharp pawn
#

!feedback
Revert Artificer's damage nerf, or fix the description if it wasn't nerfed. It's supposed to be 280%.

thin magnet
#

!feedback
Longstanding solitude is good, and doesn't need to be changed. This is not bait, I really like the item.
Warbonds however needs a major buff. I am not a game designer so I am not confident on how to buff the item, but if I were to take a crack at it, I'd suggest an all around temporary stat buff after obtaining gold, with the duration and effectiveness scaling depending on how much gold was obtained. Massive buffs for picking up gnors tome nuggets, killing elite enemies, and getting hit with enough rolls of pennies, and smaller buffs for attacking with brittle crown, killing minor enemies, ect.

void musk
#

!feedback
(reposting to make sure this is seen)
||false son should be able to sprint while shooting spikes / attacking with his mace and be able to dash while charging the slam and the laser possibly also while shooting the laser||

little barn
#

!feedback
I rarely reach out about anything, but I feel like with the current state of the game that its important that as many voices can be heard as possible. I having played this game since the very beginning of its lifespan and played it for well over 1000 hours, and can confidently still say that despite the bugs that came with the DLC, I'd like to thank the Gearbox team for not skimping on the lore. I think that if we are only looking at the new maps and lore added with all the new logbook entries, the Seekers of the Storm DLC is a very solid expansion, and I love the direction you're choosing to expand the lore and universe of this amazing game.
Excellent job on the most recent patch removing the majority of the game breaking bugs. I just want the team that has helped to grow the lore of this game in very good ways to know that their work is being seen, and to not lose hope when faced with all the negative feedback about the state of the game. We all just want to see what's best for the game, and I believe you are definitely taking the lore of the game in the right direction!

compact solstice
#

!feedback
Aditional effect idea for warbonds on top of the current effect:
10% (+10%) chance to increase the quality of any item source
increasing the quality would mean jumping one tier:

Multishop -> Green multishop
Equipment barrel -> Equipment multishop
Printer (W/G) -> 2/3 Overgrown printer (Y) or 1/3 Mili-tech printer (R)```
sleek mirage
#

!feedback
Bolstering lantern is pretty bad because having to be under 50% hp is not ideal, usually when that happens your first goal is to get out of that state, and because of that (and just in general) lantern has anti synergy with nearly every healing item and watches, which are one of the best damage items. What if instead of having to be under 50% health, for each bit of health missing, it increases damage. 1% missing health could be around .5% damage up (maybe gets less powerful the more hp you lose because stacking it would make this a lot of damage very fast, idk I’m not a balancing wizard) meaning 50% loss would be 25% bonus damage, and it would be a nice buff so it can actually do things without being at that threshold and is better below it

plush oyster
fluid garnet
#

!feedback

Chef ideas(credit to the storm tweaks mod) I forgor the image ill send it seperated)

Twisted changes

A. More in line with current effect items don't proc the effect

B.(Credit to the elites changes mod by Moffien) Twisted elites instead make it impossible for enemies in their bubble to receive debuffs

cursive stump
#

!feedback

Knockback fin should retroactively become a void item of stun grenade, if you have both SOTV and SOTS enabled. Even though physically they are very different, it can go along with the idea that the void items are something the void creates with merely similar function in mind. So, knocking enemies up is, like stunning them, a way to stop them.

languid bolt
#

!feedback make knockback fin deal damage, proc on crit, and give a little bit of crit chance

fleet shore
#

!feedback
Make warped echo into a lunar and inverse its effect.

Warped Echo
Half (half again per stack) your damage, but every attack has 1 (+1 per stack) echo of itself that deals 50% total damage that activates after a short delay.

The first one effectively brings your damage to 75%, but could allow you to proc things and apply debuffs more often.

spare spear
#

!feedback
Hi gearbox!!!! Love the dlc been having a lot of fun BUT i have a couple gripes for mr chef!
1: the primary feels weird to use. You cant spam it, you have to call back. Ultimately it lacks flow. Possible solutions are: up stack count from 3 to 4-6. (Goes with previous) Make them so you can throw them out with retrieving then calling them back all at once. You can also: remove stack count (allows more spammable possibly lower throw out speed) or (with a removed stack count) make it so cleaver automatically come back after some time.
2: Sear feels underwhelming and desperately needs glaze. The biggest issue is that it required you to be melee range for a mid pay off. Either increase damage or increase range.
3: charging up the roll doesnt seem worth it. Make it go faster/farther please
4: glazer is fine as is!!! Thanks
5: yes chef is pretty fine with what it does but it could use a much lower cooldown bc rn theres no world where glaze isnt better

fluid garnet
#

!feedback

This is really small and warbonds def needs more changes but it should also give you the money when you pick it up

cursive stump
#

!feedback the idea of twisted elites being another elite that recontextualizes endgame and makes being a god not quite as braindead is interesting, but in practice ...

we all know twisted elites dont work. they just kinda cause bs deaths with barely any way to work around them, because sometimes a proc chain just starts and you cant stop it from going. but i think if they nullified certain effects, whether it be debuffs or most items projectiles from effecting enemies in its radius, it could be quite interesting. i think they shouldnt just be nothingburgers of enemies, but they also shouldnt be unwinnable bs

but... perhaps a rework of elites in general, to be more interesting and dynamically change gameplay, is what we need. consider most elites arent actually that interesting aside from being damage sponges. overloading elites are neat! malachites are!

placid bone
#

!feedback

From what I saw in the trailer, I thought CHEF's Dice ability was reworked to keep the cleavers out for an extended period of time so that they'd deal a lingering area of effect damage before they came back, sort of like a stationary Sawmerang/placing a blender on stage. I think it would be a really interesting change and would put a lot more skill expression on CHEF trying to position enemies into these stationary spinning cleavers with the recall making a lot more sense if you try and reposition the cleaver in a different area. It would also make stuff like attack speed builds make more sense by increasing how frequently cleavers could tick while they're out in "blender mode", but what do you guys think?

echo niche
#

!feedback

Please revert the pot rolling changes on pc. Its the only thing holding me back from buying the dlc.

eager dagger
#

!feedback

there are too many elites and gilded elites are annoyingly tanky in comparison other elites
not a fan of this and i would very much like it changed back to the way it was
otherwise nerf elites please they are making me upset

slate lance
#

!feedback

As patches come out in the future, I will say, please focus on bug fixes and balances changes first and foremost, as those are all greatly important. But, I will say, it feels weird to have Mastery skins and Prime Meridian skins across the board for the base roster and DLC characters... save for those in Seekers of the Storm. After most of the important, pressing issues are fixed, it would be nice to have Prime Meridian skins for the Seekers of the Storm characters as well, please and thank you.

pale shell
#

!feedback

Take frequent breaks

Stay hydrated

take care of yourself :)

solar leaf
#

!feedback
Longstanding Solitude Rework: Gain an increase to all of your stats based on your current gold up to a 100%(+100% per stack) increase at 1000 Gold Scales with time. Purchasable interactables now cost 100%(+100% per stack) more.

Reason: The current effect feels redundant. The only use to the item is to stack it and get a legendary chest quicker. This idea also gives you a dilemma, will you save your gold to focus on your increase to ALL stats or invest your gold with more items. This also makes gold useful on certain stages like Commencement, Void Locus, and Planetarium where there is no point of gold.

pale shell
#

!feedback
*Values marked with (?) are placeholder and should be balanced thru playtesting

Warped Echo Rework

I really like the idea of this item.
Having something that synergizes with all the on-hit items is swell, and redeems them as far as builds go. or, well, gives them a chance at least.
However, I am not quite happy with the current implementation.
Here be my suggestion:

Changes:

  • Change rarity to Lunar
    (Reasoning: its an item you can hypothetically build around and wouldnt want in every build)
  • Remove cooldown: Every instance of received damage is split.
    (Reasoning: hol up! lemme cook! read next point!)
  • Change stacking: Split incoming damage into 2 (+1 per stack) instances, dealt over 2(?) (+1(?) per stack) seconds.
    (Reasoning: This lets you turn a single instance of damage into multiple, thus getting the benefit of on-hit items, which otherwise are utter trash. Unlike the current implementation, this would allow leaning into that further)
  • Add downside: Healing and regeneration from all sources is 25(?)% less effective (Stacks multiplicatively)
    (Reasoning: Since this item doesnt actually GUP over your one shot protection, it needs an actual downside to qualify as a Lunar. I think lowering healing is a fitting idea to an item that slowly turns damage into damage over time)
halcyon storm
#

!feedback
Ally Alpha constructs and Xi constructs from B_Defense_Nucleus R_HappiestMask should be affected by R_Spare_Drone_Parts

void musk
#

!feedback
update the description of sonorous whispers to reflect the changes it supposedly received

quasi grotto
#

!feedback
the performance appears to be worst than pre patch idk

cursive stump
#

!feedback down the line id hope more stages can have unique little repeatable secrets in them, like abandoned aqueduct bands or sirens call AWU. itd be neat if the wetland aspect secret area had a secret repeatable that rewarded with death mark or something

deep drum
#

!feedback
The unused stage golemplains_trailer would make a great night post-loop variant for titanic plains, would probably require relatively minimal effort and few tweaks to get it working nicely.

leaden radish
#

!feedback
Knock back fin rework to be more intuitive
My suggestion is: enemies get stunned when knocked upwards, possibly maybe get stunned until they touch the ground to encourage chaining this effect AND a small boost like 5% (+5% per stack) to airborne enemies as a way to capitalize on the proc and encourage/help out with taking out priority targets like wisps, blind pests brass contraptions. While not a huge boost it'd be enough so all the multiplicative damage scaling will be a nice buff

quartz bone
#

!feedback
Idea for antler rework: gain 2% movement speed up, for each 10% of missing hp (+2 % per stacks)

south kindle
#

!feedback
Complete rework (but not removal) of twisted elites.

  • First of all, remove the aspect of damaging yourself by damaging enemies inside the bubble completely.
  • Second of all, rework the bubble to remove any on-kill effects including exp, gold, artifact of sacrifice items, any item effects that do things on-kill, etc.
  • To complement this rework, the bubble would be larger (Perhaps ~25%?) in order to make killing twisted elites a priority, albeit not as big of a detriment as it was beforehand.
tawdry coral
#

!feedback

Alright, I have seen way too many twisted elite rework suggestions going around...
So I think I'll take a crack at it.

My three ideas for a twisted elite rework are as follows:

  1. Instead of dealing damage upon taking it, I imagine they could slowly build up a "retaliation" effect while getting hit, this could either take the form of a big ol passive stat boost, or as a sort of discharge, possibly an aoe, possibly more of a projectile bolt, that would deal the damage dealt to them back to anyone in their radius/range
  2. Instead of getting stronger on hit, maybe they could simply get stronger the lower their health. And as a bonus, killing them could unleash an AOE burst with the ability to kill other enemies, these changes would raise the risk vs reward of targeting twisted elites
  3. My final idea; maybe twisted elites could have the ability to absorb the damage that other monsters inside their bubble take, leaning heavily into their obstacle theming
cursive stump
#

!feedback the third twisted feedback in a row no way

I think twisted elites giving enemies in their radius immunity to debuffs, and also immunity to activating on hit or on kill effects, essentially disabling most of your items, could be an interesting way to challenge players lategame by making their stagewipe builds not entirely reliable at all times. it would also parallel how
-mithrix steals items
-false son disables abilities (much better than using them against you lol)

so twisted elites could perhaps be closer to false son… so rather than reflecting your own effects against you, just nullify them

fallow vortex
#

!feedback
I love how False Son scales off of Growth, giving players more incentive to pick up items like Bison Steaks, Infusions, and Titanic Knurls, but I would like a way to see the thresholds for:

  • How much Growth = another charge of Lunar Spike
  • How Growth affects the duration of Laser of the Father (i.e. X amount of Growth = X amount of increased uptime during Laser of the Father)
  • How much Growth = another charge of Laser Blast

As of now, I just pick up the items and sometimes i get an additional charge or two of Lunar Spike/Laser Blast, or sometimes none at all. It would really help with overall clarity with the character.

restive ore
#

!feedback

I can't tell if this is just a skill problem but suddenly I feel like the game got harder after the new patch. Like it seems that elites for example are twice as common all of a sudden? Not sure if this is something everyone is struggling with but I feel like the spawn rates of elites used to be much lower. If any changes were actually made to the spawn rates please revert them. Also I think twisted elites should be temporarily removed until they get some kind of change. They are really unfun to go against.

abstract garnet
#

!feedback
Some chef reworks would be nice as his kit really isn't the best currently, the whole community can agree

  1. Give chef's kiss some Damage Reduction when picking up food items, healing is not that great of a sustain as a melee character, i-frames from Merc, barrier on basic m1 hits as Loader, and even the false son has DR from just having lunar spikes, healing isn't cutting it to reasonably go for a up close sear in endgame
  2. Make sear more of a burst damage skill as we all are aware of how poor artificer's flamethrower is and the general dislike among the community, just make it shoot fireballs like the Yes, Chef boost, decrease the damage at farther range and it would feel so much better
  3. The roll is very risky to charge as standing still for a moment in this game is a death wish and no DR afterwards makes it incredibly not worth the risk, a simple fix would just be giving him 25 armor and increasing it per stage of charge up to 75 during the duration of the roll, along with removing knocking enemies up would be great for better use of other abilities
  4. Yes, Chef (the alt special) feels so weak, with a long wind up animation, a higher cooldown than glaze, and pretty weak boosts for sear and roll it's a major turn off to an otherwise amazing concept. Here are some suggestions:
    -Just make it the same cooldown as glaze... please why is it 15 seconds currently?
    -Make the boosted sear just shoot fireballs with increased damage without the flamethrower aspect making it a much needed aerial attack for chef
    -Make a synergy with sear while still using Yes, Chef by making roll spread oil on contact while boosted, this can still proc chef's kiss making it able to be used as a quick heal and damage option
    -Finally speed up the animation of Yes, Chef
earnest remnant
#

!feedback
Put a Shrine of Shaping or some way to revive other players before the False Son arena. That or just make the meteors actually fun to run away from, it's so annoying to get blasted by a meteor and miss the whole fight

cinder pewter
#

!feedback

Seeker Feedback
There are several QoL and usability adjustments her kit could use.

1. Revive and Saving Grace:
a. Currently, the Revive only happens when you specifically gain the 7th stack of Tranquility. This makes it awkward to use for this purpose because you need to specifically not gain your 7th stack until you want to revive a fallen player (which, the 7th stack is also the one that gives you your stat boost). A better way to do this (imo) is to make Meditate revive any given player only once per stage, even if you are already at 7 stacks.
b. Saving Grace grants you your 7% stat boost, which means when you lose it you also lose your stat boost, and can't re-gain it. It'd be great if you retained the stat boost until the end of the stage even if you lose Saving Grace. The stat boost could also use to be slightly bigger (like 10% or 15%)

2. Spirit Punch:
Currently only the 3rd hit grows stronger with each stack of tranquility. It would be nice if the first 2 hits also gained some kind of bonus (like being bigger, this would make the piercing more useful).

3. Meditate:
Meditate is currently a bit underwhelming in its damage department considering the commitment you need to activate it, and its short radius.

  • Increase both the base damage and damage scaling from Tranquility
  • Make the radius also scale with Tranquility
compact solstice
#

!feedback

Cheff knife charages are shown on his back, however it always has a 4th on its hand so.... i mean 4 charges of the primary instead of 3 would be a nice addition, just sayin...

potent spoke
#

!feedback
Make chef's M1 more like his M1 in returns or make the reloads faster since he's not really viable or fun in his current state.

smoky mural
#

!feedback

Add an option to make Chef's cleavers recall when you release the fire button (as in, hold fire to make them go further then release to recall them). Right now it feels kind of unintuitive to have to double tap for every single use of his primary.

slow niche
#

!idea
Pilot is my absolute favorite survivor and I would LOVE to see him added to RoR2, I was thinking maybe keep his primary and utility the same with his alt utility being able to climb on the walls and the ceiling and only have his alt special or maybe have it kind of like huntresses but slower and with more damage. On the topic of his secondary however I think that it should replaced with a high jump that stuns nearby enemies. I also think that he could have a misc ability that allows him to hold jump while in the air that causes him to take reduced fall damage, this could stack with hopoo feathers. To unlock him I think it would be cool to make it so you have to beat mithrix and escape the moon with ~15 hopoo feathers.

quartz bone
#

!feedback
Antlers could give dmg up while your character move fast, to combo with chef and loader skills. The dmg relfection is pretty useless, since ennemies do way less dmg and have way more hp than survivors.

tender quiver
#

!feedback
Make use of Steam's beta branches. Steam has them. Your game should use them. The VR mod is broken again. This time, might not ever get updated. It's been requested before. It's late 2024. Use the damn beta branches for older versions!

void lodge
iron jetty
#

!feedback
Change twisted elites so that at least instead of a sphere, it's similar to the Mending Elites where it hooks onto only ONE enemy, and optionally, it shares damage with them

cursive stump
#

!feedback i think not enough people have really discussed false son phase 3. its a really good fight, but the fact theres really no indication about why your skills are gone (like, yknow, at least mithrix has a whole animation for stealing your items) is... odd.
it really just ends up being, you either dont know why theyre gone or what to do and just. die. or you know you need to hit a pillar to restore them, and so you just... completely nullify that moment entirely? it only ends up lasting 2 seconds

I propose a transition phase between 2 and 3 where false son goes on the defensive and steals your skills, before going back to fighting intensely in phase 3

overall the PACING in the false son fight is like
its really fucking intense and COOL how fast it is, but its also... confusing. i think it needs just a BIT of downtime

atomic marlin
#

!feedback
Some tweaks to new survivors, as some people I've talked to feel that they're a bit underwhelming.

Seeker:
-To make Unseen Hand a bit more competitive with Soul Spiral, a simple and effective idea is to give Seeker 2 charges by default or make it do more damage/heal more. Or both!

Chef:
-Let abilities be cancelled (eg: Sear --> Dice) to make his gameplay feel smoother overall.
-Increase range of Sear as well as make it follow the reticule more closely.
-To make Chef's Glaze a bit more different from Ignition Tank and a bit more competitive with Yes Chef, make all healing proc'd off of glazed enemies doubled (Doesn't have to be double, could be 1.5x or something).

(Also a possible change to the Knockback Fin would be to make it launch enemies both farther and horizontally instead of vertically. I think it would help create room for survivors, plus it'd be fun to launch things off cliffs! This might screw up melee survivors, though. I'll workshop it.)

umbral berry
#

!feedback
It should be much more obvious what the gilded pillars on Prime Meridian do especially considering their importance in the boss fight.

silver turtle
#

!feedback

So I had an idea for an enemy that could spice up the dlc more. This would both be a new teleporter boss and an essential part of the prime meridian level: The storm caller (see crappy drawing below message).

A giant hand reaches down from unknown heights, and calls down great winds, forming a tornado with a small face at it’s tip.

In terms of gameplay, the mouth of the stormcaller can use winds to push players or pull them to be swallowed. The swallowing attack transports players into the eye of the storm, where they and enemies are suspended. This is a mini-arena of sorts, and players must shoot the hand in the middle of the arena to get out while avoiding the monsters. Harsh winds may also bring flying objects into the mix (don’t get hit by them). Killing these creatures would cause the hands to form a bridge to the arena of the false son in prime meridian. Survivors with good enough movement can still skip this challenge.

The stormcaller also could perform an attack that temporarily disables one ability like False Son (only in prime meridian). This teaches players the use of geodes before the fight. Instead of the usual lightning in prime meridian, all lightning would be summoned in the proximity of storm callers, so they can be eliminated to diminish the threat of lightning.

sharp pawn
#

!feedback
Reduce the proc coefficient on False Son's Lunar Spikes to 1.
This ability has no reason to have an above 1 proc coefficient, let alone 3. Railgunner has it because of a combination of an extremely long cooldown, and a chargeup+lockout period.

lament ridge
#

!feedback
The game randomly switches between "Chef" and "CHEF". This should be more consistent, for instance by only using "CHEF".

compact solstice
#

!feedback
-Cheff's jump animation plays a bit too late after the jump already took place
-Cheff's "return cleaver" animation snaps instantly if your hand went back to default position
-Cheff's utility animation with its arms on the sides of the roller gets interupted for a brief moment by landing animations
-Cheff's Opal shield is too small and keeps his hands and hat outside

rigid timber
#

!feedback
(repost since mithrix didnt react to my old one)
I think the new items are majorly flawed and alot of them need a complete rework, specially the white items, here HOW i think they should be reworked (or buffed/nerfed, if not included it means I think they are fine), ALSO, these suggestions will also fix the bloated item pool problem as well, well not fully, but it will help

White/Common Items (the worst ones)
Antler Shield - Full Rework - This item is extremely flawed, because it requires you to take damage for it to even have an effect, and the bigger problem comes from the fact that when you do take damage, the effect is downright useless, I think it should be changed into a mobility item instead, why? Because 1. That would really help the problem the white item pool currently has, a bunch of new items were added, not were mobility items, this makes mobility far rarer to come by, which concidering how big the new maps are, means characters such as Captain or Engineer recieved a MAJOR nerf. So how would they make it a mobility item? how about a returning item? I think the item should increase jump height, this is an item in Returns (I'm not sure if it is in 1 since I haven't played it) in that game, this item is a green, however, i believe in this game, it would be completely fine for it to be a white, because in that game, the game is 2D meaning jump heigh is extremely crucial, but in this game, while it is really crucial, its nothing broken, also I think as the map sizes are increasing in size, its only fair that an item like this would exist, especially due to the new stage 5 map and Prime Meridian being BASICALLY IMPOSSIBLE to get through as a character without mobility (Captain, Engi, etc)
Knockback Fin - Buff - just increase the damage it deals to enemies, and make it so it stuns the enemies instead of enemies getting launched, they would take knockback and get stunned

also sorry i couldnt fit in one message, will post another

pale shell
#

!feedback
*Values marked with (?) are placeholder and should be balanced thru playtesting

Knockback Fin Rework

What a silly little thing this white item is.
Lets keep the silliness while making it a bit more useful, shall we?
New Stats:

    • 15(?)% (+7.5(?)% per stack) knockback force to all of your attacks.
      (Reasoning: While knocking the enemy up is sorta useless, knocking the enemy away actually can be utilized. For one, you'd be able to bully lightweight ground monsters into pits and hazards. Also, you'd be able to knock Wisps and other flying enemies into walls more, resulting in collision damage! Also also, this'd give low mobility survivors like Engi or Captn solid options for making space when chased by vermin, larvae, etc, early game.
      This likely wouldnt make it a strong white item, but this change keeps its stats simple and gives it a solid early-game niche. Modifying Knockback Force isnt unprecedented either, as squid polyp stacking interacts with that specific stat, albeit on the polyp rather than the player character.)
cursive stump
#

!feedback i get what y'all were going for with making the DLCs feel cohesive together by adding SOTV enemies to SOTS stages if you have both enabled (which is much appreciated!! thank you! it WOULD feel weird seeing 0 SOTV enemies on the path of the colossus)
but...
grovetender being replaced on treeborn colony by the xi construct just feels weird
I mean, I've never really been a big fan of the construct family in general, especially since the xi construct was just born out of them not being able to figure out the major construct enemy, but even disregarding my bias i believe grovetender really needs a second stage to be on. yes its on the prime meridian, which is great. im glad its significant on the path, because the lore dictates it wouldnt simply be found anywhere with vegetation, but specifically in places significant to rebirth/soul.
I just think grovetender feels too significant to the theming of Treeborn Colony to be replaced with Xi Constructs

(Honestly, I think it should replace the clay family, if anything. I don't get what the significance is to tar in the stage. I'd understand clay dunestriders being replaced with xi constructs) (Perhaps that would make the stage be a bit easy? But I dunno, it's crowded by having the whole 4 clay enemies and the 2 construct enemies. It'd be a bit more focused if you had either clay or constructs)

cinder pewter
#

!feedback

Yet another item rework attempt.

Knockback Fin > Glider Fin
Gain +[small amount] extra jump height. Move [arbitrary amount] faster while falling. (Both increase per stack)
// Turning this into a speed item just makes so much sense.

Antler Shield > Rampage Shield
Taking damage builds up bonus damage, up to 50% per stack. (You gain a damage buff proportional to the % of max hp lost which stacks and decays rapidly like barrier, instead of being lost all at once)

Bolstering Lantern
Increase armor the lower your health, up to +20 (+20 per stack) at 30% health.
// I feel as though making this item defensive will make it more useful

Noxious Thorn
Deal [arbitrary amount] flat damage whenever you apply a new debuff (or stack an existing one). Debuffs last for an additional 1s (+0.5s per stack)

sharp pawn
#

!feedback
Rework Seeker's utility to use the invincibility buff Mercenary uses instead of completely preventing health reduction outside of the ability.
Her utility has no reason to prevent Void Fog or interactables that cost health when nothing else in the game does.

fierce trellis
#

!feedback
New Green Item: The Bile Flask
20% chance for hits to leave on the ground a puddle of acid that deals 100% damage (+20% per stack) per second for 4 seconds in an 8 meters (+2 meters per stack) radius.

stray wyvern
#

!feedback
with all of the new avenues to revive, i think dios best friend ought to be looked at again an maybe given some sort of unique buff. Whether it be having 1 free revive per stage or giving a boost after revive or upgrading items similar to pluripotent larva, i feel like this dlc really left this item in the dust and should be shown some love.

pale shell
#

!feedback
*Values with (?) are placeholder; must be playtested!

A couple red reworks!

We have lots of reds. A lot of them are weirdly conditional and hard to make use out of. Lets fix that. all of these are additions to their current effects unless stated otherwise.

Aegis

  • make it slow down barrier decay (does not stack)

Growth Elixir

  • It should apply an extra buff (does not stack) on its own, so that the main effect is easier to proc. Perhaps a little extra regen on kill?

Laser Scope

  • It should give 5~10% crit chance on first pickup

War Bonds

Just redesign it entirely. Any red item that focuses on giving you gold is trash.

Electric Boomerang

  • Make it not get stuck on terrain. Either pass thru it or explode on terrain hit.

Resonance Disk

  • Whenever the charges from the disk are consumed, whether by 7 seconds running out or the disk being launched, the player should be given [spent charges] seconds of attack speed bonus.
rotund stag
#

Reveiw on the dlc after around the week of testing as a console player
The new maps and alt path: as a tboi player having a alt path in ror2 aswell is awesome. Good refresher from regular runs n them being shorter does help it stay fresh for longer without being boring
The (lack of. seriously 1 new final boss and 4 enemys is a joke.) bosses and enemys
The new boss is great but would appreciate some sort of communication to the player what youre meant to do in phase 3 as unless you know beforehand i can tell it would be quite unfair lol. The enemys are...fine. children are dangerous but easy to dodge. The baby worm is just kinda annoying. The golden golem miniboss thing is a jankfest but it works sooo.
The items are VERY hit or miss. Some i love some i hate. Ones i like fit right in to the game imo. The ones that dont feel like they were made by someone whos never touched the game.
The elite types are...eh. gildeds are boring n oddly tanky. Twisteds suck and im not gonna bother explain why as its just sorta obvious why.
New characters are awesome and with a few tweaks to false son and chef id consider the character roster onpar if not better then sotv

grim wedge
#

!feedback
False Son could have a pre-loop and post-loop variant

Pre loop should be easier to dodge and/or less agressive to make up for the lack of movement items a player can find.
Post loop False Son could use have bigger more flashy attacks similar to what the fight is now.

Polish his animations pls < 3

eager dagger
grim wedge
#

is it !feedback or $feedback?

flat saffron
#

!feedback
Add keyboard and mouse support for console versions of the game. Playstation already has keyboard and mouse support, not sure about Xbox

sharp pawn
#

!feedback
Increase the proc coefficient of the third hit of Seeker's m1 to 1.
It has no reason to have a below 1 proc coefficient.

red adder
#

!feedback
Remove Twisted Elites

grizzled kindle
#

!feedback
Rework twisted elites. Make their reflect turn on and off like the gilded elite gold suck

restive ore
#

!feedback

Chef could really use some buffs. After trying him out for a while, I think he is really fun and definitely has a lot of potential, but he just feels weak in his current state.

His primary feels awkward, which could easily be fixed if it were changed to his primary from RoRR. Make it so it's like a boomerang that you can constantly throw and automatically comes back to you. Also please change the proc coefficient from 0.5 to 1.

His secondary needs a major range buff and damage buff. It feels like a much worse Artificer flame thrower. I’d also prefer if it was just an instant blast, once again similar to Chef from RoRR.

His utility is okay at best. I like what it’s going for, it just needs to go faster/farther.

I like glaze as it is, I have yet to play with his alternate special though.

cursive stump
#

!feedback
nerf opal
fans of being invincible wont like this, but i think alongside safer spaces its just too good

red adder
#

!feedback
No seriously. Rework or remove Twisted Elites. They're dumb

void sparrow
#

!feedback
CHEF's food drops would look great with the non-transparent, green rim lighting style of the Remote Caffeinator's Eclipse Zero health drops

(also please make the vending machine weigh down pressure plates in Abandoned Aqueduct)

earnest peak
#

!feedback
Bolstering Lantern rework:

  • Hitting an enemy will mark it for Lifebound. If you take damage, 20% of that damage will be negated and transferred to the lifebound enemy. You can have a maximum of 1 (+1 per stack) lifebound enemies at the same time.
  • (?) Change rarity White -> Green
deep drum
#

!feedback
Minor detail, but i fell like the smallest variety of pebbles that appear around the halycon shrine should have their collisions removed so that they are more consistent with other similar sized ambient details on the maps like pebbles

valid gate
#

!feedback

The False Son fight needs to be looked at and possibly reworked a bit.

His laser has ridiculous accuracy and damage. Even Commando slide cannot break the lock it has on your character. If this attack is going to be so powerful, players need more places to hide from him while doing this attack. Namely, the crystals the False Son places on the arena should be solid. They look solid, but you come to find out that they are, in fact, not. Also, I do not believe the False Son should be able to dash or move effortlessly towards the player while using this attack. Ducking behind a faraway column for cover only to see the False Son is right on top of you seconds later is pretty unfair.

Mithrix's arena on the moon is much larger, and has multiple places to take cover in. False Son arena is less than half the size and barely any cover.

compact solstice
#

!feedback
Put more pillars in false son's arena, right now the pilars are displayed as a semicircle in one side of the arena, with none in the other side, the issue is that the geode can spawn in the side of the arena without columns, which is practically a suicide if you need to recover your skills in the last phase.
If not adding more pillars, then stop placing the geode in the exposed side of the arena because for a boss you fight in stage 4 is very unlikely to have enough movement speed to get your skills back and run to cover before he charges his laser

halcyon storm
#

!feedback
Make Sonorous Whispers decrease item drop chance exponentially after each succeed roll till end of the stage
it would give items more consistently and not make it completely op in Loops/No timer realms

red adder
#

!feedback
Nerf Sonorous Whispers. No guaranteed chance off bosses. Just 10% (+5-10 per stack) off elites

rough ferry
#

!feedback

Add an achievement for beating all 3 bosses in 1 run

I just did it and nothing happened

Plz fix

compact solstice
#

!feedback

Make armor/damage reduction apply to warped echo's delayed damage.
Working with armor would make it work better as the reactionary item its suposed to be, instead of just working with heals and inmunity skills.

Entering sprint with rose buckler, using Cheff's or Mul-T's utilities to get armor, using your jade elephant, repulsion armor plate working twice.....

I do not believe protecting yourself before the 2nd hit and then getting full damage regardless is intuitive, nor satisfactory, makes half of the uses this item could have not work as players would expect

I understand characters with innate armor will apply it twice, but corpsebloom already has a similar interaction and its there as it is untouched as a cool synergy, and besides is not even that strong considering the innate limitations warped echo has with it needing to recharge

valid gate
#

!feedback

The only things that need to be looked at for buffs, nerfs, or reworks should be coming from the latest DLC. Base RoR2 and SotV items, characters, and enemies are, while not perfect, relatively well-balanced and have settled into their own places, whether or not that place is niche.

We should not be considering reworks for older items.

robust nacelle
#

!feedback

add cats and cars to the game

plz fix the gameSurvivor_CHEF

north wedge
#

!feedback

Chronic expansion - if you kill 6 enemies within 1,5 seconds you gain +2(+1 per item stack) until the next stage

War bonds - change item into white or green, when you kill enemy you gain increase gold from it

Antler shield - when you take damage, with a 60%(+1% per item stack) chance of antler pieces flying out around the character, they deal 55% dmg to enemy and can activate items

Knockback fin - change item into green, when u attacking mobs with 10%(+1% per item stack) enemy will knocked to air, gain stun, and increase incoming damage by 10%(1,5% per item stack)

Unstable transmitter - delete it from the game, or do fully rework of this item, idk situation in which this item can be useful

compact solstice
#

!feedback

One of the main issues cheff had in ror1 was the fact that there is not much reason to use a buffed move which isnt the cleaver dance

Considering how in ror2 Yes cheff! has a massive 14 seconds cooldown and you have to sacrifice the entire Glaze + Fire combo (not to mention the unique debuff the skill had and the surprisingly decent damage on a way shorter cooldown)

i think it should buff the three skills independently and each one only loses its charge when that special move is used, otherwise the special may as well just be cleaver dance

(also the buffed utility doesnt let you use other attacks while moving, unlike the default utility, which makes it even so much worse than the default option)

north scroll
#

!feedback
False Sons laser attack (boss not character) sucks, and we all know it. here is my two cents on how to make it suck less.

Take a look at other "unavoidable" attacks. With the grandparent sun attack and Vagrant death explosion attack, the enemy remains stationary so that you can properly find cover without having to worry about the area of damage moving. Even with attacks like Mithrix's pizza, he remains stationary during it so that you can properly space it out.

so thats exactly it. Have False Son remain in one place (preferably the middle but honestly it doesn't matter) while doing it. You wont have to worry about completely trivializing the attack because you still have to dodge the falling meteorites and golems, which can subsequently force you out of the cover if you're not diligent.
(additionally having him do some sort of move before the laser attack like how Mithrix falls to the middle before doing pizza would help with the telegraphing as well, but thats honestly just nitpicking and not super important)

north wedge
#

!idea

New items which I would like see in ror 2

Holographic glasses (green item) - if a crowd of enemies are nearby, the crowd receives 10%(+2,5% per item stack) more damage
Weak parasites (white item) - if enemy stay on one place, they receive 2.5% more damage
Joker (equipment) - removes all item procs, but your armor is increased by 15%, damage increased by 270%, attack speed increased by 120%, movement speed by 180%
Sacrificial Knife (equipment) - disappears on first use, you can kill your friend, drone or turret, for a drone or turret you will receive 2 random items, and for a hero you will receive 5 items
Duplicator (red item) - Substandard Duplicator from Risk of Rain Returns

hollow tendon
#

Sorry for edit abuse. I did not read the pinned messages or see that this channel had a 30 minute wait mode on. I will just wait out the timer then repost my feedback later.

compact solstice
# north scroll !feedback False Sons laser attack (boss not character) sucks, and we all know it...

!feedback

False son moving while using the laser is fine, the issue is a completely different bs entierly, just being grazed by the shot for a second is totally survivable and circling arround the same column to block his view is easy and quite fun when he plays by the rules

I think him following you is fun because you can align the pilars in a way that let you stop hugging the pillar and run for a geode or evade golems since you can kite the false son and adds depth to the fight, instead of just being a boring "now you wait" move

HOWEVER, him being able to use melee attacks THROUGH the thin column and push you out of it its complete bs, this was clearely playtested in multiplayer only because it feels fine there in coop when its attention is split between multiple players, but after more than 30 encounters with him, every time i die is because he chooses to use his melee bonks through the pilar and either throw me off the arena
Turn that into a multiplayer/minion feature only where he chases someone else who isnt being targeted by the laser with melee attacks, but if there is none else to target make him just chill and follow you without attacking would be more balanced

lavish stratus
#

!feedback
A fundamental problem with Longstanding Solitude, aside from the gold cost doubling, there's the level cap of 94 (why it's not 99 IDK). You can hit the cap rather quickly late-game, and effectively stop yourself from getting items unless you have the Artifact of Sacrifice or Sonorous Whispers. My suggestion would be to either remove/adjust the player level cap, or make it so that, after reaching the cap, you can still gain fake levels (no stat ups on level up) so you can continue to get items.

cursive stump
# north scroll !feedback False Sons laser attack (boss not character) sucks, and we all know it...

!feedback
honestly just wanna say i very much agree - there is a lot that can already push you out of the safe zones (lightning strikes, golems) so it'd be quite fair to have him not move much while firing his laser.

i also very much think phase 3 really needs a revisit as its not intuitive, and its just kinda uninteresting when he steals your abilities. if he did nothing while you had no abilities, that could be interesting? or if it was gradual? i dunno

hollow tendon
#

!feedback
More ways to revive others + catch up artifact

I know Seeker is here now. But what if she dies first or no one wants to play her? Dying at the start of a stage means you miss all or most of the items in the stage and it mean you dont get to play for up to 10 minutes while you wait for the next stage.

Also dying and missing a bunch of items puts you farther behind the power curve. So its more likely that you will die in the next stage. If you die and miss out on most of your items two or three stages in a row, thats usually a game over for you. You wont be able to kill foes quickly and will die faster. People can be nice and leave items for you on the ground but you still have to live long enough for them to buy them and for you to get to them.

My thoughts: add more ways to revive allies and possibly a catch up mechanic for multiplayer. Add a shrine that has a high chance of one showing up every stage that you can pay to bring back a dead player. Add a green item that can be used and consumed to bring back a dead player if you hold interact over where they died but that also come back in the next stage like a regen scrap. Maybe add an Artifact of Revival that adds a way to always revive someone without a shrine or item.

I think a cool way to add a catch up mechanic would be an Artifact of Jealousy. If a player has X less items than the average of the rest of the lobby, then artifact will steal some items form the other players and make a way for the behind player to get those items in the stage. But, the other players would also get a chance to get their items back before the behind player steals them. A race to find the stolen item cash where its the behind player/s vs the other players. The behind player would get some benefits to help them find it first. Oh also the amount of items stolen I think would be something like this: amount of stolen items = (the average of the ahead players item - average the amount of behind player/s items) divided by2.

north scroll
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!feedback
Ive consulted with someone else, and given the idea some thought, and ive come to the conclusion that the laser attack is ultimately not the issue.

The issue with False Son, and the alt path in general, is that the item density is significantly less than main path, ending with a boss that arguably requires a more powerful setup than Mithrix does. Here are some ideas to help with this low item density issue:

for starters, i dont remember the exact number, but ive heard somewhere that stage 5 makes up like 30% of your total items in the run, which is an extremely significant amount to be losing out on. One easy fix to this solution would be to spread the missing item density across the existing stages, with the exclusion of stage one so that there arent any balancing issues with main path runs. that *would * be a fair bit more items per stage, but the 30% sounds super large so it would probably be even less.

another way to counteract the items density issue would be to add Shattered Abodes as the stage one of alt path. having the alternative version (Disturbed Impact) show up in looped regular runs would be a nice way to keep it present as a stage one under certain circumstances. changing the item densty to appropriately reflect this, and adding another stage to the alt path without having to make an entierly new one

Lastly, rework some of the new items to accomidate for speed. I have been playing with a mod recently that makes Antler Shield function as a sort of Repulsion Armor Plate Mocha, giving half the speed of a hoof and half the defense of a RAP. This rework alone has helped tons in making my speed in alt path runs significantly more bearable than it currently is

All this being said, im not a game dev, so what do I know. just spitballing some ideas that will hopefully lead to some sort of beneficial change

rough ferry
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!feedback

Make it so we can Rebirth Gift the R_DefensiveMicrobots Defensive Microbots if we kill The False Son as Survivor_Captain Captain

north scroll
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!feedback
What if War Bonds functioned sorta like Golden Gun from ROR1. A portion of the gold you collect is converted into damage, and more stacks increases the cap of the damage. Give it some sort of little hud element under the money bar.

cursive stump
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!feedback
The patch that fixed sojourn in multiplayer made it feel a little different, which... I'm not opposed to! but the way that it is done seems very susceptible to lag. if theres any way to potentially do it in a way that can feel smoother to control in multiplayer, it would be much appreciated. (also i couldve swore the old version was more zoomed out?)

earnest wasp
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!feedback

Simple engineer change.
Pinging an enemy as engineer now makes that enemy the priority for the turrets if the enemy in question is within range.

This could also just be a general change to drones and companions in general

hollow falcon
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!feedback
Add an alternate M1 for CHEF that mimics the original dice primary. This allows users to choose between the original and the interpretation currently given in the DLC.

This means CHEF would have two primaries instead of replacing the current one and should satisfy both those that like the interpretation of dice and those that like the original concept.

  • Dice - the current interpretation of the primary where players have long range and click to recall their cleavers
  • Mince - borrowing the upgraded primary from returns (scepter), the shorter range cleaver spam that automatically boomerangs back to the player
cursive stump
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!feedback visually, the prime meridian really doesnt quite give off that much Storm energy. for seekers of the storm it... should probably have like... rain? yknow, typically storms arent just lightning. considering even shattered abodes gets Symbolic Rain, i'd appreciate even just light rain on the prime meridian. unless its supposed to be too high for rain
...in which case, i think more clouds / storm stuff happening either above treeborn colony or on a hypothetical stage after treeborn, to show you're really getting close to the storm... would greatly help the pacing. i think ive already said the jump from treeborn to prime meridian feels sudden, but i also do appreciate the value of shorter runs. so i do think ultimately the best idea is just to make treeborn colony and prime meridian more stormy

kindred kayak
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!feedback Ive just gotten the mastery skin for chef and i have some thoughts. I think the idea of him having innate monster tooth is cool, but the combos in order to do so are a bit clunky. Im sure im not the first to comment on it, the chef M1 has been so contentious to the point that theres a mod that makes it more similar to RoR Returns.
My biggest issue with chef is his m2. the fire doesn’t always shoot the way you’re facing, and you also can’t pull it up or down. It’s always horizontal which feels terrible into dunestriders, solus units, vagrants, etc.
i propose that the chef m2 should just behave closer to arificer m4. You should be able to whip your camera around and light up an area instead of chef insisting on facing the horizon.
I also think the m2 should be a big bolt of fire rather than a DoT hitbox, or it could be an alt m2. Either way, making it a bolt or arcing firebomb could help give chef a bit more options
While im here, give chef base m4 knockback recoil like Railgunner m1. He needs the movement + itd be funny

rough ferry
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!feedback

Add a safeguard that can detect when Mithrix respawns too many times so I don’t get stuck killing Mithrix for 2 hours again cause he somehow turned 5 V_Pluripotent_Larva into an infinite amount

slender latch
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!feedback

How about making Twisted elites actually, you know, lunar?
So my idea is what if the bubble just applied Cripple and periodically(10-20 seconds?) would switch to the "Helfire Tincture" mode and rapidly deal damage and apply Burn to players inside the bubble(this would obviously have to be telegraphed by some sort of SFX or VFX before switching).
This way the elites become more "Lunar" related and the effect doesn't just randomly kill you for having a good run, I would like to mention the inconsistency that for some reason Twisted elites are not hostile to other enemies despite being "blessed" by Mithrix while Voidtouched elites are, but we can put that aside as long as it becomes an actually fair elite.

white musk
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!feedback

Add sound & visual effects when removing Prayer Beads, currently there is no feedback on it's effect on removal which can lead to players being confused on whether or not they have correctly used the item or not, specially if you were not paying particularly close to attention to your HP stat before removing it.

cursive stump
# cursive stump !feedback visually, the prime meridian really doesnt quite give off that much St...

!feedback
Furthermore, I think to emphasize the theming of climbing the colossus, the stage could use more verticality. Treeborn colony feels really small and… it has some verticality with vines twisting around between islands, but I’d much appreciate more variance involving islands higher up that have twisting vines to climb up. It currently doesnt feel like much of a climb..
and again perhaps another stage or making prime meridian more of a proper stage before the final walk would be helpful for that…
but yeah, id love to emphasize the climb. some people may not even notice theyre climbing a giant statue

edit: overall i really appreciate that i CAN go really fast through the path, but i feel like the “default” pacing of the POTC should be more of a long and arduous path. the stages themselves arent very large, and the length of the path is quite short itself. and the false son fight is also … very quickly paced, with no downtime! which is interesting but, maybe some in the final phase would be cool.

gentle zinc
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!feedback
Make Seeker's 7th Tranquility Stack (I believe it's called Saving Grace) be consumed before Power Elixer is consumed, similar to how Power Elixer is consumed before Delicate Watch is destroyed.

flat cypress
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!feedback
Make Bolstering Lantern activate at 75% hp

brazen portal
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!feedback
I think mastery skins should not be unlocked for prime meridian as it already has its own skins (lets imagine sots characters have them) and only be unlockable for monsoon moon or loop.
Having prime meridian unlocking 2 skins at once (if you don't have mastery) instead of making mastery unique to escaping the moon/obliteration (on monsoon) is not only weird but is likely to remove additional involvement and fun in playing all these different and interesting characters, me included, as prime meridian already is so different and has a different final boss than Mithrix.

cursive stump
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!feedback
hey uh . clarify about which arti buffs were intentional. ice spear can go through walls and knocks enemies really far now, but her m1s decrease cooldown with attack speed too. imo keep the spear going thru walls but dont make attack speed effect m1 charges

red adder
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!feedback
Update console

sharp pawn
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!feedback
Reduce False Son's charged m1 proc coefficient to 1.
It has a 3 proc coefficient at the moment. Why???

narrow ibex
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!feedback
Equipment drone would benefit from having both the related equipment icon and cooldown for better QoL

mint dove
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!feedback
A couple of balancing ideas for the Prime Meridian, False Son boss and Path of the Colossus in general

  • Halycon shrines should always spawn on stage ones, but on no other stages. The price of fully charging the shrine should be reduced.

  • Prime Meridian should have a few regular chests scattered on the path to False Son to mitigate the punishment of losing two stages of loot.

  • The fragment reward you get in the cauldron room before the fight should have four options and have a much higher chance to offer reds above above greens and whites.

  • False Son's arena should look more like it does after the fight, during the fight. The extra pillars around the arena will make his laser more fair to play around. Alternatively or additionally, the spike clusters he calls down should be larger and block his laser, but should have a much larger radius and damage when they detonate so that they do not render the pillars useless.

  • False Son's laser should be nerfed so that it starts off slower, so you are able to outrun it, but will get faster and more accurate the longer he attacks so that during the final half of the attack it acts identical to the way it does currently. This should make the laser less punishing if you are launched into the air by a slam attack or away from cover just before he lasers, as well as making it more fair in general while having it remain threatening.

  • The cleansing geodes around the arena should replenish instantly when the False Son disables your abilities, should have a glowing effect or beacon to better hint towards their purpose, and there should be four present in the inner area for a more fair co-op experience.

valid gate
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!feedback

Unstable Transmitter. Maybe don't teleport the player into a mob of enemies when they're at <25% HP.

cursive stump
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!feedback was it a good idea to tie together the night cycle and new wildly different stage variants. i think... looping making it night time on all stages, and swapping every loop.. would be pretty cool. i'd love to see viscous falls and shattered dieback without needing to loop! though... perhaps some of them are designed more with nighttime in mind? I dunno, just a thought?
uh. thumbs down if you think the vastly different variant stages shouldnt appear unless you loop. thumbs up if you want more variance than just stuff like platforms being there or not being there without looping

analog ice
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!feedback
While it was a bit funny for some items to get stuck in chefs rolling pin, the sheer number of them on it feels like a cop out, and the models looks wrong as they are flattened. They don’t like squashed, they look like a png. One of my favorite aspects of the game is item decoration, and while it’s funny for some, way too many are on his rolling pin, like mocha, which would have been perfect stuck to his hand or pierced by the pizza cutter

ornate marsh
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!feedback

Twisted elites in their current implementation are not fun, cause instant death to players with no warning, and are generally counter to the playstyle of risk of rain 2.
I think the general community consensus is that they need a rework or removal.

I have an idea for that

right now Twisted elites do nothing to pay homage to their twisted moniker.
the "twisted" name implies Mithix's influence, just like the twisted scav bosses. The lore behind this is that they seek to spread that influence on Mithrix's behalf and corrupt others, as they did to the False Son.
I propose to the following:

remove twisted elites reflect effect entirely.

Twisted elites should apply the "Mercurial Rachis" buff to themselves and everyone in their bubble (including players), their attacks should apply Cripple (like Effigy of Grief, or perfected enemies), and they should spawn with a Transcendence, Purity, and beads of Fealty in their inventory.
every 15 seconds, they convert a random normal, or t1 elite enemy within their field to another twisted.
The twisted elites should deflect 90% of incoming damage to other enemies in their field (excluding other twisted elites), evenly dividing the damage between all enemies in the field (rounded down).
they should be immune to celestine cloaking.
The game director should attempt to spawn a twisted along with a hoard of other non-twisted enemies, and never on its own.

they should also have a 10% chance to drop "beads of fealty" or a lunar coin on death.

This provides players a late game way to farm lunar coins, which is nice, and it enables better late game scaling

vocal kestrel
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!feedback

new lunar item: Crash Dummy
+100% movement speed per stack BUT fall damage applies in all directions (crashing into a wall at high speed hurts you, can kill on ||eclipse 3|| or with artifact of frailty)

elder island
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!feedback
allow players to put equipment items in the altar of rebirth after the false son fight

flat cypress
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!feedback

I played with a modded buffed version of antler.
Had 5 antlers against False Son
Dude took so much damage from his stupid overpowered laser.
Mind you, if I didn't have great healing i'd just be dead.

but I had Fun, with a new item. In a way specific to it.
Please, make the item in the actual game, also fun and not the worst white item we ever had.

dense sky
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Rename the game to:
Risk of Rizz: Seekers of the Skibidi

I thought of it a day ago and now I must curse your eyes as I have been forever cursed

leaden radish
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!feedback One GIANT gripe I have with all the uncessary changes in the update that did NOT need changing (BUT would be a good addition as an optional setting) is that (on controller and consoles) they changed the inventory to not have a cursor controlled by the right stick and able to hover over things to view their stats and description, this was super easy and didn't require an immense amount of inputs especially with a ton of items but now you have to spam the left stick a million times to get to an item, ESPECIALLY an ability where you have to scroll through every. Single. Damn. Item. In a row an then go to the bottom and go to a specific skill and not only that, it also registers for ingame inputs meaning you'll lose all control over your character and often have to readjust and fight this shitty battle of trying to select something and go over every item in your inventory for just that specific one while not falling of the map or getting yourself in major danger. I hate it SOOOO much and it scales exponentially in pain the longer the run goes on. This COULD be a good change if it was a setting you could turn on and off but this was completely unnecessary and did not need to be completely reworked

meager sapphire
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!feedback

Unstable Transmitter's teleportation functionality uses the stages built-in "node" system to select a spot for the player to teleport too when it activates.

A possibility for providing safer teleports would be a "heat" system, which would measure the amount of monsters, (or some other variable such as combined health of monsters), inside a set radius around each node. The node with the lowest heat, or randomly selected amongst nodes with the lowest heat in a range, will be the node selected for the teleport. This should alleviate instances where the item results in a discombobulated player being dropped in front of, say, a lava worm that was roaming the far edges of a map.

cursive stump
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!feedback the new “inspect” qol system is neat, but id much appreciate being able to toggle it for items in my inventory vs interactables separately. i dont often need to know what a chest does, but i do need to check the percentages on an item

rugged minnow
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!feedback

Add the new sots success (in game), to steam achievement for have a real progression on steam account AND match all the other progress in the game who have all a dedicate success.

analog ice
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!feedback
(SotS spoilers)
||False should have an alternate secondary where he throws a lunar spike spear, that calls down lightning where it strikes, dealing more damage than lunar spikes but only starting with one. Perhaps growth could increase the number of lighting strikes or its damage? I think it should also be something the boss can use, as I feel like hes lacking in attacks compared to the other end game bosses. I may have already suggested this in an earlier feedback but I dont remember
In general, I also think false son should have something storm related in his base kit, since like storm is his whole shtick, kinda feels strange it isnt in the base.||

stray wyvern
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!feedback

if you ever add a teleporter boss to be part of the dlc (which if you do a content small update for it i think you should add a tp boss) please please for the love of god do some form of creamator for helminth

or as a secret boss. it doesnt matter. a big creamator in the lava of helminth sounds perfect for the stage (despite the magma worm appearances)

rough ferry
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!feedback

Make 3 new achievements;

1). Beat the game on Monsoon with all Artifacts active

2). Defeat all 3 bosses in 1 run on Monsoon

3). Defeat all 3 bosses in 1 run on Monsoon with all Artifacts active

I just did these and I’m sad now cause there’s no achievement :[

crisp steppe
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!feedback

Hey GearBox. I know its quite annoying to see the Community mad over the awsome DLC y'all made. I just wanted to Say RoR2 is awsome y'all are doing an Awsome job there and i love the 2 DLCs a lot i know it's kinda stressful fixing a lot of bugs to make everybody happy but they can't understand how much work y'all put fixing and adding content (Great content) to the game (No Offense) Thank you GearBox and whoever did the game. I love it. (I don't wanna be mean to anybody with this message)

finite shore
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!feedback

Possible Bolstering Lantern rework idea

I believe that the Bolstering Lantern can be reworked to fundamentally be a similar item but substantially more viable.

As it currently stands, the item has very infrequent uptime especially due to the nature of how this game works, which is about getting hit the least amount possible in the first place. Making okay use of this item is very dangerous and it also competes far too much with delicate watches, a far superior item overall.

Bolstering Lantern should be changed to give you an increase to damage that increases linearly according to health level. Instead of only activating at 100% below 50%, it should be something like 5% below 90%, 10% below 80%, etc with stacks making this increase slightly more powerful. The final numbers can be whatever but thats the fundamental idea. I believe this would maintain the idea behind the item while bringing it back into viability, and also not being too OP A_HuSobOK

eager dagger
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!feedback
luminous shot's condition leads its effect to consistently be underwhelming as youll never be able to reliably charge it for more impact that any other damage item
reverse its condition so your primary charges it and it boosts the next hit after using your secondary
add in whatever limits and stat changes needed if this makes too strong but right now it needs work

mild swan
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I REALLY dont like the twisted elites. Looping is not really fun anymore unless I already have a god run by stage 6 or 7

vital plume
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!feedback
this is a pretty small one for false son but doing his air slam should not make him bounce on impact, it just feels VERY cartoony and the animation just don't fit with how it behaves

brave pilot
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!feedback

So we made a whole document about the new items in sots, reviewed from a game design AND from a player perspective: fun, alternatives, why its good, why its bad, balance etc. It's a bit long but I tried to sum up all the ideas and possibilities we had with friends in 1 big item review: (in a shared google drive, I discussed it with moderator no direct files sorry)
https://drive.google.com/file/d/1ZJEJpiw9viD9I0Fd4DaEHoDr6HnjHqTf/view?usp=sharing

Thanks if you read it!
-btw this is still subjective even in the game design interpretations we don't own the truth-