!feedback
Noxious thorn feels really underwhelming and usually having moments where applying + 1 status effects is not really worth it (really, think how much +1 bleed or collapse will really do) for the conditions of A. Getting hit and B. Having a 25% chance of it happening???? Ignoring how silly it is to have soemthing chance based happen in relation to taking damage, the item feels bad. It feels bad to see, get and it even feels bad to scrap. I propose that in addition, and to keep the debuff theme, every stack of the item increases the duration of debuffs by half of a second or a second. This would make it an item that feels nice to get and can boost a build but can't necessarily carry an entire build on its own, all these things of what a good green should do. It'd also be a very nice printable item and reduce the bloat of printer items which are very important to the game AND enable more burst centric characters to take benefit of bleed for example
#ror2-feedback-and-ideas
1 messages · Page 5 of 1
!feedback
Make it so Scavenger bags will always spawn when a Scavenger dies, but each one after the first only gives like 2-3 items or something
Also make it so empty chests and Scavenger bags disappear after a while
!feedback
Scavs after the first drop one item sacrifice style
!feedback
Rework Noxious Thorn to be a chance to apply a debuff again.
Maybe it could do something extra for the debuffs that can't stack. (Maybe increased duration?)
Literally anything is better than what it currently is.
!feedback
A red item debuff equivalent of ICBM where it has a chance on hit to reapply debuffs and increasing their duration could be very intresting and fun (bonus point if it has a satisfying sound paired with seeing the number go up by twice at once 🥺)
!feedback people seem to agree more scav bags would be unbalanced. its good that theyre limited to one per stage. so… shouldnt sonorous whispers also have a limit of items per stage? i say it should. like maybe … the same amount of items as a scav bag
!feedback
Make all items in the DLC scale the same way it does on the first stack. (Ex. If the chance is 10% and it scales chance, continue scaling 10% per stack)
I really do not understand why the SotS items stack as horribly as they do when every other item in the game doesn't.
!feedback
Spoilers for the new dlc
||False Son's ranged attacks feel a bit too punishing on small targets, I think some kind of light homing like Mithrix has on his secondary or a light aim assist on the one shot laser R would be good. I feel he would benefit from something like that as it's his only way of consistently dealing with far away targets||
!feedback
Rework Unstable Transmitter.
I don't know what to do with this item. It's just bad. Really bad. It's practically a lunar item.
!feedback
Unstable Transmitter rework
Reworked into an equipment
Upon use, puts you into an immobile but immune to damage state for 0.5 seconds
Receiving a direct source of damage during this window allows you to teleport a short distance in the direction you input
(Think Mistraven Feather from Sekiro or Raptor of the Mists from Elden Ring)
!feedback
Viable rework for Unstable Transmitter:
it should have the exact same proc/stack stats as Old War Stealth kit in order to build synergies in the game.
once teleported, players should receive 3 seconds of complete immunity (like Dios), where any damage that would be taken in that time results in another teleport.
after that 3 second window, a debuf should be applied that disables any stacks of unstable transmitter.
returning to current max HP removes the debuf which re-enables unstable transmitter.
(CURRENT max HP is very important so that the item is not disabled on shaped glass users or anyone who hits the Soul shrines etc)
this solves a few problems by
a) making the item much more consistent by removing the hidden timer and giving a clear indicator via debuf that the item is disabled.
b) stops the item from killing players by granting 3 seconds of immunity and re-teleporting players out of danger
c) the re-teleporting also stops players from falling into death loops where they're teleported off the map over and over
!feedback
Unstable transmitter rework
-# hooray, another one
Now is a cooldown buff, meaning blast shower will reset it but growth nectar won’t be enabled by it.
Falling to 30% max hp causes all enemies in a 15m radius to teleport 15m (+10m per stack) farther away from you. 2 minute cooldown.
!feedback
Warped Echo to me is a solid idea on paper, but the implementation makes it more like a lunar item with an oversized downside. It could just be a good white item—hear me out:
-# echo suggestion number 10372902739
Idea 1: stacking increases the delay on the second half of the damage alongside adding another charge. In this way it can be reliable even as the sole defensive item a player has (provided you have a few stacks). This idea comes with shield synergy in mind, as enough stacks will increase the likelihood your blue health recharges before the other 50% comes in. Also can guarantee other damage reduction items like Opal, Fungus, Wungus, Safer Spaces, Eviscerate, etc are up/get to heal you some beforehand
Idea 2: Warped Echo requires the player to take a certain amount of damage before triggering. Stacks further split the damage instances and increase the delay slightly (delay increase has hyperbolic stacking like Tougher Times), but the stored damage can only be applied one after the other.
So with this echo, it triggers after taking maybe 25% of your health in damage. Say you have 5 stacks. You take 50% of that initial hit, and the other 50% is split into 5 hits of 20% of the damage, with each occurring like 4 seconds after the other. So it takes 20 seconds for a player to take the rest of that damage, and after that 20 seconds the Warped Echo enters its cooldown. This one leans into the anti-shield synergy and makes it a good effect to compensate. Planula, Rose Buckler, Armor Plates, Razorwire, Tougher Times, etc get immense benefit from this damage splitting
!idea
Knockback fin is pretty useless rn
But
What if when you knock an enemy into the air you deal more damage to the enemy until they hit the ground
This is cool
!feedback
Warped Echo should just outright be a Lunar.
my proposal is for it to BE a lunar item that:
Outright blocks 50% of non-status effect damage, then deals the full original damage back to you as an unblockable DOT at 10% of your (original max) health per second (rounded up to the next whole 10% of hp)
stacking the item halves the damage taken, but doubled the amount of damage applied in DOT.
so, lets say you're hit for 500 damage, and you have 1000HP
you would take 250 damage, and then 100 damage per second for 5 seconds totaling 500+250.
with 2 stacks, you'd take 125 damage initially, then 100 damage per second for 10 seconds totalling 1000+125 damage.
the key here is that the DOT is based off of your unmodified max HP, so things that reduce your max HP do not reduce the DOT.
stacking it.,you always take MORE total damage.
this will not block void fog, bleed, freezing damage, burning, or anything status based.
!feedback
What if noxious thorn triggered on hit instead of on taking damage? Could chain debuffs to 1(+1 per stack) enemies with a 10 (+10%) chance per stack, or something like that. Could also just be added to the current effect. Regardless it’s pretty much just reskinned razor wire but rng based now, which makes it really bad
!feedback
In the item spawn animation where they gain upwards momentum have the items also launch in the nearest direction of a surface accordingly. The new balwark stage is absolutely awesome but I've been stuck here for 30 minutes because every damn artifact key keeps falling into the void (this would also fix the new issue of chest loot falling off)
!feedback
take the gilded elites out of the early game director, in the same way celestitine and others are.
It is such a momentum killer in early game when a gilded golem or gilded elder lemurian spawns in; given money and spawns in the first loop are already scarce. More than the fact that its rather annoying when an gilded elder lemurian spawns in when saving for the legendary chest on abyssal depths, its simply so unfun to fight. You spend half the time just looking at the elder lemurian when their money siphon is on, and any aoe or lingering effects are just a hinderance in these fights.
Suggestion: only have money siphoned from you when you are in the bubble and make the bubble larger or have the money siphoned from you on hit from the elite.
!feedback
New Lunar Item:
Matryoshka Doll
Your item projectiles multiply(+1 per stack), but reduce item projectile effectiveness by 50%(-50% per stack).
!feedback
Chef Primary fire
Currently Chefs release/recall on his chef knife just feels terrible. It's slow, it's janky & It's frankly too complicated for a primary fire. After playing a 2 hour run my fingers cramp from spamming the trigger, which a similar problem with multi's rebar puncher was fixed when the captain was released.
I believe it would feel much better if it functioned more like the Sawmerang does, You shoot it it hovers for a second then it comes back to the player.
I also think you should be able to release more than 1 cleaver at a time, So that attack speed items actually benefit the Chef and holding fire could be used instead of spam clicking. He should also not be limited to just 3, I think 4 or 5 would be a better amount for this kind of mechanic.
!feedback luminous shot is nice, but the fact it just applies damage the same way as charged perforator down to the visual effect... makes it feel a little less polished than it could be. one of my fav new items though because it has fun potential on certain characters
!feedback
Unbounded Power (L)
gain 1 extra life (+1 per stack, consumed on use)
but your abilities all go on cooldown for 1 minute
!feedback
Since gameplay balance was discussed as the next thing to work on just wanted to suggest a simple rework to bolstering lantern.
Gain 10% damage when below full health. Damage buff doubles below 50%.
(could even come with a slight buff honestly. 20% is focus crystal damage which is a far easier condition so this could be 15% even 20% damage when below full doubled at half)
!feedback
Had an interesting idea to rework the Noxious Thorn:
15% (+5% per stack, +1% per stack of bleed on the enemy. Caps at 50%) on hit to distribute 15% of the hits damage to 3 (+2 per stack) within 25 meters, with a 50% chance to proc bleed. If the enemy is inflicted with a damage over time debuff, that debuff is applied instead
Actual numbers may varry, but the idea is that it spreads debuffs around groups very efficiently, and because of the additional chance to proc per bleed stack, you are incentivised to change targets and evenly distribute your other damage on other enemies
is that not just better uke?
!feedback
Rework for Warbonds:
Allows you to go into one small chests (+1 small chest per stack) worth of debt each stage, scaling with the cost of small chests that stage. Increases all gold gained by 5% (+3% per stack)
!feedback
Noxious Thorn rework idea (i’m late to the party)
Like literally everyone who knows what Noxious Thorn is said, Thorn does not do its job well. It has three requirements:
- Take damage
- Get it to trigger
- Be near an enemy for it to do anything
One and two is already bad enough, with its effect not being worth the said two requirements.
—————————————————————————————-
Reworked version
Applying bleed to an enemy has a 25% (+10% per stack) chance to add one additional stack to said enemy’s active debuffs. Plus an additional 10%, non stacking chance to bleed enemies on hit.
—————————————————————————————-
This change would make Noxious Thorn’s signature debuff increase effect a lot more consistent, with the player no longer needing to take damage. However, this is balanced (if not, let me know) by requiring items that apply bleed to enemies to be useful.
Please, let me know your opinions about this.
!feedback
Revert changes to Artificer's Primaries. Artificer's identity was that she was a cooldown character that did not scale with attack speed. By allowing the primary cooldown to reduce with attack speed, you have removed what made her unique and interesting.
!feedback
I've had time to think on Seeker, and I think we all have. What has been realized is that seeker is no joke. She is a powerful character! But... I feel like she still needs to be redone.
Currently, Seeker is in a limbo of simultaneously being "really broken" and "incredibly mid"
You take either of her secondary abilities and combine it with sojourn, and you get one of the most powerful skill combos in the game. Literal invincibility combined with tons of healing or infinite barrier to counter it... dealing LOADS of damage on top of that. Sojourn has infinite damage potential, and while its fun... its... it kinda feels like it just outshines the rest of her kits potential. You'd expect a survivors kit to entirely compliment itself, whether they're OP or really bad. I feel like, considering that she has a pretty unique passive / special, as well as a neat M1 with the 3 hit combo... its really a shame that they're outshined by her being able to just solely rely on one jack of all trades ability in her kit (sojourn).
Overall, I'd love to see a rework that keeps the spirit of using sojourn, as it is fun... while putting a bit more emphasis on comboing her abilities together. Right now, its like the equivalent of if mercenary could solely rely on his special for damage.
tl;dr seeker doesn't need a strict buff but also not a strict nerf. I think she needs more nuance and engagement in her playstyle. even void fiend is engaging
one half of her kit shouldn't be made redundant by sojourn + soul spiral / unseen hand just doing everything for her, at least to such a degree.
this could be done many ways, but ill spitball:
Perhaps her M1 could be buffed, but her other abilities could require high stacks of tranquility to be good? Like... soul spiral or unseen hand being really quite bad with no tranquility, for example. Maybe even a more interesting way to expend tranquility, instead of just keeping it till the end of the stage. Using it as a unique "fuel"
!feedback
false son boss rewors
МЕГА САТАНА
5000 + 600 (руки)
Атаки
Первая фаза
Выпускает огромное количество красных слёз изо рта.
Плюется широким потоком серы.
Призывает попарно четырёх Всадников Апокалипсиса (сначала Голод и Чуму, затем Войну и Смерть).
Призывает супер-версии семи Смертных Грехов в следующей последовательности:
Первая волна: Супер ЗавистьСупер Зависть.
Вторая волна: Супер ПохотьСупер Похоть и Супер ГневСупер Гнев.
Третья волна: Супер ЛеньСупер Лень, Супер ГордыняСупер Гордыня, Супер ЧревоугодиеСупер Чревоугодие и Супер АлчностьСупер Алчность.
Призывает поочерёдно двух тёмных ангелов, копии ГавриилГавриила и УриилУриила с увеличенным здоровьем:
Падший УриилПадший Уриил имеет 450 единиц здоровья.
Падший ГавриилПадший Гавриил имеет 750 единиц здоровья.
Стучит руками по полу, вызывая волны землетрясения.
Вторая фаза
С головы слезает кожа, оголяя череп Мега Сатаны. Чем больше урона он получит, тем более заметными будут трещины на нём.
Стреляет множеством серых слёз.
Стреляет множеством «костров».
!feedback
add reference to legendary seriya of videos named GPSPR by neonomi, this topivich guide helped thousands and millions of players (happily including even me) add some kind of item or symbol N somewhere that wood be wery cool
!feedback
Rooted Shower (V, E)
Activate to gain 1 stack of hostility with a 20 second duration, equipment goes on cooldown for 45 seconds.
Disposes of all "Blast Shower" (cant corrupt cause u just swap equipments)
Keyword meanings: "Hostility"
gain a 10% damage increase and a 25% damage reduction (can stack with enough fuel cells)
!feedback
The False Son fight is still grossly overtuned. Even on god runs, his laser melts you and you hardly have time to react. Not like hiding will do you any good, because his 3rd phase has the lightning striking everywhere, so you have to play immaculately just to beat him. And I'm not even on Eclipse, I'm just on Monsoon. He needs to be tuned down.
!feedback
the radar scanner should mark the teleporter for the rest of the stage if "enable indicator upon teleporter discovery" is checked
!feedback
Give Chef's Dice a 1 proc coefficient and remove the cooldown.
Why this ability functions the way it does with a .5 proc coefficient is baffling.
Chef Appreciation Post (and what can be improved)
Things I love:
- Cleavers feel versatile allowing for precision and spamming for high close range dps
- Love the animation/sound design for the roll. Feels like starting a race in mario kart, well done
- Crispifying larger enemies while you do donuts on them is just dumb fun. Using roll to cancel sear is great while using yes chef which needs the fireballs for range
- Glaze 10/10. Nuff said 👍🏽
- Yes chef enhances combo potential and skill expression; using it instantly refreshes your dash. A second dash enables safer drive-bys which pack a punch with the alt dice
Room for Improvement:
- Dice feels clunky because of reload time, not recall. It is the only consistent range chef has and it's hard to get the flying goblins off your back waiting on that last cleaver
- 1-2 second window after using sear where you cannot use abilities. Could cancel early with roll but if it's on cd then ya just gotta eat it. Pizza going out… COME ON!!!
- Alt sear is underwhelming (damage-wise, love the fireballs aesthetically). Glaze and fireballs deal similar dmg (at range) respective to cd; gameplay wise, not how it feels. Flying bosses in particular leave you tickling away with cleavers
- Feels like charging roll should give speed/distance. Empowered version is a downgrade because you cannot combo which would provide higher dps and activate chefs passive to secure healing
Suggestions:
- I don't care if chef can have three cleavers out, I like having precise control over one and wouldn't prefer less control over more, however, it takes too long to recharge
- Pls remove sear ability delay 🙂
- Fireballs don't supplement glaze dmg. Cd is high but if alt sear was instead 8-12 fireballs with adjusted damage, it would be reasonable
- Crazy one here: Chef spins around during alt roll, what if he could gain some liftoff to deal with small flying enemies or land on flying bosses?
ty gbx Chef is sick, keep doing good 🙂
!feedback - Twisted Elites
Instead of the, frankly most ridiculous and dumbest elite effect I’ve ever seen- instead have Twisted elites sap health from enemies in their bubble to gain a status proof overshield. This still makes them difficult as you can’t stack loads of damage on them like you could a regular enemies but now it doesn’t punish you from playing the game right.
!feedback
Give the player some sort of indication on Prime Meridian that their Halcyon Seed is going to function to their detriment instead of their benefit.
!feedback
okay, let's try this a third time
!feedback
Make False Son's laser function like a normal Stone Titan laser (Continually re-evaluate the lock on instead of only checking once), and make him unable to do other things during the laser. Ideally move slower too.
This is the primary thing making False Son bullshit. If this happens, he won't be bullshit anymore, just inoffensive.
!feedback
!feedback
Noxious thorn already is not a great item to pick up, and I believe it can be a good item to more utilize poison and blight while still keeping its identity to make DoT proc more / more effectively. It also synergizes with existing DoT effects and makes >10 stacks of some debuff items actually worth picking up.
Noxious Thorn:
10% (+10%) chance to apply poison on hit. DoT effects last 1 (+0.5) seconds longer.
[Void] Blighted Spine:
10% (+10%) chance to apply blight on hit. DoT effects deal 15% (+15%) more damage. DoT can be stacked multiple times in one hit if proc chance is greater than 100%.
!feedback
honestly ive not touched chef until today but like. chef is really close to a good character. i like how it feels to start a long roll and then use sear in the middle of it, becoming a rolling fireball of death. but... chef severely lacks solid ways to deal with aerial targets stage 4 and onwards. even with hopoo feathers or a headset, you still cant very easily deal damage with brass contraptions and such. anything flying and tanky will not die easy to cleaver and will be too dangerous to sear. i think, as fun as it actually does admittedly feel to use the cleaver kinda slowly the first few stages
...it falls off hard. and as one of his two ranged attacks, the other being on large cooldown, it really doesnt work also being on cooldown when you need to deal with flying enemies
!feedback
!feeback
Porcelain Rabbit [Lunar]
+ 100% luck (+100% per stack) stacks exponentially
- 1 (-1 per stack) luck```
!feedback
!feedback
Some more dialogue could be awesome. Mostly based around false son.
Giving FS boss some special text when the FS player get to the arena would be unique, considering they’re practically clones.
Mithrix could also have some special text both when FS player gets to the arena and/or when you get into his arena after killing FS (as mithrix would probably know that it was you who killed FS)
Here’s some ideas for when mithrix sees the player after they killed FS:
“Prove your strength again”
“Still unworthy”
“Crumble as I saw him did”
!idea make a wake to stay in either mode for void fiend from the start. I feel like a fair challenge to unlock either is "defeat voidling with no corrupted items" and "defeat voidling while being fully corrupted" that way the challenges are on brand for the character and give people a reason to fight the voidling since you can unlock voidfiend without ever fighting the boss.
!feedback
!feedback
Chef feels really underpowered. Sear its practically suicidal to use even in the mid game. His cleavers while satisfying are heavily limited by their range, charges, and 0.5 coefficient. Also Yes Chef 2 second animation lock makes it far too unintuitive to use, as you can't spur of the moment use it when needed. This is further compounded by its 15 second cooldown, which doesn't start until the empowered ability is used.
!feedback
!SeedSack
Rebirth rework
No longer an artifact. You still put an item in normally.
Shows up as a toggle underneath where you would choose the artifacts. Turning it on will use the rebirth item, and turning it off will not use the rebirth item.
If you already have an item in rebirth and put another one in, it will now go into a backlog.
Rebirth cannot be turned on if you have no item in the slot.
!feedback
New Survivor: Bloodborn
Stats:
Health: 160 (+48 per level)
Health regen: 3.75 (+0.5 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 0
Passive: Bloodburst. (On hit, have a 10% chance to inflict Bleed on both yourself and the enemy hit, also, while inflicted with Bleed, instead gain health equal to the amount of damage you would have taken)
Primary: Punch at nearby enemies for 200% damage. Every 3rd attack, instead spin for 300% damage.
Secondary: Apply 5 stacks of Bleed to yourself, then spit at an enemy dealing 50% damage and applying 3 stacks of Bleed to them.
Cooldown: 15 seconds
Utility: Ingest your own blood which sends you into a frenzy for 15 seconds. While in the frenzy, gain +100% Critical Chance, +25% Attack Speed and Movement Speed, and +10% Maximum Health.
Cooldown: 30 seconds
Special: Blow up parts of your body creating poisonous blood pools, take 5% health in damage and apply 3 stacks of Bleed to yourself. Blood pools last 20 seconds and deal 300% damage every 0.75 seconds.
Cooldown: 40 seconds
!feedback
release the unused commando skin in the files named Helot and fix the glitch of his leg disappearing once picking up goat hoof
#ror2-feedback-discussion message
!feedback
Increase the interactable credits of Titanic Plains and Distant Roost (make them have more chests in simpler terms)
As they stand right now, these two stages are by far the worst stage 1's in the game despite being the original ones. They have 220 director credits compared to the 280 (Verdant and Abodes) and 300 (Snowy Forest) credits of the other stage 1's. This makes them have MUCH less loot than the other ones and objectively worse than the others. It also doesn't help that these stages like to waste credits on less useful interactables (such as shrine of the woods in Roost's situation). As they stand, it feels terrible to get these stages instead of the other ones because it means you'll just have a worse start and run overall.
Ideally, these stages should at least have 280 credits like the other vanilla stage 1, Verdant Falls.
!feedback
War bonds buff
Item grants gold for 4 big chests on each stage
!idea when will risk of rain returns come to console or was it only pc only thing?
!feedback
Better War Bonds buff;
Make it a white item that constantly gives gold over time (piggy bank from RoRr)
!feedback
Repurposer
The Repurposer is an interactable that work similar to a printer, except instead of printing one specific item they print a random item of the Repurposer's category. (Damage, Utility, or Healing)
For example, a damage Repurposer turns items into items in the "Damage" category, and a healing Repurposer turns items into those from the "Healing" category.
!feedback
Nerf the damage of Children.
80 damage on stage one is a bit much.
!feedback
Allow players to see descriptions of the status effects above the health bar by hovering over them while holding tab.
!feedback
Antler Rework
+5% crit chance (+ 5% per stack). You have a chance when you are hit to "Critically Defend". Critically defending reduces the damage you take from an attack by 7% (+7% per stack, diminishing), and counts as a critical hit for item interactions. DOTs do not trigger item interactions (this is to prevent Harvester's Scythes from becoming a better Planula)
-
Makes antlers viable.
-
Adds another source of crit into the white item pool, allowing for crit synergy items to work despite the dilution of the item pool.
-
Adds another defense item besides Tougher Times that scales well.
!feedback
New Red Item: Spiky Fungus (Spungus)
After standing still for 1 second, create a zone that grants +2% (+2% per stack) damage per second to all allies within 5m (+2m per stack).
!feedback
Add Gilded Coast stage variants, similar to those of Bulwark's Ambry
Recently, Bulwark's Ambry had some stage variants added, which are all very pretty, but they're for a stage you will almost never go to once you have all artifacts. Gilded Coast was already a bit of a repetitive stage, but now it is way more common and one of the main ways to access the Path of the Colossus. Many times I don't wanna go to Gilded Coast even if the option is presented because I don't wanna do the same exact song and dance every time. Adding some stage variants for it would do wonders for it, and they are much more needed for it than Bulwark's Ambry.
!feedback
please remove woodshrines from the new stages, or preferably from the game entirely. they add nothing and exist only to take my stage credits. I dont need my alt-path items being taken up by useless healing zone when the items are already scarce enough as is. why would I want a stationary healing zone that takes my money when I could just get a single slug and have the exact same effect
!feedback
please add back the mercenary slam tech. I think it added an extremely unique side to the character that rewarded being careful with your spacing and knowing your status in terms of movement speed and attack speed, resulting in an extremely satisfying way to deal with threats in a way unique to him. I don't think I ever saw anybody complain about it and it made the game (at least in my and my friends' experience) a lot more fun. Please consider adding that and other "glitch" tech back to the game.
!feedback
war bonds rework
on your first 45 seconds (+45 seconds per stack) on stage, all purchases are free
!feedback
New Lunar Equipment: Perpetual Desolation
Cooldown: 120 seconds
Mark an enemy with "Lunar Curse", lasting 15 seconds.
Lunar Curse: Incoming damage reduced by 100%, outgoing damage increased by 100%. At the end of the debuff, create a large 150m radius explosion from the cursed target, dealing total damage of 200% of the damage received within the 15 second period, damaging the cursed target and all enemies within the explosion radius. Lunar Curse is immediately removed after dealing 200% of the cursed target's max health, triggering the explosion before the end of the 15 second period.
!feedback
Luminous Shot isn't that bad, but I think it should at the very least give you a charge for using any ability(that isnt M1) rather than only M2, and increase the damage it has initially to maybe 200-250% and improve stacking to be on par with how other damage greens stack.
!feedback
Secret character idea.
Playable method: bring atleast a single encrusted key to the void fields and start the encounter. Upon activating a void cell with the key it released a purple cloud that gets absorbed by the player that activated it transforming 1/7th of their hp purple. They will only take damage to their hp up to that point within thr void fields. When this event is activated the mobs that's spawn no longer despawn when a cell is cleared and void enemies can spawn. When all cells are cleared all enemies are dispatched as normal.
Name: Harbinger
Lore: Created in Secret by the voidling to being the void to all the worlds, Harbinger takes peices of all the voidlings creations with the sleek slim of the commando that was lost. They was locked away within the fields due to the independence and rebellious nature it showed towards its creator, now freed from its gaseous state now roams free to bring the void to all systems.
Primary attack: Tentacle strike
Ability: whips out your arm tentacle and strikes a target for 120% damage at a 1.0 proc Co. Each strike has a negative knock back meaning they are slowly pulled towards the player rather than away.
Secondary attack: void bomb
Cooldown 7 seconds
Ability: Lob a purple orb that tails gas behind it, upon impact deals 300% damage at a 1.0 proc Co, and leaves behind a void gas for 5 seconds dealing 0.5% max hp per second at a 0 proc Co.
Utility: Void Shift
Cooldown 10 seconds, starts after the shift is complete. (6 sec period)
Ability: shift into the void plane for 6 seconds becoming intangible and increasing your move speed by 45% for the duration. You can still attack in this state. Heals 0.5% of max HP per in game tick.
Special: Infestation
Cooldown 16 seconds
Ability: launches a friendly void infestor out and can turn any creature friendly for the rest of the stage, or until eliminated.
Hidden ability: corrupts all void type items and all future items into their void variant upon pick up.
!feedback
On top of the base effect (which i believe needs a visual or sound for when it works)
Slight nerf:
-Chance doll has lower base activation chance
Slight addition to chance doll:
-Decreases shrine of chance price scaling
OR
-Increases chance of success upon failing a shrine of chance
!feedback
Warped Echo is a cool idea but it suffers from lacking any synergy. The echoed hit ignores items like Repulsion Armour Plate and Planula, which'd pair extremely well with it, but it also still puts you in "danger" when hit, making items like Oddly-Shaped Opal and Cautious Slug take longer to re-activate
Making Echo combo with when-hit items (RAP/Planula/Razorwire) while not putting the player in danger (Opal/Slug) would make it feel a lot more effective as a protective item
!feedback - Alongside this, Verdant Falls should also have their interactable credits cost lowered. The fact it share the same credits as Shattered Abodes is frankly ludicrous & makes it miles ahead the best Tier 1 Stage
Shattered Abodes is a massive map so it’s understandable for it to have a high credit count, but in comparison Verdant Falls is a much smaller map. Even with it’s vertically providing it alot of surface area, I doubt it even reaches half the size of Shattered Abodes.
Imo, reducing it to atleast 250 credits would be ideal. Even with it’s overall size, Verdant Falls still take time to navigate around due to it’s vertical design.
!feedback
Could we please get an option to have Chef's autos return automatically after reaching max distance? I'm not saying force everyone to use it, they just feel very awkward later and makes it hard to deal with fliers as him. I like the rest of his kit, maybe extend the range of his fire a tiny bit.
!feedback
Chronic Expansion balance feedback
- Current stats
- Every 5 enemies killed, player receives a stackable buff that gives +10% damage (+5% per item stack) per stack of buff, and buff stacks remain while "in combat" (dealing damage) but are lost after a few seconds
- Proposed stats
- Every 5 enemies killed, player receivers a stackable buff, with a maximum of 5 stacks (+5 per item stack), that gives +10% damage to the player per buff stack, and buff stacks remain while "in combat" (dealing damage) but are lost after a few seconds
Chronic Expansion is a good item, but admittedly it's a little too good due to how it stacks. If you space it out properly you could theoretically keep your CE stacks throughout an entire stage, constantly gaining more and more damage due to its buff being infinite, and it's made even more absurd when it's paired with Forgive Me Please, especially with multiple item stacks
The idea here is to limit the theoretically infinite power of the item, while still making stacking it very effective, and also still pairing well with Forgive Me Please
!feedback
DLC Items are not very good and quite a few of them actually make your character worse, we can all agree on that
I think the devs should look at things like this mod https://thunderstore.io/package/Wolfo/StormItemBuffs/ that rework/buff all of the items in the DLC to make them actually worth picking up. The main problem is that the items that we got they are either too inconsistent or they just don't have any useful effects (looking at you Warped Echos). I think this mod creator had some really good ideas for fixing the worst of the items.
The mod creator touched almost every item of the DLC (they def needed the love) and did so in a way that still captures the essence of the original item.
Here are some of my favorite reworks
Bolstering Lantern
Now activates at 80% health.
Now grants 5% (+5% per stack) damage and 20% (+20% per stack) speed.
Antler Shield
Always reflects damage.
Reflect damage increased to 100% (+100% per stack).
Reflect damage limited to 1000% (+1000% per stack) of your damage.
Now gives 6 (+6 per stack) Armor.
Warped Echo
Echoed damage now triggers Repulsion Armor.
Echoed damage now triggers Planula.
Echoed damage no longer puts you into danger.
-This means it no longer messes up Shield, Opal and Slug
Echoed damage no longer applies Eclipse 8 Curse. (it normally applies curse twice)
Now shows a debuff when Echoed damage is incoming. (this is in vanilla just hidden)
Fixed Echoed damage not being Non-Lethal when original hit triggered OSP. (Yes this is a bug, they just messed it up)
War Bonds
Now grants 120 (+80 gold) on stage start. (no longer scales with level)
Now grants upwards of a 30% attack speed boost and 40% speed boost based on money you have. Capping at 400 (+200 per loop) gold. (Scales with Time)
!feedback
As Artificer's number one fan, I really appreciate the changes made to Arti in the Seekers of the Storm update. The change to attack speed affecting her primaries is a great buff, and making her hover toggleable is a wonderful accessibility feature.
However, while the hover toggle is great for accessibility, it really messes with my muscle memory using the passive - and reduces the amount of precision control I have over it that I used to appreciate. I think the best possible solution would be to add a new skill slot for her passive, with two different versions of hover - one that is activated by toggle, and one that can be held down like pre-SotS. While it's a setting already, the setting is hidden in the menus; a skill selection is comparatively much more intuitive, imo
!feedback
Void Fiend currently doesn't have descriptions for the abilities in the corrupted state when hovering over them while pressing tab, instead using the same ones used for the normal abilities. Adding descriptions to the corrupted abilities would help make the descriptions less misleading.
The corrupted abilities should also be viewable by clicking Void Fiends misc ability to toggle them
!feedback
Chef feels underpowered and not that good to play So here's what i think should happen to him
1.) Remove the limited cleavers and make them unlimited since its automatically balanced out from melee
2.) Make sear have a wider and longer range where its not too far but effective
3.) Change the "yes chef" special ability from empowering 1 ability To empowering all of them all of them for 15 seconds
4.) Make the wheel maneuver charge a tad bit faster so you aren't staying still for too long if you want to use it for damage
5.) As an add on to sear let it be able to look up and down so you can sear airborne enemies
I hope these can help reshape chef as i want him to be likeable and well balanced out
!feedback for consistency sake...
A) make halcyon shrines put green orbs at the teleporter, rather than spawning a green portal (but maybe it can still work after teleporter?)
B) make altars of gold spawn gold portals immediately when purchased
i think being able to get orbs that arent blue orbs after tp is pretty nice. it makes for less planning, but i think considering they cost money, which is finite when TP is done... its still pretty fair. I just don't see a reason for altars of gold and halcyon shrines to act super differently, other than one bringing you to POTC directly oftentimes
I think it makes the DLC feel... well, as gimmicky as a DLC. which isnt to say SOTV wasnt gimmicky with void seeds, but still.
Can we please get actual cross platform multiplayer? I feel like there would be a bigger player base if that happened ○_o
!feedback
!feedback
!feedback
Rework Chronic Expansion to be more damage the longer you're in combat (The state where Red Whip isn't active).
Chronic Expansion as it stands is a win more item or another FMP item. Neither of these are globally useful, which is what white items are supposed to be.
!feedback
Give False Son (Boss) adaptive armor.
No clue why this final boss doesn't have it when the other two do.
!feedback
okay so ill just say the one i imagine people would like more
vote if you’d like if altars of gold spawned portals next to them rather than putting gold orbs at the teleporter
!feedback
what about a sonic boom type ability for captain as an alt-secondary that allows himself to have SOME kind of mobility at the cost of stunning enemies?
!feedback
(Updated after thinking about it a little further and realising my proposed stats make it pretty worthless, also rewording my explanation a bit to maybe explain my thoughts better)
Chronic Expansion balance feedback
- Current stats
- Every 5 enemies killed, player receives a stackable buff that gives +10% damage (+5% per item stack) per stack of buff, and buff stacks remain while "in combat" (dealing damage) but are lost after a few seconds
- Proposed stats
- Every 5 enemies killed, player receives a stackable buff, with a maximum of 5 stacks (+5 per item stack), that gives +25% damage to the player per buff stack, and buff stacks remain while "in combat" (dealing damage) but are lost after a few seconds
Currently CE is good on its own, but it becomes a problem when you consider that the buff infinitely scales. While this realistically doesn't happen through normal combat (unless you purposefully delay kills to keep it rolling), pairing it with Forgive Me Please results in extremely quick damage scaling, made even stronger when you consider that stacking the item gives more damage per buff stack
I like the interaction with FMP, but I think it's way too powerful for how simple it is to achieve. I wanna cap the buff stacks to prevent this interaction from being so powerful, but make the damage per stack higher so that the item is still effective on its own without FMP, while making the main stacking of the item increase the buff stack cap instead to keep it powerful later on when you're closer to run-break territory
!feedback
prayer beads has no noticeable effect unless you are looking at your health bar or damage numbers after scrapping I think the item could feel better if after removal it showed the stat ups for a short period of time like +400 health +2 regen +30 damage
it also could show your % stat increase on the buff icon instead of amount of level ups
!feedback
Wolfo posted this (and also made this since he's super talented) and I immediately thought about how absurdly nice this would be, it'd make sense and be noticeable to the player and i would genuinely really love seeing this ingame
!feedback
Rose Buckler has an indicator/is a proper buff with an icon above the health bar, showing it's activated on a part of the game people pay more attention to (their health) and synergize with the newly added Growth Nectar
why do my messages never get the reactions??
ty
!feedback
idea: get rid of Twisted Elites
!feeback
another twisted elites suggestion would you look at that how original
!feedback
Remove adaptive armor from mithrix and voidling.
It disproportionately hurts half the cast more than the other, doesn’t make sense for boss fights with multiple phases, and barely does its intended job correctly.
!feedback
nice typo
!feedback
Previously I recommended woodshrine be removed entierly, but I've done some brainstorming and would like to recommended a change.
One woodshrine spawns per stage (This could be a fixed position like newt alters to fix the stage credit stealing problem as well). On purchase, a little tree sprouts out of the center of the teleporter. the healing area is placed at the center of the teleporter when it is started. This removes the woodshrines biggest problem in that it's stationary and often isn't spawned in a helpful location. You can still upgrade it multiple times and it largely functions exactly the same, but it no longer steals credits and removes its biggest downside being that it almost never spawns anywhere helpful
!feedback
This is a suggestion for a red item, I assume it's on the too broken end of the spectrum but it's better than War Bonds 
Leeching Berries
Heals for 10% (+5% per stack) Damage dealt to an enemy
Logbook entry:
DO YOU SEE THIS FRUIT LITTLE ONE?
IT IS A GIFT TO OUR HERO, IT WILL GIVE HIM STRENGTH ON HIS TRAVELS
NO YOU CANNOT TASTE IT, YOU HAVE NO MOUTH AND CANNOT EAT
THIS IS THE PRODUCT OF OUR GARDEN, MEANT FOR OUR FRIENDS,
I HOPE THAT WE CAN SEE HIS REACTION TOGETHER SOME DAY
HOW DO WE GROW THEM? WELL LITTLE ONE DO YOU SEE THESE SEEDS?
THESE ARE FOUND ALL OVER THE PLACE IN THE SMALL BLUE BOXES!!!
WE PLANT THEM BENEATH THE SOIL LIKE THE REST OF OUR GARDEN AND THEY GROW BERRIES.
FOR NOW WE MUST RETURN TO OUR GARDEN LITTLE ONE, AND GROW ENOUGH FRUIT TO FEED OUR HERO FOR A LIFETIME!
Works similarly enough to the Super Massive Leech but the effect is constant and stackable, I remembered the concept of the Smeech yesterday on an Engi run and thought it would make a great red item if balanced correctly, if this makes the cut I would love small berries that match the color of the item model to be added to the trees on Scorched Acres
!feedback
give the new DLC characters skins for defeating False Son, I mean the old DLC characters got ones but the new ones didn't?
!feedback make antler shield similar to fire shield from ror1
How about... after being hit for 25% of your maximum health in one hit, deal base 200% damage to the attacker. with a cooldown
!feedback
Bolstering Lantern rework idea
- Current stats
- Receive 50% (+50% per stack) damage when below 50% health
- Proposed stats
- Every 15 seconds, spawn a lantern (lasts 5 seconds) near the player that has a 20m radius aura. When you or allies are inside this aura, increase damage dealt by +25% (+25% per stack)
Bolstering Lantern is a very bad item right now, as the way you activate it is through being low on health, which is not only something you can't really control (save for a few survivors), but also something you want to avoid
The proposed rework here is to turn it into something akin to Warbanner in functionality (I think banner-like items are cool) that's simple enough to be a white item, with giving the player a pretty good damage increase, but to balance it out has to stay in a relatively small area, which I think could have a fairly interesting gameplay impact
Numbers may need to be swapped around admittedly, I'm no balance expert, I could see it being +12.5% damage per stack instead of 25% if the scaling is too powerful for a white item, but I think the overall idea is much more interesting and impactful than the current iteration of Bolstering Lantern
!feedback
Unstable Transmitter as it is, is.. well, I appreciate the idea of a random teleport! But it really doesn't work with an uncontrollable activation method. So... lets make it a Funky adaptation of panic mines from ROR1!
- When at low health, drop a device that teleports and explodes for 200% damage (+100% per stack) randomly 3 times (+1 teleport & explosion per stack) over the course of 3 seconds (+1 second per stack)
(as in, it teleports once per second, and leaves behind an explosion when it teleports. could re-use stickybomb SFX? voidsent flame VFX?)
the idea of a bomb that rapidly teleports around you randomly, hurting enemies in the process, is interesting to me. I'd bother picking it up, and maybe even building around it
(keep the cooldown on activation)
!feedback
Rework Bolstering Lantern to give you a damage buff for a time after being hit. Maybe other stats if you're inclined.
Health requirements don't work in a game where you have almost no control over how much you heal.
!feedback
Alternatively rework Bolstering Lantern into an equipment that places a permanent (At least until used again) warbanner like object that gives you a substantial damage buff for standing inside its range.
No matter what you do this item isn't going to be great without a total rework.
!feedback make war bonds not a net negative in gold if you get it from stage 4 red chest and don't loop that would be awesome I think
!feedback
Give Scrap Launcher the same cooldown reduction from attack speed as Artificer's primaries.
Both of these skills are really similar in function, and this would make scrap launcher so much more fun and engaging to use. I don't see any reason why not
!feedback
Unstable Transmitter change
It’s garbage, not worth holding except to scrap it later
So instead, let’s make it work similar to Loader’s Secondary from RoRr
Upon taking at least 15% health in damage in 1 hit, consume this item. When consumed, become immune to damage for 5 seconds. Consumption cooldown of 30 seconds
!feedback
Can we take bolstering lantern out of the utility class of items? No reason it’s in there, it only serves to provide damage.
!feedback
Remove twisted elites. They are unsalvageable
!feedback
Make the unstable transmitter an equipment. That way I'll at least use it because it's goofy. Give it a low cool down since you can't control the teleport and that'll give it more synergy with bottled chaos while also adding more chaos to the bottle pool in general
!feedback
Add a corrupted of gasoline that changes it damage to poison/blight puddles and then a corrupted variant of ignition tank which boosts poison/blight damage.
!feedback make chef primary not require recalling, make it scale with attack speed this way.
!feedback
Red
Gemini Cricket
All projectile based skills fire 1 (+1 per stack) additional projectile, but only in December.
!feedback
new artifact
artifact of attraction
all of items is auto pickup... but even those you don't want to pick up
!feedback
New Red Item: Zodiac Tablet
Has different effects based on the month:
*** January-March ***: All projectile-based skills and items deal 100% (+100% per stack) more damage
*** April-June ***: All projectile-based skills and items have 10% (+10% per stack) shorter cooldowns
*** July-September ***: All projectile-based skills and items have a 10% (+10% per stack) chance to apply a random debuff to enemies on hit
*** October-December ***: All projectile-based skills and items fire 1 (+1 per stack) additional projectile
!feedback
MUL-T's Scrap Launcher primary should scale with attack speed just like CHEF's Dice and Artificer's Flame & Plasma Bolts for parity and also due to Scrap Launcher being underpowered and outclassed by MUL-T's other primary options
-
Adding a controller disconnect screen for singleplayer that would pause it. Or just puts you on menu.
-
Saving single player runs for later (binding of Isaac style)
-
Confirmation screen for leaving a run. It’s way too easy to leave the character select menu by accident.
-
Nerf halcyoniye. It should NOT be bypassing my one shot protection and it should not be flinging me to mithrix.
!feedback
!feedback
Make bottled chaos prefer to use equipments of a similar type, by internally splitting them into categories of offense/defense/misc. So, using sawmerang would rarely activate eccentric vase or woodsprite, but often activate disposable missile launcher. i say still keep a chance to just use any type of equipment though, because funny volcanic egg jumpscare. just a bit more consistency to the randomness
!feedback
Longstanding Solitude Rework:
Instead of giving items based on the player level longstanding solitude gives items based on the level of gold a player has (does not take gold). The level of gold needed for rewards scales exponentially to prevent exploits.
Chests are also now locked (like during the tp event) when a player carrying the item comes close to them) instead of globally increasing their cost.
This would:
-Interact well with the new elites and gold-giving items
-Intuitively solve the softlocks since players still receive gold.
-Provide a harsher downside IF all interactables are locked (including printers and shrines)
-Only affect the player carrying the item during multiplayer
!feedback
Make Long-standing Solitude instead disconnect everyone except the host if you pick it up in multiplayer
For real tho, it needs to be changed somehow, cause it’s garbage
Instead, how about;
+100% (+100% per stack) gold per kill, but you start losing gold if you don’t kill anything within 60 seconds (decreases and scales with difficulty)
!feedback
Make Aurelionite drop a blessing containing the max amount of items to choose from, but remove the 4 guarranteed chests from gilded coast. Would just be more fitting
(also maybe move the items and portals a bit farther apart from each other?? right now theres like... halcyon seeds, green portal, gold portal... all spawning so close to each other...)
!feedback
With the new DLC came not a single movement speed item. This makes getting movement speed harder than ever. I propose a new idea.
Add a new item/rework one of the existing DLC items to provide movement speed, based on total HP. Either that, or percentage of HP remaining.
!feedback
(consistency)
Bolstering Lantern and Fuel Array should add a notch at 50% on the health bar the same way Delicate Watch and Power Elixir add a notch at 25% on the bar. Genesis Loop and Unstable Transmitter should add the notch at 25%.
!feedback
Make false sun (boss) unable to move during his laser, it is absurdly stupid that he can just run around the pillars, concidering they are the only way you can dodge the laser, and the laser is 20 minutes long, and even getting hit by it for 1 second WILL kill you, make it so that he cant run during it, i dont care if it doesnt make sense that the character runs but he cant, just make him unable to move during the laser (the boss i mean) or entirely remove his ability to laser ATLEAST during the last phase, PLEASE
!feedback
Ok actually serious take on this
Lunar
Gemini Cricket
All projectile based skills fire 1 (+1 per stack) additional projectile
BUT
Projectile damage is divided equally between each projectile.
(Proc coef is unaffected)
!feedback
Earning a better item with chance doll could have a different message like "you offer to the shrine and are graciously rewarded" or something like that. It'd be cute 🙂
I have no ideas but sadly this is already a thing on Xbox already kinda where if u walk over it on accident it auto pick ups
!feedback
make a risk of rain comic series trust
!feedback
Change Knockback Fin to Land-Shark Fin
Land-Shark Fin:
Gain movement speed the lower your health gets
Idk stats, just whatever makes it balanced
It’d be much better than what it is now, it’s only useful as scrap material
!feedback
Ability to turn auto item pickup off it's annoying when I accidentally pick up an item when I want to recycle it
Give Lazer burst the ability to pierce it says pierce in the description
Knockback fin rework: chance to knocks enemies backwards and then they take velocity damage if they collide with a wall or another enemy more stacks increase how fast they get knocked back
Five buffs for growth nectar is too many imo i think three buffs would be more fair since it's very hard to consistently keep it up especially in early game
Noxious thorn rework: make it like the toxin from rorr instead of weaken do bleed or poison, theres no poison items in the game so thorn could be a first
Warbonds definitely needs a buff
someone said Unstable Transmitter should be a equipment and I agree
Buff for Luminous shot: Luminous shot procs off of your secondary, utility, and special and overcharge (bonus damage) your next ability whatever that may be
Runic lens is very inconsistent I think it should be like bands where you need to do a certain percentage of damage and then it goes on cool down and make the proc effect for it more apparent I never notice this thing procing
Maybe give antler shield damage resistances and make it 100% chance or increase the chance to proc
bolstering lantern buff: when you take damage you get stacks and the amount of stacks of lantern you have will determine how much damage your next attack does
Please nerf the new elite types I like guilded I think they're tankiness fits them but they do too much damage. Reduce the size of the bubble for twisted elites and reduce damage on the reflect
child, scorch wurms, and halcionite feel like they do way more damage than other enemies I don't mind halcionites since they're like mini bosses but scorch wurms do too much damage and are unnecessarily tanky. I the children are okay I would like to see their damage nerfed but since they also did lots of damage in rorr and ror1 it makes sense
!feedback
When Knockback Fin procs on an already-airborne enemy, the enemy should be knocked down, potentially causing physics damage for lighter enemies. Possibly lower the cooldown of applying knockback to compensate for the change.
!feedback
Make Void Locus portal guaranteed on every stage 5
!feedback
Turn Shattered Abodes into the first stage of the Path of the Colossus, consequently making Prime Meridian a stage 5
This is kind of a drastic change in structure but bare with me. As it stands, you go to the False Son on stage 4, two stages earlier than Mithrix. It helps that he is much squishier, but he still requires some more luck than in a normal run to have a fair chance. Adding another stage worth of items before fighting him would be a good solution to this.
Shattered Abodes also fits perfectly into the path, since it is the birthplace of the False Son. Starting and ending the Path with the False Son would be quite appropriate. I was quite surprised to see it not be a part of the path when the DLC released.
What surprises me even more is that it seems that was initially the idea, since Shattered Abodes and Disturbed Impact both reference the other stages of the Path (see below). I'm not really sure why this was not implemented because it only weakens the alt path.
Has any of these actually been added to the game?
!feedback
Add Robomando as unlockable character to ROR2 and give him more than one unlockable skill. At least add it as an option in the Discord roles channel. Thanks.
!feedback
Have the in game name (the one that shows in the scoreboard/on pings) be either changeable, or default to always taking the steam name when steam-epic crossplay is enabled (instead of it always taking the epic games name). Pretty simple, but could "fix" some stuff (my epic games name contains non english characters, which show up as "?" in game). It could be changed somewhere in settings, and would probably require a restart
Maybe on stage five there couls be a void shrine similar to halcyionite (would not steal money) , upon killing a void giant crab you get a void potencial and a locus portal
!feedback
!feedback
Knockback fin
- 10% chance (+5% per stack) to knock enemies into the air
- Airborne enemies (including naturally flying ones like Wisps, Vultures and Blind pest) take 20% (+20% per stack) more damage
!feedback
Meditate feels way too unusable in multiplayer. Despite it having several uses like dealing damage or healing, whenever I play Seeker on multiplayer I am always compelled to never use it, in case I need to revive someone with the 7th Tranquility stack. It would feel a lot better if you could revive the latest killed player in exchange for all 7 Tranquility stacks, with every revive used increasing the base cooldown. As I have felt, the weird "yellow lotus" elixer-like buff is a bit too weird to play around. This way time is still a factor in heavy runs if you need to keep reviving people, while still actively being able to use the skill to deal damage and heal (while also still having a cap).
!feedback
The amount of time spent charging false son's laser should change the duration it is active more than the damage. There is almost no reason not to charge it currently
!feedback
Ideas about a potential Twisted Elite rework/adjustment.
-
Stick to the reflect damage design, but give the player more agency by allowing them to dodge the reflected damage. Instead of unavoidable percent health damage, any enemy hit within the Twisted Elite circle shoots a projectile towards the player that deals percent health damage. The projectile's speed and accuracy can be adjusted so that it is not impossible to dodge, but quite deadly when you don't pay attention or don't have enough movement speed. Basically, hitting enemies within the Twisted Elite's circle triggers a bullet hell session, and can be avoided with good movement. The problem of this rework is apparent: what kills the player might not be the projectiles but their dying GPUs crashing the game. Late game proc chains hits incredibly fast, and already lag the game. Now imagine more particle effects spawning on every hit...yeah.
-
We want Twisted Elites to maintain some sort of retaliation mechanic against the player, but don't want the balance/optimization nightmare. Ok, how about the retaliation of hitting enemies within the circle comes from the Twisted Elites themselves? Enemies within the circle taking damage allows the Twisted Elite to charge up a hit-scan lightning strike that silence the player hit for a few seconds. A Twisted Elite can only attack this way if enemies within its circle take damage enough times, and the attack has a global cool down. If enemies within the blue circle take damage frequently enough beyond a threshold, the lightning attack is overcharged and deals more damage.
I do like the base idea of Twisted Elites, an enemy type that forces you to respect it and tread carefully even when you have a god run. But, I think the actual execution of that idea in the current game is bad and frustrating for the player.
!feedback
Seekers of the Storm
New 'Gilded' rarity: Providence's alternative to Lunars. Most could convert Lunars, a few could be exclusive.
elaboration:
||Color: Beige-ish. The color of the outline is already used in the menu, see attached.
Obtaining: Aurelionite Fragments already guarantee an SotS item or two, so how about this new rarity instead of those guaranteed items. See attached. Possible chance for cleansing pools to drop a gilded item instead of or in addition to a Pearl.
Certain existing (SotS) items could be reworked into being Gilded, there doesn't need to be a list of entirely new items.||
examples of possible new items and item reworks:
||Ambrosia: Shield is converted into barrier regeneration. Increases max hp. Gilds all Transcendences.||
||Altruism: Nearby allies are buffed. User is buffed based on helped allies. Every 60 seconds, transforms 1 stack of itself to a random common(60%), uncommon(35%), or legendary(5%). Gilds all Egocentrisms. (Note: percentages are the same as Aurelionite Fragments.)||
||Crassus: Held gold increases damage and armor. Dealing damage consumes 1 gold per 100 damage. Taking damage grants gold. Gilds all Brittle Crowns.||
||Prayer Beads could be reworked into a gilded Beads of Fealty. ||
||War Bonds could be reworked into a gilded Longstanding Solitude.||
||Chance Doll could be reworked into a generic gilded item. Would likely want buff to compensate for rarity increase.||
||Pearls and Irradiant Pearls should be of the Gilded rarity (making them the only Gilded items to be obtainable outside the DLC)||
why i spoilered: prevent overwhelming wall of text
i fear they ate with all of the skins except Bandit, pls give him a hood he looks bald
!feedback
False son's "step of the brothers" (dash) should be able to be used when charging the slam attack, I think it would be a fun way to diversify the playstyle of the slam, but its already really good without it
!feedback
would be cool if arti's ion surge when sprinting sent you way more foward and way less up
when you stand still when using it or at non-sprint it does the same as current
!feedback
Let vulcanic egg scale with movement speed, at all, to any extend. This would obviously just be nice and also let the player get further value from the mechanic of reseting it's duration when hitting an enemy and chain it better if they have speed items
!feedback
Not sure if this exactly qualifies as feedback (moreso an idea) and I'm sorry if it doesnt but
Please don't nerf survivor False Son into oblivion in the balance patch. He is ridiculously strong and he is in need of a couple nerfs. But there's a difference between nerfing him into a nofun state and nerfing him into the balanced but still fun state
!feedback
add the ability to select a creature for the first stage with the artifact of kin
!feedback
Change Bolstering Lantern's condition to be full health instead of below a threshold.
Is it boring? Yes. Is it uninspired? Perhaps. Is it powercreep? Probably. Does any of this matter? No, it feels good to play with. This design also fits a lot better with the rest of the game's item design. Feel free to reduce the damage if you deem it necessary. Having played with it, I don't think it's necessary.
Based on Nuxlar's SotS Item Rework mod.
!feedback
Add Grovetender as a boss in Sundered Grove(or swap other boss for him). I think they fit the stage very well and it will be more fun than fighting vagrant or stone titan for the third time in run(there is also Grove in his name
)
!feedback
On death false son drops a lunar item, if you have Halcyon seed then False son will drop 3 pearls (25% chance to be irradiant)
!feedback
Allow Artificer to freeze False Son, since she already can freeze Mithrix.
!feedback
make verdant falls less saurated/less brighter
!feedback
Many of the new survivors only have 1 changeable ability (or none with the void fiend). All original characters have at least 3. Add some interchangeable abilities to DLC survivors (excluding Railgunner) for more customization of survivors. Ideas for abilities include:
Void Fiend:
Misc: At full corruption increase the effectiveness of corrupted items
Utility: Teleport distance equal to the amount of corruption
Special: Vents corruption for Damage
Seeker:
Misc: Base Stats are increased for each stack of tranquility
Primary: Split the two that are currently there into piercing or exploding
False Son:
Primary: Damage increases equal to health and holding secondary summons a pillar that stuns (unaffected by attack speed)
Utility: Teleport behind target enemy within range (inspired by the boss fight doing this to me repeatedly)
Chef:
Primary: swing a large cleaver in front of you (melee) [call it CHOP]
Secondary: Release a giant fireball all at once. [Flambe?]
Utility: Uses a large burst of fire to launch Chef backwards (like Rex)
!feedback
Could we get the Mastery and skill unlock steam achievements for the Seekers of the Storm characters? The SotV characters got their Mastery and skill achievements added, so I'm left wondering why only the survivor unlock and boss kill achievements were added in SotS.
!feedback yall think scrap launcher should be affected by ICBM? the attack speed thing (reducing cooldown based on attack speed like artificer's M1) has already been discussed, but ICBM could be a really fun synergy to help buff scrap launcher further. i say if engineer can have synergy with one of his base moves (and lets be honest, people use thermal harpoons way more than his primary), then so can mul-t. what do yall think?
!feedback Make Longstanding Solitude still grant free purchases when you reach maximum level (but basically repeating lvl 99 exp requirement), to prevent softlocks in the Gilded Coast, as well as still allowing value to be used in endgame.
!feedback
The way the lighting works in prime meridian is that if you're in it's aoe while in any Y coordinate it still hits you, this doesn't make any sense when you're below a piece of ground for example floating under it as arti and just keep getting hit over and over to lightning you can't see, so what in saying is, don't make it hit the player if they're below the ground it hits
!feedback
Can we get mod support for console? There are some WILD survivor mods out there.
!feedback
Make the celestial teleporter always spawn a portal to zone 1.
!feedback
make cleansing pools more common and give it more maps to spawn on
!feedback
I think shrines of order can stay as a meme/joke shrine more then anything viable but it is so bad knowing that it costs 30 credits when realistically you will never benefit from it and it would be so so much more reasonable if it was 1 credit, barrels and equipment barrels cost 1 altar of gold even costs 1! A large chest of any type costs 30 credits, something that has a 25% chance of giving you a red and will nearly always be valuable, whenever I see a shrine of order I can't help but sigh and feel bad, and the fact that it's only on rallypoint delta alongside with the TC drone that costs 40 making it the least desirable stage 3 in the game that people ACTIVELY avoid by dreaming in the bizarre, recently I've been getting RPD's with 2 TC's and a shrine of order which is equivalent of two legendary chests or nearly 3 and a half big chests all those possible items, just gone!
!feedback
Make the false son (survivor) throw every spike except for the first 4 in a spread shot when the spike ability is used with over 4 spikes off of cooldown.
This would:
-Work well with the crosshair that only has 4 spikes.
-Would add a new attack to the survivor.
-Allows more easily gaining speed at a high growth level (instead of constantly having to shoot spikes)
-Apply more stacks to enemies at once to feel more impactful (at the cost of precision)
Obviously this would have to be balanced with his other abilities in mind. Maybe his spikes could have damage falloff the more of them are shot at once? Once his balance is settled this will be easier to determine.
!feedback
Update the cross hair of false son to update with lunar spikes to some extent probably not if you have 50 but atleast 10 would feel very interactive and nice aswell as give the player a further sense of effect. It always felt like such an extremely cool little touch of polish when I found out that the lock on of engis harpoons changed with the amount of harpoons he has or the different scopes on railgunner depending on your skill or her little backpack battery charge up. All these add such careful details and quality that truly adds up and even subconsciously feels great and I really expected this to be the case so it was disappointing to see it go untouched
!feedback
Give Laser Scope +20-25% crit chance on the first stack (but no additional crit chance on subsequent stacks, like harvester scythe), in order to make it still useful even if you don't have a crit build. Every red item should feel good to find, regardless of your build
!feedback Add self-knockback to Scrap Launcher's explosion (rocket jumping).
Mul-T is slow. While in power-mode, you are very slow. Lots of people like double nailgun not just because of its high sustain damage, but also because of the ability to recoil yourself backward, allowing you an interesting, involved, and fun way to maneuver and dodge while in power mode. Power saw can also help you move around, to some extent, pulling you toward enemies that you hit.
I think that if Scrap Launcher's explosion had the ability to knock you back even just a little bit, it would be way more fun to use, opening up a whole new way to interact with enemies and the environment as Mul-T. It would also be especially fun with power mode, as you could get creative to rocket jump out of the way of attacks, while simultaneously damaging enemies. It could even help you get some height on enemies for an aerial bombardment.
Overall, I think this would be a fun, non-game-breaking way to make Scrap Launcher a more appealing primary to use
!feedback
Add a way to see survivor skins in their respective logbook once you unlock them
Right now, the character select lobby has some moody lighting that makes some skins look way worse than they actually are. This is especially noticeable for some of the SotS skins. While several of them look great ingame, the select screen offers a poor showcase of skins, and having the ability to see the models in more objective lighting would be very much appreciated. Also being able to rotate the models and look at them in detail would just be very nice.
Quick mockup I made in a minute. Ideally the icons should not be intrusive (i.e smaller). https://media.discordapp.net/attachments/565610274053292042/1288132587117609030/image.png?ex=66f41275&is=66f2c0f5&hm=41b2baa8df85a80beb0aa1406fffa2343254a7b5f4d44a198bb8617fbee9822f&=&format=webp&quality=lossless&width=1177&height=662
!feedback
hmmmm, i just thought of an idea. so theres already plenty of places in this game where you can make choices like "do i go through void fields for a free stage worth of loot?" or "do i spend the extra time to roll pots for a guarenteed 2 free bands?" and things like that. so what if there was a guarenteed cleansing pool in gilded coast? it would fix the longstanding solitude softlock and give a choice of "do i spend the resources to go to gilded coast to get pearls?"
!feedback
Allow false son (the survivor) to attack midair instead of being thrown downward during his charged melee like loaders alt. This would feel more natural and more like a new ability rather than a copy of loaders.
Also the spikes that appear during his charged melee should better adapt to slopes and such.
!feedback
New Red Item: Genie of the Lamp
“Rub the lamp to make a wish…”
At the start of the stage, creates 1 (+1 per stack) White (50% chance), Green (20% chance), Red (10% chance), or Yellow (20% chance) scrap.
Scrapping this item gives 1 (+1 per stack) of each scrap.
!feedback
Drones instead of waiting teammates
I think having drones in ror2 would be a very nice aspect just like in rorr. I also think the drones would make the game more engaging for multiplayer experiences and help with exploration.
And idea based off of this one would be the drones still having all of the items they collected over the run, and having the controls being the same as the
except with infinite flight
!feedback
Void family events should have a guaranteed purple portal
It would just be nice to have them more be slightly more common
!feedback
Chef feels a little underwhelming with his kit just not bringing enough to the table when compared to other survivors.
Putting aside the fact that Dice and Sear could use a bit of love, I'd like to propose a rework to his special abilities to make him feel a little more "special"
Preparation - Rework of Glaze (10s Cooldown)
Activating Preparation will give Chef the ability to select from two options (similar to Captain). The primary and secondary sub-abilities acts as debuffs that can be applied to enemies, depending on which is used.
Primary: Glaze - Works somewhat similarly to old Glaze, deals 7x200% damage but instead of weakening enemies, Glaze is consumed upon igniting an enemy and provides a stronger burn.
Secondary: Season - Pepper enemies in front of you with a delicious yet explosive "seasoning", weakening enemies but dealing no damage. Similar to Glaze, Season is consumed upon igniting an enemy, however this causes the enemy to explode for 400% damage and become stunned. If an enemy has both Glaze and Season applied, the explosion will ignite all affected enemies as well.
Yes, Chef! - Complete Rework (30s Cooldown)
Activating Yes, Chef! will cause Chef to place down a large cooking pot over a fire pit and start a 10 second timer. Within that time, every enemy killed adds an "ingredient" to the pot. Enemies near the pot take 200% damage per second and is inflicted with burn. After the 10 seconds are up, the cooking pot plays a small "ding!" and spits out a dish of varying quality depending on how many "ingredients" were added to the pot. The dish acts like an item that can be picked up by players and produces one dish for each player. (3 players = 3 dishes)
Dish produced:
0-4 enemies killed: Soggy Lunch (White)
5-10 enemies killed: Adequate Dinner (Green)
11-24 enemies killed: Full Course Meal (Red)
25+ enemies killed: Grand Feast (Yellow)
Upon picking up a dish, the player instantly "consumes" the item and receives a 15 second buff that provides various boosts depending on the quality of the dish. Picking up multiple dishes simply refreshes the duration of the buff.
"Well Stuffed" Buff:
White: +5% movement speed, +5% crit chance, +5% damage, instantly heal 10% health (at initial activation)
Green: +10% movement speed, +10% crit chance, +10% attack speed, +10% damage, instantly heal 20% health
Red: +25% movement speed, +25% crit chance, +25% attack speed, +25% damage, +25% crit damage, instantly heal 50% health
Yellow: +40% movement speed, +40% crit chance, +40% attack speed, +40% damage, +40% crit damage, instantly heal 100% health, empowers Chef's abilities (similar to the old Yes, Chef!)
Ability cooldown is paused while the pot is active, but not the buff itself. If there are multiple charges of Yes, Chef!, reactivating the ability while a pot is active will extend its duration.
!feedback - Seeing that SotStorm has brought the whole family together, how about making use of that Parent family event that went unused & was subsequently removed in a later patch
!feedback
!feedback
Add Robomando from RoRr to RoR2: Saviors of the Fallen DLC as a playable character
Or make it so dead players take over a Robomando instead of just spectating, then if they die as Robomando they spectate
!feedback
Context on this
It IS used in game now on the new stage (Disturbed Impact)
But it is still unfinished, (Only has parents)
Gearbox forgot that this was unfinished and just used it anyways.
But now is the perfect time to actually finish it and actually use it on multiple stages.
!feedback
Make it so that you can gravitate items towards you after hitting the teleporter while playing as Enforcer once ROR2: Surveyors of the Wasteland releases.
!feedback
It feels confusing, still, to have to repeatedly use the green portal to continue the path of the colossus - normally seeing a portal you’d expect it to take you out of what youre currently in. I think it’d be interesting if the POTC stages had a special type of modified teleporter to be aligned.
!feedback
My concept for an Antler Shield rework. I had the idea that it could be like a Prophet's Cape knock off and I think I made it so it still feels white itemy but stays true to the concept instead of being a worse Razorwire
Antler Shield
All blocked damage retaliates for a percentage of the total damage that would've been taken. Adds a small amount of non-scaling block chance
1.0 proc coefficient
It feels like a sufficient rework but if it starts getting discussed @ me and I can do whatever to it
Suggestion changelog:
Changed the damage percentage from 10%+10% (like current antler) to 50%+50%
Changed everything to not have a number and instead be vague about details
1.0 proc coeff
!feedback
When a survivor with a ground slam (like Loader's alt special or False Son's Primary+Secondary combo) hits a button on Abandoned Aqueduct, it should stay down for some amount of time, to make it easier to access the bands without pot-rolling (since the update butchered pot rolling as a concept)
!feedback
When a survivor acquires an equipment drone. If the player has multiple charges of that equipment through the use of the "fuel cell" item, the equipment drone should use one of the fuel cells, instead of taking the equipment all together and decrease the amount of equipment charges you have by one and decrease the equipment cooldown reduction by 15%. For example, if you have 2 fuel cells, you have 3 equipment charges and a 30% cooldown reduction. If you acquire an equipment drone you will use a fuel cell and be left with 2 equipment charges and a -15% equipment cooldown reduction. I put forward this suggestion because I had the "Disposable missile Launcher" with 29 "Fuel Cells" and decided to get an equipment drone for more constant rockets and when I got the drone my equipment was gone. 30 missile charges to none with the press of a key. If this suggestion gets some traction or If you have some suggestions adding on to this idea please @ me so I can read and implement them in as the best I can.
!feedback
when equip drones die make them revivable through cash, instead of having to give them a new equipment
!feedback idk just something ferret enemy? it could attack like the "slinky mutant" from "sons of the forest" but just in general a fast moving, but low health knockback enemy
!Feedback
Make more equipment useable through the equipment drone. Equipments such as the recycler, Exec card, eccentric vase and Crowdfunder are downright useless on it and ones like Jade elephant and Foreign fruit are harboring that status.
For Recycler and exec. card, could have it like the DroneRecycler mod where pinging an item commands the equipment drone to act on that item. Same for pinging a location with Eccentric vase. And for foreign fruit/jade elephant, maybe the drone will act on the owner of the drone whenever theyre at low health? Stuff like this would make them a lot more viable so they dont feel as limited
!feedback
give the equipment drone a low-damage pea-shooter type weapon by default so it always has at least some small effect
so like a pet that spawns occationally?
2 ideas for lunar items (their not meant to be good for the record)
One of them is an item that gives you a friendly Lunar Chimera (Exploder) but doesn't allow you to have any other companions. It also evolves over 3 stages into a Lunar Chimera (Golem), as well as leveling up with the enemy level.
The other item is a simpler one, it spawns a focus crystal sized area around you that, when 10 or more enemy's walk into it, spawns a healing aura that has the same radius as the focus crystal and has equivalent healing to 2 bustling fungus. Healing aura lasts 10 seconds and has a 60 second cool down
Please feel free to judge, make recommendations, and point out flaws as you please. I'm still pretty new to the community and would love to know if these are any good. Again, please let me know about any recommendations or changes that you think would make these better. These are just concepts so feel free to use them as you please. Thanks for reading, have a great day 🙂
!feedback
!feedback
Rework idea for war bonds
Turn it into robomando hacking, give free purchase with time cool down, 2min for small chest, 4min for large, 16min for legendary
Cool down reset when enter next stage, and can be reduced by gaining gold, with the ratio of (1+0.5 per stack)min/small chest price
so if you have 1 war bonds and the small chest is $25 in current stage, gaining 1 gold reduce 2.4s of cool down
In conclusion, it's equivalent to (1.5+0.25 stack) times gold + gaining gold over time at optimal
Since the cool down reset when enter next stage, it keeps the spirit of round start free purchase, but it's still useful afterward unlike the og
It'd be cool if FS had an unlockable secondary that blasts out all his spikes at once. Naturally with rebalanced ruin debuff / cooldown / effects / what have you
Edit: i did not realise i need to use a command so i'll repost this and delete the original when i can
!feedback
!feedback
I feel like twisted elites should still be threatening when they are nerfed, and this is how I would accomplish it.
They could create a radius (sphere) of spikes around them a few seconds after being damaged instead of their current unfairly punishing attack.
The damage and range of the spikes is based on the damage that the elite takes. The spikes only appear after twisted elites STOP taking damage, but they will accumulate more damage and range based on the damage taken during this time.
The circle around twisted elites now also acts as an indicator for the range that the spikes will have, and will flash a few times when the spikes are about to be unleashed. I made an extremely rudimentary proof-of-concept gif that should be below this message to show this.
This way:
-Melee characters are viable
-A fair counterplay exists (keep attacking or run away before the spikes erupt), while still remaining deadly for inattentive players.
-twisteds keep their core idea of "reflecting" damage.
Yes I know I've made this suggestion before, but I wanted to try to flesh it out more.
!feedback
gonna be real, i gave a read over on the new stage and monster logbooks, and...
Just feel like saying, I really think a lot of the logs have potential, but get quite repetitive... as in, the ones where mithrix speaks particularly. They start off pretty well (such as the false son boss log, or the wisp research bulwarks ambry log)
...but then they just feel like they're trying really hard to end on a note that says "hey this is mithrix. just in case you couldnt figure it out from context clue. hes the guy who hates worms and is angry at his brother rn"
...both of the aforementioned logbooks would be some of my fav SOTS logs, if not for the random cutting to "ANSWER ME!!" which... feels redundant, to now have in 3 logbooks total if im not mistaken. I love mithrix as a character, and his complex relation with providence. please dont boil it down to simply being repeated showcases of "I am so lonely ,, i HATE YOU BROTHER.. i LOVED you but you DIDNT love ME"
example of a good logbook in the dlc with everything done well? the prime meridian logbook, or the tar research ambry logbook. good stuff there.
actually ill give my individual thoughts on the unobtainable ambry variant logbooks:
Wisp - good potential! Interested in what mithrix would think about the supposed dangers of soul!! but it quickly devolves into "i hate worms" being his only personality trait
Tar - Zero complaints, a great mithrix log. Feels like a good dive into more details of mithrix' thoughts that I'm interested in hearing, that also slots in well when you know the rest of what has already been said. It gives further detail and makes a lot of interesting sense when you know the context. Good for newcomers and nerds alike.
Aphelian - I think it does a fair, simple job at giving mithrix more to say. It's not anything much, though. Very unrelated to aphelians, but thats fine. I think its just weird to have all 3 variants be mithrix talking to himself on the moon, though
!feedback
I'd like to see equipment items be selectable for rebirth.
Have entries for all elite equipment items and also make them selectable from standard orange command essences after you acquire them for the first time.
!feedback
The idea is for a Beast Tamer survivor or something like that. In short; A survivor with a catdogthing- Some resident of the Planet that decided to vibe with this particular person instead of going for their shins frame 1.
Passive [Houndrel]: You start with the Houndrel, which follows you around like a good lil pet. The Houndrel essentially acts as a second player with no abilities on its own; Inheriting items you gain, but more importantly, able to hold equipment when you interact/pet it! Unlike the Equipment Drone however, you're able to trade equipments with the pet by interacting with it. The Houndrel can also do other things, such as;
+Sniff out cloaked chests
+Attempt to pry open chests it comes across
+Fetch any items or collectibles off the ground automatically
The rest of the Tamer's abilities will revolve around both the beast and capturing enemies. Though I haven't fleshed those out yet.
add a mod that lets you change the color of void fiends transformed state
!feedback
Their Binding Corruption (E)
Become a void enemy.
!feedback
Make Artifact of Vengeance also spawn in any drones that died after you bought them but then didn’t buy back again on previous stages on the evil you’s side
!feedback
remove twisted elites
!feedback False son's secondary should be able to be charged up to fire more lunar spikes at once. As a run goes on, false son gets so many charges of lunar spikes that it can get really annoying to fire them all out one by one. Being able to charge them and then fire many at once (like the shotgun attack from his boss fight) would make his secondary feel alot more satisfying, aswell as just being snappier to use
!feedback idea/rework of ifrit's distinction: if you have this equipment in addition to its original effects you cannot be frozen by the AOE freeze by the ice imbued enemies when they are defeated.
!feedback
Luchador! A survivor idea I decided to have for funsies :3
HP: 160 [+50 per level]
Health Regen: 2.5/s
Damage: 12 [18 during Hyped] [+3 per level]
Armor: 20 [30 during Hyped]
Movement Speed: 7 m/s [14 m/s during Hyped]
Luchador centers around grappling enemies and generating Hype! The one, the only, the absolute center of attention! This crazy...Survivor? Aims to tussle with the mightiest this planet has to offer! And by golly will he do it!
Note: Unlike other survivors, he does not start a run in an escape pod, instead crashing onto the starting stage in a flying press.
War bonds rework idea:
At the start of the stage gain +50% movement speed, damage and attack speed for 16(+10) seconds, also triggers at the start of the teleporter at half duration.
The idea behind this was to make war bonds actually do something while keeping its idea of doing smth at the start.
!feedback
On devotion artifact
- Let players know what items are held by lemurians.
- Block items that don't do anything on lemurians (like warhorn).
- Make so the lemurians are not circling you all the time, advanced stages you can literary get bloqued from moving.
- Upon charging a Halcyion shrine fix the bug that if to many lemurians are in the area stops charging.
- Fix the bug that upon finishing teleporter, unused eggs mantain the bloqued red indicator, although they are interactable.
- Improve the AI: they get stuck in treborn and rally point delta, they jump out the stage and die, they get stuck on Helmith lava.
- Although could get south, I haven't seen they can evolve to Gilded nor Twisted.
- Although its fun the first time giving them Shipping request, getting 30 extra items every stage makes it a god run all the time.
- I personally belive they scale too fast, I mute the audio later on the run as they are contantly firing.
Although all this writting, I really enjoy this artifact!
!feedback
!feedback
Please integrate Zenithrium's VanillaVoid mod into the main game. It's well-balanced and adds variety to the void item pool that is needed, IMHO.
Does the Pocket I.C.B.M work with the rail gunners primary attack? So you’d fire 3 projectiles instead of one?
!feedback
Every item except yellow, lunar and void auto pickup if he fall out of stage
!feedback
Please lower the Hatchery Lava damage, it has ended so many runs and it's genuinely so... So... Irritating. Especially because if you open a chest and a item falls there, especially on command
!feedback
Add more creative options. I’m talking choose the route of the stages, the bosses, the enemies that spawn, make it all more creative.
!feedback
Pls add support for GeForce NOW for both RoR2 and RoRR 🔥🥺
!feedback
PLEASE add prime meridian skins for the sots survivors
!feedback
PLEASE add more skins in general. I’d love void skins that look like the survivors corrupted if you beat the voidling.
!feedback
The Soldiers syringe item should increase the reload/recharge rate of survivors like Bandit and Artificer who have charges for their primary attack. Maybe like a 10-15% increase to the reload/recharge rate to their primary attacks because there are no items that can increase the amount of charges you can have for your primary attack because most of the other survivors have infinite uses of their primary attack.
!feedback
Allow survivors such as Bandit that require you to click for every use of their primary have a full auto mode to toggle in the settings or just allow full auto in general so you dont have to click to fire your weapon.
!feedback
Box of unused scrap (W, SOTS exclusive)
Gain a 25% chance to gain barrier on crit (+10% per stack)
Gives +5% crit chance (+5% per stack)
!feedback
Add more skills for the sots survivors, you could possibly make chef good gearbox
!feedback
Add more free skins to survivors like the prisoner for merc
!feedback
Halcyonites should spawn instead of golems both when charging the halcyonite shrine and fighting false son (assuming they are fixed). This would make their presence a little more common. The gilded halcyonite that spawns when the beacon is fully charged should just be removed.
Also, halcyonite's attacks generally have to be reworked to feel more visually impactful and avoidable.
!feedback
Change Longstanding Solitude to a Void Lunar that takes over any Lunar Item that drops inside Void Fog, a chance to drop if you kill a Void enemy while you have
Eulogy Zero, and guaranteed to drop if you kill the Newt in the Bazaar
And change it’s effect to;
Items have a 10% chance to become a Lunar Item instead. +50% (+50% per stack) Damage and Attack Speed, also -50% (-50% per stack) skill cooldowns, *** BUT ***, -25% (-25% per stack) Health, Movement Speed, and Luck for 10 (+2 per stack) seconds after picking up an item.
*** Corrupts all Lunar Items ***
!feedback
Minor changes to the controller
- Make the character sprint when the stick is pushed all the way to the front instead of having to press the stick button
- Make the aim sensitivity increase while sprinting and decrease when using the primary if it isn't in the game already. If it is, then make it configurable
!feedback
Maybe, just maybe, if there is no geode in the arena to recover your skills, the game should spawn one inmediately instead of waiting for the usual cycle to give you one, which is often way too late
(also would be appreciated to not have 20 instant tracking thunder strikes spawn in the little area you have to hide at behind the pillars) this is essentially why phase 3 often ends in the first 15 seconds
!feedback
Risk of Rain 3
!feedback
Fix the elites pls
!feedback
-Give twisted elite allies a 1-2 seconds cooldown on their retaliation damage so a proc chain cant hit you 20 times in half a second from a single enemy if you have strong proc chains, also make them unable to start proc chains from themselves so you dont hit their surrounding allies, and finally reduce their damage from 2.5% to 2.0% so they cannot build up permanent damage in eclipse 8
-Put gilded elites as just tier 1 elites, tier 1.5 elites shouldnt exist, it just de-standarizes a lot of stuff and makes things more confusing for no reason, instead of just giving them insane stats, make them deal extra damage proportional to how much money they stole (capped at 50% from 5-6 chests worth of stolen gold), this would make them be on pair with overloading and blazing elites but you can control if you hit their shield or not (since in their current state you get all your money refunded by killing them anyways, so what is it even for? at least let them benefit while they have it), their entire gimmick is wasting your time, and that isnt fun
!feedback
New Artifact; Artifact of Annoyance
All credits are spent on invisible chests
!feedback
Chef Rework/Buff
+Misc: Chef can now sprint in every direction, on top of ALL his skills gaining the Agile effect, allowing him to cook on the go more easily.
+Chef's Kiss: Enemies now always drop a healing item on death, BUT the amount said food heals, along with additional bonuses, depends on how many skills Chef used against them. 1 heals the least. 2 heals the normal amount. 3 heals more and grants the consumer a temporary barrier. 4 heals the most, grants a barrier, and reduces cooldowns. Each used skill to kill an enemy grants a Recipe, if you used 3 skills to kill an enemy, then you gain 3 Recipes.
+Dice: Holding the button allows Chef to charge, before throwing up to 3 cleavers in rapid succession. Pressing the button again will pause the cleavers in midair, allowing them to deal continuous damage to enemies in range before returning to Chef.
+Roll: Gains the Heavy effect. Charges faster based on movement speed.
+Glaze: [Boost] Boosting Glaze fires twice as much oil, Burning enemies.
+Yes, Chef!: Now becomes a passive effect, automatically activating once Chef gains a total of 10 Recipes.
!feedback
Blacklist Prayer Beads from spawning in printers, similar to Regenerating Scrap
You can endlessly remove and add the beads back to your inventory, specially if there is a scrapper nearby, there is just no reason not to do it and get infinite value
!Feedback
False son alternate utility: gilded twirl
Do a twirl moving forward at running speed, Deals 100% per hit, twirl for 3 seconds (+.25s per growth) hits 4 times a second, turn to aim the direction.
Let hopoo keep some of the liberty’s. Make the game a combination of hopoo and gearbox. !feedback
!feedback
Invisible Large Chests
Invisible Multishops
Invisible Legendary Chests
Invisible Shrine of Chance
etc
!feedback
-Let us copy an item for artifact of rebirth without ending our runs, I dont want to end my run, i wanna keep playing, so i cant get to have fun with the artifact of rebirth unless i give away the fun of my current run.
-Let the artifact of rebirth save items from different runs and you get to pick only one that then gets removed from the pool, in the current state there is no reason to save more items after beating false son when you already have what you want, would feel better to casually stack items there for each succesful false son win, and then you can pick one item from your stash whenever you feel like running rebirth.
!feedback
New Artifact: Artifact of War
“Morality is a luxury of peaceful times.”
All characters deal 100% more damage while below 50% health
(Does not count reduced health by Artifact of Glass or
Shaped Glass, would activate when below 50% of remaining health if max health is reduced by these or by another way)
!feedback
buff berzerkers pauldron to be similar to chronic expansion on top of what it does, and rework chronic expansion to increase crit chance, as a way to gain crit if youre multikilling as a sort of alternative to glasses
!feedback - Please keep the Grovetender on Treeborn Colony/Golden Diehack when SotVoid is enabled. The fact that it's the boss that get removed & replaced by Xi Construct baffles me since that makes the boss lineup the exact same as Sulfur Pools.
They do buddy
!feedback
Add an indicator for Loader that shows when you're in range to grapple something, while you're sprinting. The grapple indicator is very useful; or at least it would be. Most loader players are always sprinting, because its most optimal and gives you the most speed and damage. The problem is, while you're sprinting the grapple indicator doesn't show up. If we could see when to grapple something while sprinting, the indicator would be so much more useful and helpful.
!feedback
Also add a charge indicator to the sprint UI, knowing how charged a move is when sprinting would be really useful.
!feedback
make shattered abodes a stage 2 and add it to the path of the colossus since it clearly connects to reformed altar and fits thematically with the other stages involved with that. it would also provide one extra stage of items for false son if doing him without looping, which would be nice.
!feedback
have more of a window for seeker to hold her third hit of her m1 combo, it's already slow paced but holding it for even a fraction of a second rather than just releasing it resets the combo fully, not allowing you to use it optimally
!feedback
Buff the halcyon seed a bit, considering now it has quite a big downside, i see myself not picking it up or scrapping it because of this, sure it increases the quality of the false son reward blessing, but that only matters if you are going to even continue the run.
This item has never been particularily strong anyways, even before having actual downsides
!feedback Make false son's M2 agile. This is more of a QOL change, because when playing optimally, you will be spamming it for stage traversal and will constantly have to re-enable sprint.
!feedback
This was already a thing with slippery ice, but the new lethal lava in the hatchery continues to emphasize the issue of survivors who hover over the floor like Artificer, Void fiend or a sprinting Engineer, getting affected by said floor environmental effects, which they shouldnt be
!feedback
Please add back keyboard and mouse support to console. It was the main way I played the game and it was removed. As controller is a supported input on PC I would enjoy to see keyboard and mouse to be supported on console once more, as it was already a feature beforehand.
!feedback
Rework Longstanding Solitude into giving 20% more credits to both the enemy and the loot directors
!feedback
To add onto this. The worm in hatchery gives you a speed boost when you walk on it. Artificer will never get this speed boost because she is flying.
Yet she still takes damage from lava. It'd be cool if hovering characters had immunity or take less damage from lava.
!feedback
Treeborne colony enemy spawns need some revisiting.
Has the same bosses as sulfur pools and once again the Grovetender gets criminally underused in the maps they fit in, the map already has greater wisps so this is sundered grove syndrome again.
-The Xi faction plays nicely since Alpha constructs can attach to the tent ceilings and walls which is fun, and the boss can fly.
-The clay faction fits the best despite their unmatching appearence, they have ranged attacks, knockback and the dunestrider can even fall which is a fun thing to see.
-The beetle faction doesnt really fit, their melee focus makes them just chase you endlessly across branches and do nothing.
Also no lemurians in a path of the colossus stage?
Changes i would like to see:
Add the grovetender back (xi replaces beetle queen instead)
lemurians replace beetles since they fit thematically and have ranged attacks
!feedback
Rework War Bonds to allow you to conserve your gold between stages as well as gaining a portion of the gold you conserve as an additional bonus. Fits with the investment vibe.
!feedback
Add prime meridian skins for SotS survivors. It’s stupid that they don’t have one.
Here’s some ideas:
Heaven (seeker): A white-blue based skin, sort of like artificer. The helmet changes to have a golden crown and diamond streaks.
Freedom (False son): An unbroken, golden version. How false son would have looked before lunar corruption.
BU7CH-3R (chef): A rudimentary-like skin. The wheel is made of rough stone and the hat is a plant.
!feedback
simple accessibility options to make allies transparent, then a slider to change opacity. this could also affect allies attacks.
!feedback - From a gameplay perspective, I agree that Beetles (sans B.Queen) are an ill-fit for Treeborn Colony. But I don't see them being removed at all since they're ingrained to the stage's lore + how is it not fitting for an insect colony to inhabit the *'Colony' *stage.
At the very least, Beetle Guards could be removed so to declutter the spawn pool. It not like they'll be entirely gone since a B.Queen can spawn them.
Also, Lemurians don't even fit this stage at all. They're a subterranean species with an expansive underground network.
Add HAN-D back
He is literally in the background when choosing your character bro 😭
hi
!feedback
Add a new character that has never been in the game before: HAN-D
!feedback
artificer flamethrower change: sprinting does not cancel flamethrower
arti with flamethrower has no movement abilities, so i think this is a worthy change
Has there been any mention of local split screen coming to PC? Why is it only exclusive to consoles? Can we please get that for pc?
!feedback
!feedback
maybe only as an option, but i'd like to experience stages having a gradual shift from day to night... sort of separating it from the stages themselves. even if we had night variants of every stage, or even if we could go to them pre-loop, it'd still be going back and forth between nighttime. i respect that certain stages like viscous falls are designed with the idea of nighttime in mind, but i... still think it would be a nice aesthetic option
!feedback
I honestly think risk of rain 2 would be a more fun game if there was a way to loop after beating mithrix, like the green portal after the false son. I think it would be as simple as finding newt altars on the moon, and after you defeat him a blue portal shows up next to his corpse.
add a storm to seek
!feedback
add in a agro survivor ... or adding more abilities to all char... i just want a taunting ability put on like huntress or mult-t
!feedback
if the new survivors get alt abilities, id really like to see get a different M1 and M2, maybe something like Slice from rorr. His alt secondary could be something where instead of a channeled fire, it's an instant burst of flame with longer range, full aerial aiming capabilities, hitscan, but less damage overall.
!feedback
Chef's primary should always have a hitbox active (and not go away after awhile) when its stuck in the floor/wall i think it would be a fun way to get more damage with him and adds some precision to his gameplay (+ item combos like root would go crazy)
Chef's secondary should not lock him out of using any of his moves and attack speed should make it do more hits not just make it quicker
Chef's utility shouldn't launch enemies up or have that hitbox on its charge so crowbars have a better chance to work
Glaze's cooldown should not be that long and i think it should have less spread
idk how to fix yes chef i think it might be the worst special in the game
also please and more options to the seekers of storm characters kits and let them get a skin for beating false son
!feedback
!feedback
aegis rework: aegis should activate healing as if you are below full health while at full health. this would make aegis easier to make a build around due to it not requiring being hit.
!feedback
Could petting the frog be free?
idk why a challenge you take just for fun and that just makes the game harder is so obscenely expensive when you have so many cheap OP lunar items.
I think i have fought voidling less times than i can count with my hand because void locus just wont spawn in eclipse anyways
This just further encourages the use of "morally aquired lunar coins" for no reason or just ignoring the existence of voidling (which actually may not be that bad of an idea)
!feedback
make it crossplay all my friends have on ps5 and im stuck with switch
!feedback
Have some option for the void fiend to have some sort of corruption bar nearer to the targeting reticule, the way it is right now me and my friend keep accidentally trying to aim using the corruption circle
!feedback
Add the features that are on pc but completely missing on console to the console versions
- prismatic trial leaderboards
- "teleporter particle scaling" umbrella options
- profiles (basically just save files afaik, least important of the bunch but would be extremely fun for fresh starts or challanges without wiping everything)
I don't see why these are missing, I get that prismatic trials are a nieche but it is genuinely a lot of good fun to compete even if it were only leaderboards for that specific console (even though prismatic trials are fully synced on all platforms) and it adds more ways to play the game and aswell as replayability
!feedback take out war bonds from the game or atleast turn it into a green item and make it give less money
!feedback
dunno if this is a good idea or trash but
artifact portal rework
you can still enter the codes manually however if you discover a code in the world by walking close to it or seeing it in a menu you can use the computer near the portal to instantly input that code which sort of provides a benefit to hunting for all of them so that if you want to do a specific artifact thing you can quickly select it
!feedback
I want all characters to be at the very least usable and chef is the only one I think is literally bad, every single other survivor have something decent, so, here are some buff ideas
Primary
Remove the charges and make so when a cleaver returns you can throw it instantly and make the proc coeff 0.7 all the way or keep 0.5 when throwing, but 1.0 when returning, it already does more damage when returning anyways
Secondary
Remove the delay that happens after using the skill, increase the range, damage and make that using the utility doesn't cancel it, but instead does the roll + sear combo and make that using the cleaver cancel it
Utility
At least make that when you charge it you go further instead of the same distance of the uncharged version and if you really want, some armor too
Special-glaze
Make it more accurate and do more damage, that's it
Special-yes chef
Reduce the wind up, increase the damage of the boosted secondary, make the boosted utility also give armor and reduce the cooldown of the skill itself by a bit
I don't know if these changes are good, but they will definitly improve the current chef
!feedback
Rework for chefs primary
My idea is make him hold 2 cleavers
Holding the fire button will make him rapidly throw them in front of him while coming back to him after traveling a ok distance
This turns chefs primary into a smg, shotgun, boomerang type thing
Using “yes chef!” Will set his cleavers ablaze, dealing fire damage
This effect lasts for 10 seconds before going back to normal
I probably explained that horribly but I hope you can at least see what I’m trying to do
!Feedback
My, totally best, rework for chef cleavers.
I huge change, just make it work like it does in the trailer.
Instead of recalling cleavers individually, each cleaver stays out until all three cleavers are thrown. Upon reaching zero ammo, all cleaver are recalled. No cooldown.
Additionally, cleavers constantly deal 50% damage when they’re stationary similar to a saw.
!feedback
add quick restart button in pause menu
!feedback
Add heavy rain to prime meridian raining down diagonally to also add some feeling of wind. For the area that's meant to be the eye of the storm it doesn't really feel like a storm and I feel like this would help the atmosphere greatly
!feedback
Before asking us for even more money, maybe you know, fix the game and all that....
!feedback give Void Fiend some more unlockable abilities that utilise the corruption passive in different ways.
!feedback
Need more items that use freeze status effect
Like;
New Green Item: Fire Extinguisher
10% (+10% per stack) chance to freeze non-boss enemies
Deal 10% more damage to enemies that are on fire
!feedback
I suggest a buff for Pocket ICBM 
The Buff being instead of it only affecting all missiles, which are only 4 items and 1 ability. It should affect ALL explosives, making it a more useful item overall, even on runs where you don't get
,
,
, or 
The following things would ALSO be affected:
Frag Grenade
Bouncing Grenade, Proximity Mine, and Spider Mine
Scrap Launcher and Blast Canister
Flame Bolt, Plasma Bolt, Charged Nano-Bomb, and Ion Surge
Seed Barrage
Glaze
Power Tazer, Orbital Probe, and OGM-72 'DIABLO' Strike
3rd Spirit Punch
And as for Items? The following will be affected.

/



Runic Lens 🔍






Silence Between Two Strikes 
!feedback
Make ICBM affect scrap launcher as it is literally a rocket/missile
While the weapon isn't bad by any means, it gets somewhat outclassed and HEAVILY overshadowed by all the other primaries which is a real shame as it adds a lot of variety and is fun to use with so many little techs and strategies, anything to encourage people to get out of their shell and actually play around with MUL-T gimmick of mixing and matching weapons would be great and make him feel more unique for the majority of people that touched the game just playing rebar retool and nailgun powermode each time
(oh also if the arti attack speed change is ACTUALLY intentional and not just a bug caused from chef existing then please add it to scrap launcher omg that sounds like so much fun to use, I also fully understand why using scrap launcher restarts the cooldown but cmon it'd be so much fun and in no world overpowered or atleast better then the other MUL-T Combos)
!feedback
Please just add keyboard and mouse support to console play 😭🙏
!feedback
Engi shows off what Mines/Turrets he has selected in the lobby animation. It'd be cool for Mul-T to do the same with his different primaries
Its not about added challenge. And yes i know about voidling 🙄. Its about added fun (looping)
!feedback
Witch!
HP: 90 [+27 per level]
Health Regen: 2.5/s [+0.5 per level]
Damage: 13 [+2.6 per level]
Armor: 0
Movement Speed: 5 m/s
Witch is a weaker-than average survivor; A glass cannon that can inflict many debuffs on her enemies! A bewitching grandma, aiming to cause a bit of trouble throughout the planet!
**Passive:**Plague [Abilities grow stronger against Debuffed enemies.
Critical Strikes inflict Plague. Plague deals a stacking Damage Over Time, as well as other Debuffs Witch has access to. (If Witch possesses a Tri-Tip Dagger, then Plague will deal additional Bleed damage, and so on.)]
Primary: Vexwand [Fires a burst of sparks, dealing 100% x 5 damage. Charging will instead fire a floating orb that explodes on impact, dealing 200%-2500% damage. Both the sparks and charged orb will bounce off surfaces. Vexwand will ricochet off Debuffed enemies, bouncing to nearby enemies up to 3 times, and an additional time per unique Debuff the initial enemy has.]
**Secondary:**Familiar: Scauldron [Summons a bubbling cat cauldron that explosive shots after a brief wind up. The number of shots increases with both attack speed and the number of debuffs inflicted before the cauldron fires.]
Utility: Vroomstick [Hop onto a flying crow broom for 5 seconds. While on the broom, Witch is able to fly around and rapidly fire a swarm of locusts that deal 60% damage. Duration is affected by movement speed and inflicting Debuffs. The thistles will split into additional locusts based on the number of Debuffs the target has.]
Special: Familiar: BamBam [Summons a massive walking hut that will stomp enemies for 600% damage, spew a stream of potions and chemicals for 115% damage per second for 3 seconds, and charge enemies for 900% damage. The stats of the hut increase with the number of Debuffs inflicted before it was summoned. This ability can only be used once per stage. BamBam inherits Witch's items. Witch can ride BamBam to steer it around.]
!feedback
Antler Shield rework concept:
Antler Shield
Grants 10 Armor (+5 per stack) and 400% (+10% per stack) of reduced damage is dealt to all enemies within 40 meters.
Does not reflect blocked damage from Tougher Times or Safe Spaces.
It also has a 0 proc coefficient as to not overlap effects with Razorwire as much.
This is what I think the Antler Shield should be like while still sticking to a similiar idea of the original item.
I made it so that it synergizes well with characters and strategies that use damage reduction, for example, False Son with a ton of spikes, Power Mode MUL-T, the Jade Elephant Equipment, etc. It should also work relatively well with things like high-HP, Hellfire Tincture Builds, especially on Survivors like MUL-T and False Son that have innate access to large amounts of damage reduction.
It giving unconditional armor as well is so that the item should do something for all survivors and make sure that it stays semi-relevant in longer runs as the damage falls off while still helping reduce the risk of dying, especially at higher stack counts.
The numbers might need some tweaking but I am overall content with this concept.
!FreddyFazbear
Retexture the gas things that push you up into the air into the Aerial Faith Plates from Portal 2
please for the love of god, bring han-d back
!feedback
!feedback
Some sort of item blacklist artifact. I mean, artifacts are inherently pretty broken, and it wouldn't do anything that a command run couldnt accomplish. I'd just like to keep some level of randomness but avoid certain items. Artifact of Precision or Artifact of Similitude. It'd be nice. Maybe I want to turn off an item just so I can find all the good items I want in a build, i.e command... or I want to turn off good items for a challenge! Or maybe I just want to make my run weird by disabling a random half of the items.
Hell, maybe you could even take balancing feedback from the items people tend to blacklist the most lol
!feedback
Two new lunar item concepts that tie together: Malevolent Valor & Tarnished Valor
Malevolent Valor (Lunar)
For whom but for them to have a cognition... Of glory.
If the wielder goes from 100% HP to 0% HP in under 1.5 seconds, a storm of shields arises to protect the wielder from any and all danger for 4 seconds. During these 4 seconds, they heal to 100% of their HP, become cleansed of all debuffs (not applied to cooldowns) and become invulnerable. As soon as these 4 seconds are over, the player enters a state of panic, where they lose 100% of their armor, gain 20% movement and weapon speed as well as have their aim become extremely inaccurate. Erratic movements not controlled by the wielder can spontaneously occur, leading them into potential danger. The effect has a 300 second cooldown.
Lore Entry:
I have led so many men to war.
A feud without an end in sight.
They bring death and take it with them for motives that far surpass their own moral compass.
I did not herd them into this bloodshed. They followed on their own accord.
But was it their subconscious or their will?
"Dulce et decorum est pro legione mori."
Words burned into my innards. Inescapable scraping of char in my every step.
Damn you, messenger.
For they follow not me, but the foul scent you stained my divine attire with.
Tarnished Valor (Lunar)
You've had your glory.
Appears if the wielder already has a Malevolent Valor in their inventory after picking up another one. Permanently lowers your armor by 12% (+12% per stack). Getting hit applies cowardice, healing the wielder for the amount of HP lost in one blow over the course of an amount of time equal to the % of HP lost (19 HP healed over 5 seconds, etc) (-50% amount healed per stack). Attempting to transform this item at a cleansing pool will result in the wielder having their Malevolent Valor replaced by a second Tarnished Valor.
Lore Entry:
It is as I expected. I come home bearing the weight of a thousand souls on my shoulders.
Every second is a different familiar scream. A cry for help. Cycling in my head.
But some were simply destined to bleed.
So tell me, Father.
If an act of sacrifice for one's origin is oh so honorable in your eyes...
You must have wanted me to pass a miserable man.
!feedback
Upon activation ocular hud
for it's duration should also additionally convert excess crit chance above 100% into bonus damage akin to railgunner
For example, if the player has 20% crit and activates the equipment, they'd have 120% crit chance which would then get transfered into 100% crit chance and 10% extra crit damage. I also think it could potentially even be a 1-1 transfer in crit chance and damage since it's an equipment and due to how crit is calculated, it would just make crit damage from 200% - > 210% which is an effective increase of 5% extra damage which would be quite low for 2 lens maker glasses.
This would also let it have any sort of standing ground in comparison to all the other damage equipments which afaik just all outclass it, especially since they all scale well into the future of the run, where as ocular hud is best early game and falls off the later int the run, the more crit is gained, wasting all the excess crit damage. This would also make it somewhat more intresting in addition to everything beforementioned
!feedback
Make it so dead players take over a Robomando from RoRr in RoR2 when they die instead of spectating
!Feedback Add a new magnet green item where your pickup radius is increased by like 5% (+5% per stack) and make it only work with drops such as Ghor's tome, bandolier and the monster tooth heal orbs. as well as Rex's special healing orbs. but not work with items.
!feedback
Remove twisted elites
!feedback
Lunar Item: Imperfect Weaponry
On hit, 10% chance to throw out a returning 'boomerang', dealing 1000(+1000)% BASE damage on hit, halving with each enemy it passes through. On return, it deals as much damage to you as it would if you were the next enemy in its path.
[Example: If it hits 4 enemies, it would deal 1000%, 500%, 250%, 125%, and then 62.5% to yourself.
[If it only hits 1 enemy, it would deal 1000%, then 500% to yourself.
(Note, it can hit enemies twice each, once going out and once coming back.
!feedback
Sanguine Spaceboot
Gain strength upon remaining airbourne
Rarity : Green
While airborne, 30% chance per second to add "Fleeting" - Stacks upto 5 (+5 per stack)
Fleeting increases all stats by 1%
Stacks remove after remaining grounded for 2 seconds.
Lore entry:
". . . Now to find where the other 3 boots went"```
!feedback
Thorned Branch (Green)
Critical kills create a rolling bramble ball that damages and Bleeds enemies.
-
+5% Critical chance. Does not stack.
-
When a Critical Strike kills an enemy, a ball of thorns about half the size of a Beetle Guard drops where they died. This ball deals 20% (+20% per stack) damage per second to enemies touching it at 3 ticks a second. Each tick has a 25% chance (+10% per stack) to inflict 1 stack of Bleeding. Bramble balls slowly shrink over 7 seconds before disappearing. The ball can be attacked or walked into to roll it around.
!feedback
Unlock: Beat False Son as Commando.
Nylon Flower - White -
Increases movement speed by 7% (+7% per stack). Increases luck by 10% (+10% per stack).
!feedback
Equipment: Divine Channeller
On activation, ALL hits will activate luck based effects for 5 seconds.
120s cooldown.
!feedback
Unlock: Beat False Son as Huntress.
Radiation Leak - Gilded -
Leaves a trail of radiation gas that deals 2000% damage per second and turns enemies into elites.
(Gilded is a theoretical item rarity that can be obtained only from the Path of the Colossus with low frequency).
!feedback
Self-Destruct Codes (Green)
When drones die, they quickly chase down enemies and explode for 200% damage.
- +100% damage per stack
- Explosion has a range of 8m (+2 per stack)
!feedback
Unlock: Beat False Son as Bandit.
Stranger's Danger - Red -
Increases attack speed by 30% (+30% per stack). Overspill. 5% chance (+1% per 100% damage on initial hit) to apply poison on hit.
!feedback
Unlock: Defeat False Son as MUL-T.
2-Fact Auth - Gilded -
Doubles the amount of cauldrons in the Bazaar Between Time. Green items now cost 1 White and 5% Max HP. Red items now cost 2 Green Scrap and 10% Max HP.
(Gilded is a theoretical item rarity that can be obtained only from the Path of the Colossus with low frequency).
!feedback
Void fiend Alt ability ideas
「Tor??tur?e』 primary
- How to get: Get +150% attack speed
- Normal
Shoot a beam rapidly for 100% damage. Agile.
(Have spread similar to Mul-T but less spread)- Corrupted
Shoot a single heavy beam for 500% dmg. Agile.
(After shooting have a 1.5 sec cd before next)
『Cap?t?ur?e』 Secondary, 4 CD
- How to get: Proc a Tentabauble with 『Floo?d」
- Normal
Shoot a Void goo at enemy for 400% damage capture target in the goo.
(Stuns enemy for 4 sec, Bosses stunned for 1 sec instied)- Corrupted
Shoot a Corrupted goo at enemy for 600% damage, capture and deal damage to the target.
(Deal overtime for 1000% dmg, Stuns similar to normal version)
「E?sc??ape】 utility, 5 CD
- How to get: Dodge a fatal hit using 「?Tr?espass』
- Normal
Charge up with void power before rapidly teleporting forward in zigzag pattern.
(Similar to phase blink huntress but you need to charge it up and use all the charge at once)
You teleport further the longer you hold- Corrupted
Instantly teleport forward rapidly in zigzag pattern.
(Similar to phase blink huntress but you dont get to set how far u gonna go)
The alt reverses some effect from the original skill
Primary reverse the attack speed change
Secondary remove the charge
Utility now is more to Traversing rather than a quick dodge
!feedback
Unlock: Defeat False Son as Engineer.
Synthesize - Red -
7% (+7% hyperbolic) chance for items to spawn as a command essence.
!feedback
Necrotic Detonator (Equipment)
Enemy corpses linger longer while held. Activate to detonate nearby corpses, dealing massive damage.
- Cooldown: 40 seconds
- While held, corpses from defeated enemies take 3 additional seconds to despawn (up to a limit for resource purposes).
- Corpses within 13m are highlighted by a red outline. When activated, all valid corpses explode, dealing 600% of the player's damage in a 4m radius around them.
!feedback
Unlock: Defeat False Son as Artificer.
Fallback Remolecularizer - Gilded Equipment -
Rerolls an item into the item alphabetically beneath it within the rarity. The item will display the item it will reroll into above it. Permanently increases enemy speed by 2% and damage by 3%. 5 second cooldown.
!feedback
Unlock: Defeat False Son as Mercenary.
Fear Of Colors - Green -
20% chance to inflict 1 (+1 per stack) random debuff to an enemy. The duration of the debuff is proportional to the amount of damage the attack dealt. All affected attacks glow like a rainbow!
!feedback
Unstable Injection (Void)
Build up a short lived attack speed bonus when not using your primary. Corrupts all Soldier’s Syringes.
- Every 0.5 seconds spent without using your primary ability adds 10 (+5 per stack) charges to a hidden meter with a maximum capacity of 100 charges (+50 max charge per stack). Activating your primary ability consumes all charges. For each charge consumed, gain a 2% increase to attack speed that lasts 2.5 seconds.
!feedback
Unlock: Defeat False Son as REX.
Hidden Speaker - Gilded -
Activates a unique effect upon entering a stage that lasts until you leave the stage.
List of effects:
"Heal My Broken Wing" - Using your equipment also activates Milky Chrysalis. If your equipment is Milky Chrysalis, using your equipment will consume Milky Chrysalis and spawn 5 random items.
"Washes All Your Dreams Away" - The stage is flooded. Anything that touched the water gains the 'Drenched' debuff for 10 seconds. Drenched players and enemies are twice as likely to fall victim to luck-based attacks. They also take 150% damage from electricity attacks.
"I've Come Full Circle" - Creates a small beacon where you spawned. Once the teleporter is complete, 3 items will spawn at the beacon that are duplicates of the first 3 items you picked up that stage.
"Gimme That Which I Desire" - Increases movement speed by 25% for 30 seconds after picking up an item.
"We Paint No Rainbows In The Dark" - Every 2 minutes, a miniature sun will appear that deals damage to anything not behind cover for 10 seconds. Enemies killed this way drop healing orbs.
"Banana Banana Banana Terracotta" - Items have a 3/4 chance to cycle between 3 items. Items have a 1/4 chance to not spawn.
"Time To Kill Today" - Removes 7 minutes from the timer and scales enemies down accordingly.
"Golden Unworldly Silence" - Occasionally spawns lightning strikes that do severe damage to enemies. Enemies killed this way drop golden nuggets.
"But He Ran The Other Way" (Rallypoint Delta Exclusive) - Timed Chest is replaced with a skeleton. Interacting with the skeleton unlocks and drops Jans' Medley.
"Put Down The Shovel" (Siren's Call Exclusive) - The Alloy Worship Unit will become an ally when spawned.
"My Eyes Pierce Your Soul" (Bulwark's Ambry Exclusive) - No music. Certain crystalline sound effects echo in the distance.
"Only Plastic Flowers Never Die" (Multiplayer Exclusive) - All allies gain 50 passive defense. You and your allies damage is increased by 30%. Your healing is halved.
"All The Cyanide You Drank" (Multiplayer Exclusive) - Items have a 30% chance to be given to all player allies. Items have a 30% chance to be given to a random player ally instead of the one who picked it up.
"Together Forever" (Multiplayer Exclusive) - 50% increase to healing, 50% less shield cooldowns, and double luck while one or more player allies are within 25m. If one player dies, all other players die.
"Let Me Guide You" (Eclipse 8, Sky Meadows Exclusive) - It's raining.
!feedback
Red Item: Unstable Concoction
All hits from your Primary will ricochet and deal 50(+50)% TOTAL damage to a random nearby enemy
!feedback
Red Item: Orbital Support
The first time any Champion enemy is hit by the player, the Safe Travels will fire a laser down, dealing 10(+5)% (caps at 90%) of its health in damage in a 5(+5)m radius
!feedback
The reworked version of antler shield is definitely a step in the right direction, but the effect still appears to be a little complicated for a white item. Commons are meant to have pretty simple and basic effects. This is not to say it won't be an improvement, definitely a step in the right direction, but simpler effects are usually better for lower tier items.
!feedback
Arrow rain needs a rework.
0.2 × 19 +slow @330% dps is kinda dookie for a 12 second cooldown. Comparred to rex's 0.5 × 16 @450 dps secondary with a 6 second cooldown.
!feedback
Gilded Elites rework suggestion:
The gold plating on Gilded elites could be tied to a health bar/shield. This shield would be represented by a golden bar on their health indicator. When players deal enough damage to deplete this bar, the gilded plating visually shatters, with the debris damaging enemies around them and transforming the Gilded Elite into a regular enemy or elite.
Once the shield is broken, the Gilded Elite loses its on-hit debuff (and perhaps its insane durability), making it more manageable to defeat.
!feedback
Reposting a few of the best rework ideas I put on Steam discussions because idk if the devs are looking at that:
Bolstering lantern: When your HP is above 50%, increase movement speed. When your HP is below 50%, increase health regeneration.
This change would make recovering from near death much easier (and traversing the new stages easier), but returning to full health would still be relatively difficult.
Warped echo: On damage taken 50% of the damage is dealt immediately, while the other 50% is delayed until you take damage again. (Cooldown of 10 seconds, instances of effect increases with item stacks as in current design.)
This prevents warped echo from interrupting slug/shield regeneration, and gives you a chance to heal with items other than medkit.
Chronic expansion: every enemy slain grants a status effect increasing the player's critical strike chance by 1%. When the player leaves combat, the status effect disappears after 2 seconds (+2 per item stack).
This change would prevent infinite damage counter stacking for all survivors except railgunner, increases the odds of getting crit after they were decreased with SotV, and stops the item's damage bonus from multiplying with every other damage item in the game.
Knockback fin: touching an enemy while sprinting knocks it backwards (distance increases with stacks).
This makes retreating to heal easier and lets skilled players move enemies into better positions or shove them off cliffs.
!Feedback
The boss False Son, has a skill that is literally a spike shotgun, but if we look at the survivor, he just shoots spike for spike... So, I think it would be good, if by holding right click, it shoots all the stored spikes.
In addition, this would be a way for the player to balance his stats faster, since false son's stats are buffed depending on the lunar spikes...
!Feedback
Bolstering Lantern should be reworked to 50% of your Total Max Health, rather than Current Max Health. This will provide an immediate synergy to Shaped Glass and be viable with heal tanks like Rex.
Bolstering Lantern will still be situational, however, it can be easy centerpoint to anyone who picks up a single Shaped Glass.
Maybe loading spikes by holding right click (like Engi primary)
!feedback
Disappointed to not hear anything about the new monsters. None of them have pathfinding and just walk aimlessly, 2 of them have invulnerability for whatever reason, Wurms in particular have the most fucked up hitboxes I've ever seen, and Children have far too much damage. They should not be making you chug elixirs from full health in 1 hit on stage 1 from a non elite.
!feedback
Please add gyro aiming and gyro configuration to pc version
!feedback
Would be nice to get some sort of magnet item that increases range of picking up things like monster tooth orbs, bandolier, ghor's tome, etc. Make it a green and slap +10 meter pickup radius or something. Considering that items like ignition tank and predatory instincts exist, that you mainly get effect of by having corresponding white items, i think a magnet would fit in pretty well
!feedback
New Elite type: Prismatic Elites
They are a 1.5 tier elite that appear either in looped runs or when you spend too long on a timed stage. On hit, they put one of your skills on complete cooldown, bypassing stacks of that skill. When killed, prismatic elites release a prismatic totem that disables skill regeneration when within its range (120 meters).
continued:
War bonds: Start each stage with enough gold for 3 small chests. When you enter a boss fight, unspent money is converted to drones.
This would encourage saving money before the teleporter event, and make the TC drone show up more often.
Noxious thorn: Chance to inflict weaken, stun, and heal block on an enemy that damages you. This chance scales with more stacks of the item and the triggering attack's proc coefficient.
I like the idea of retaliating against a single dangerous enemy, but raw damage isn't worth it. I suggested weaken and heal block specifically because I think they're underused (and who doesn't want to heal block a dunestrider).
Seed of life: when reviving a player, all nearby enemies heal 100% of their HP.
This change would make the seed of life less overpowered, but still worth using. It would also synergize with heal block if the player has a way to apply it.
Sonorous whispers: Has a small chance to drop a white or (rarely) yellow item when killing an elite. Rolled multiple times for tier 2 elites. Greatly increases the chance to drop elite aspects.
Ridiculously overpowered in its current state. Also, elite aspects as player equipment seem very underutilized.
!feedback
seeker's tranquility mini game inputs should scale with attack speed/movement speed, making it a natural way to scale it with difficulty into late game, standing still for 5 seconds inputting a 5 sequenced code is far more punishing in later stages than early ones and takes you out of the flow of combat for far too long which feels very clunky, especially at the fast pace you are at in that point of the game, decreasing the input to 2 or 3 once you have sufficient speed would feel so much better at the later stages of the game
!feedback
Please remove the knock back on the False Son's primary. As a melee character it's counter intuitive, and in some cases downright annoying to start swinging only for the enemies to be sent across the map from you.
!feedback
FALSE SON BOSS THOUGHTS
I appreciate the acknowledgement that the lightning strikes in the fight are a bit spammy, but I do hope the solution isnt to simply get rid of them. Yes, theres too many , and theyre too unfair at times, but I think getting rid of the storm from the FS fight would very much decrease theatrics. Plus, attacks that deny walking to certain places or being in certain areas (mithrix pizza) ARE cool attacks, so long as theyre fairly placed / well telegraphed. Imagine fs having an attack where he tries to strike you down by spawning a ton on you, but they dont just spawn right in front of you. Or have more of a delay before striking
I think you can make a really unique fight if you develop around the lightning and area denial, rather than toning it down to nothing
Can we please make it so lobbies don't die and NEED to be recreated if you play ANYTHING BUT CLASSIC?
!feedback
Make it so you can restart run from the pause menu instead of having to quit to main menu
!feedback
War Bonds (Reworked Legendary)
Base Effect:
Damage Bonus: Gain bonus damage per gold, up to 100% increased damage at 500 gold. The gold required to reach maximum damage scales with time.
Gold Yield: At the start of every stage, gain 150 gold (+75 gold per item stack) based on the current difficulty level and the survivor's level. This provides a substantial head start at the beginning of each stage.
Stacking Effect:
Increased Damage Efficiency: Halves the gold required for maximum damage per stack. With each stack, the amount of gold needed to achieve the highest damage bonus decreases significantly, making it easier to reach peak power quickly.
Enhanced Gold Yield: Each additional stack not only increases the gold yield at the start of each stage by 75 gold but also grants a 15% bonus to gold collected from any source during the stage. This ensures a steady income boost and allows you to quickly amass more gold
This concept may be a bit over-tuned, but I feel it is a great idea for reworking War Bonds and has room to be further refined.
!feedback
Proposed changes to weaker items while trying to not change the original effect too much (sots, sotv, and base game)
https://docs.google.com/spreadsheets/d/1af-kuPs7ctd3puSDmB7StYlUEWofP7zCha8VhTGcy0s/edit?usp=sharing
!feedback
Friendly fire
Kill 5 enemy with a single attack that is made by another enemy (need the artifact) (Like killing 3 lemurian with wandering vagrant explosion
Reflector MK1 Green
"Reinforce the shield and make them bounce back enemy attack"
Effects:
+10% (+5% per stack cap to 75%) Shield dmg resistance
Attacker take 150% (+50% per stack) damage it dealt, Bounce back ranged attack
Gain a shield that cover 10% of your health
can deflect other player attack if using the friendly fire artifact
!feedback - Saw this Longstanding Solitude rework on Reddit that I feel is worth sharing here.
!feedback
Vagrant orbs are still not fixed and seem to go invulnerable in the exact same scenarios they used to. Nothing has changed on that front
!feedback
warbonds giving you a free interactible for each interactible you purchase with money (an interactable that you didnt get for free)
This should go in the bug reports channel
!feedback - they should add achievements for unlocking the new skins for the characters and unlocking new abilities for the new characters (e.g. seeker)
!feedback
While the roadmap and better communication is great. I expected a lot more bug fixes for 2 months of work.
I can understand that the item patch will focus on item fixes. Still a lot of fixes are very minor (like 1 line of code) yet have a huge impact so more would've still been nice to see.
But all the spawn pool related issues, Burns clearing Dots, Chests having wrong icons ever since Devotion. Missing settings. Like cmon.
!feedback i get that people love the stages, but the enemy selection on them could still use some tweaking (grovetender shouldnt disappear from treeborn if you have sotv turned on as well. just get ridda clay or smth. also prime meridian definitely isnt a perfect stage. id hope it would get addressed in phase 2)
!feedback
Shattered Abodes should be a stage 3. It feels too expansive for a stage 1 and hides a lot of loot from view, and wouldn't feel right being a stage 2 either. There's also just far too many stage 1s in general so it'd be nice to see a stage removed from that pool.
!feedback more than tranquility being more impactful as in more powerful, id really like the focus to be on it… being engaging? rather than just a counter of how many times youve pressed R that stage? Make it rely on healing a bit, or something. Gradual gain out of combat, but spent when using m2, i dont know.. anything
even if having tranquility stacks had the coolest effects ever, the activation / gain of it doesnt feel interesting at all
!feedback for the antlers
!feedback
This might be a big task to implement but while tranquility stacks are very very good, like very good for her, their effects do often feel invisible and the description also does no justice for it. Not mentioning how it effects abilities is a part of it but adding progressively more powerful feeling visuals or sound effects would make it feel actually impactful to the player, even though it is doing a lot unknowingly to them. better game feel, better communication and clearer implications of the buff and all that good stuff could come from it
!feedback
okay so I've got a bunch of ideas and these probably won't work but would love to give the ideas for thoughts
Warbonds - Honestly looking at all the items originally, my main ideas was, longstanding solitude is just what the red should've done. so just
Warbonds - Upon level up, gives you a free use of any chest or interactible(+1 per stack)
this leaves LS without an effect, so I had an idea that...may not work.
**Longstanding Solitude - Deal increased dmg at long range, but lower dmg at close range. **
- It'd gain a small AOE around you, letting you see the range(Likely just the edge of Huntress' lock on, or specific to each survivor.
- By stacking, you increase the dmg at your long range, and reduce the dmg in the short range.
This is all I wanna share in one message but, this was my main thought I've had for so long and now I can share it
!idea!
Mod menu for console.
!feedback
Mod support for consoles
!feedback
As Warped Echo is not receiving a full rework and instead significant changes, it shouldn't have any sort of cooldown or anything like that. It should always work on every instance of damage since it doesn't actually prevent damage in any capacity, just changes how you take the damage.
Maybe it could be a health drain effect with how long it takes to drain affected by stack count?
!feedback alt chef secondary
!feedback
bison steak buff: +10 base health
bumping so hopefully devs can see
!idea
When you start a solo run in risk of rain 2 you can save your run and play something else.
!feedback
Don't really know if this should be under feedback but whatever
Elite Children are way too yellow, I shouldn't have to look for their stupid Elite horns to see what Elite typ they are, they should turn more red, blue etc like all other enemies
!feedback
I get that there are plenty of things to work on, but I feel like Chef could use a bandaid fix until his full rework and you should just give him unlimited M1s like so many unpaid, amateur modders already did.
Also, False Son M1 should be possible to be aimed at 360º degrees.
!feedback
make blind pests not as accurate with something that does as much damage as they can do with pinpoint accuracy at ranges all other enemies wish they had
!idea
Can you bring back all items from the first risk of rain in to risk of rain 2
next DLC: Providence Returns
basically just port all of ror returns into 3d
this would be a great investment for such a small team, I promise
!idea
Bring back all character from ror 1
!feedback
Bring back the characters (from where idk)
!feedback
UNTIL the damn items&elites drop can you guys at LEAST tweak Twisted elite reflect damage? Don't act like you can't rather then make us NOT interact with a whole gameplay mechanic BECAUSE of it, give us a damn bandaid fix UNTIL the rework comes out at least
!feedback
Unlock: Defeat False Son as Loader on Monsoon.
Negative Core - White -
If you have an odd number of this item, gain 14% movement speed (+14% movement speed per stack). If you have an even number of this item, gain 7% reduced cooldowns and 7% attack speed (+7% reduced cooldowns and 7% attack speed per stack).
!feedback
Please fix Vagrant orbs so that they are ALWAYS able to be destroyed, this sometimes able sometimes not is not fun at all to deal with since it has insane tracking and damage when immortal
!feedback
Listen, we need more speed buffs in the item pool. Elusive Antlers is a step in the right direction, but we can always use more, so how about:
Spirit Orb
-# Green
+10% Movement speed. The lower your health gets the higher your movement speed is, up to +100% (+50% per stack) at critical health (25% if you didn't know).
-# yes this was just created because of an argument in the discussion channel
!Is that Freddy Fazbear? Har-har-har-har-har
Make it so if you have a bunch of the same tier command essences close together in a pile, you can set what number of those essences in that pile to whatever item you need so you don’t have to open command menu for every item
A.K.A.; rich people problems
!feedback
Pause the game in singleplayer when selecting a command item or one of those item things that give you a choice
cool idea but i feel it would be a good concept for a lunar item rather than a white
!feedback
Built in survivor stats display would be pretty cool :)
Probably a toggle in options would be good
!feedback
Upon hearing the plan with the roadmap and especially phase 3, it immediately inspired me to look deeper into false son and what makes him feel out of place in a weird way. Tried to make it with as little bias as possible, purely focusing on already known fundamentals that work well. Talking about and explaining in as much extensive detail as I can on what is something that could take away from the character, why it does so, what can be done to improve on it and why it would genuinely improve the feeling of the character. This is purely all focused on the game feel from the gameplay loop! Not going over animations and why they could be considered problematic
This got bigger and bigger as I went on so it isn't able to be fit into one discord message. While the changes themselves on the surface are very simple, the reasons behind them I try to make very understandable
(suncles I know you see this please give me the light of day I promise this isn't one of the slop suggestions
)
https://docs.google.com/document/d/1EPKPoCuuO1u3FfmuA74-9xyjqXkgM0_89BVQGF1vYGE/edit?usp=drivesdk
Open to all feedback on these in #ror2-feedback-discussion with an open mind if you do take the time to ready it and see a problem with something (:
These are suggestions and ways to help the playable false son tweaks in phase 3 of the seeker of the storm update road map to make him more polished and smooth by focusing on what can make him feel clunky and tedious and trying to make the overall game feel of the character better I'm attempting...
!feedback
ror2 should have an official save option for looped/longer runs which would allow you to come back to it after you've closed the game or something- I know there's a mod for it but it would be a lifesaver for the console players(including me) instead of having to end an almost 3 hour run because of life commitments for example.
!feedback
Make warbonds increase movespeed when you have more gold
Please I want benthic to be usable
!feedback
Twisteds currently use the colors of Overloading. They have a whiter outline as opposed to the blue shield outline, but they really should get a unique color.
They also lack a spawn sound that should really be added
!feedback
Isolated Antimatter (Green)
Gain a damage bonus for each consumed item in your inventory.
- For each greyed out item held, gain a 10% (+10% per stack) bonus to all damage.
!feedback
I think Prayer Beads would be a lot more interesting if it gave other stats per level instead of Health/Regen/Damage.
There's a level stat for Movement speed, Jumpheight, Shield, Attack Speed, Armor, Crit that's always 0.
Maybe instead it could add to some of those.
!feedback
Some thoughts on false son boss fight, aside from how buggy and unfinished it is, I think the idea of the fight is cool. Getting chased by a giant golem, and the arena become smaller as the fight progresses, but the problem is, without good movement speed, it’s hard to dodge his attack or get some time to breath.
But I actually think this is what this fight SHOULD be, since false son can only walk, and lose his dash after phase 2, he should be faster than the players to catch them, and the fight should be emphasized at close range. But for right now, his move set is stupid that it give little room to counterplay, making the fight one-sided, my main issues are the slam and laser.
The melee slam
I think the biggest problem of this move is that he can walk during the charge, he can stick with you like a gum, hit you with the big meaty hitbox, you can’t escape the range, try go to his back will still get hit from behind. My thought is that the slam charge should be stationary, and the hit box should be smaller and only in front of him.
The laser
Besides the damage, the laser has some problems. The first is the duration, the laser last so long, you will have to camp behind a pillar forever, it kind of pause the fight for me. The second is that he can do laser and walking and slamming all at once, this is literally insane, especially during phase 3, he almost guaranteed to use laser after banning the skill, dude basically say “GGs shake my hands”. My thought is to change the laser from continuous attack to one-shot attack, like the laser swipe of Midir from DS3. It should function just like golem laser, the closer the easier to dodge, but will have to deal with his melee attack afterward. This should be a move that make the fight engaging instead of a straight-up checkmate.
It could be fun to dance around with the boss at close range, the shrinking arena and the boss become less mobile give me this vibe, and I think they should encourage this.
!feedback
PLEASE change or fix or whatever, just dont have Halcyonite's spin attack be a radial.. whatever it is? cause it will be done with it's attack, and still do damage! It's unfair
!feedback
please give Xbox players keyboard and mouse support
!feedback
Drop The Ball -Equipment-
Spawns an item at your position. The item will continuously reroll itself until it touches the ground. The chance that the item rarity will be higher increases with distance fallen. One time use.
!feedback
Had a little survivor idea, idk if this is the right place for such things
!feedback
When reworking all of the DLC items, can you make them not just good or passable, actually something that can define builds, feel different to use, synergise with other items, are creative, create new playstyles, or are actually something that I look foward to picking up. Shuriken is incredibly creative and good, not just passable. Malice from StarStorm 2 (i believe) is always fun and creatively designed. I know its alot to ask, but please try to listen
!feedback
Pavlovian Chimes (Red)
When a chance-based item triggers for the third time, it triggers as though you had 3 (+3 per stack) additional copies of that item.
!feedback
Giving some sort of ending animation to seekers first 2 primary shots would make it feel more polished, right now it just kinda... Dissappear, it and it's trail just kinda all poofs out
!feedback
Unlock: Defeat False Son as Acrid.
Heartstopper - Gilded Equipment - On pickup, summon a deadly needle facing your chest. All chests have a 50% chance to drop double the items. If you fall beneath 75% HP, the needle will pierce your heart and reduce your health by 50%, ignoring all defense or damage blockers (the 50% health does not scale with already reduced health, so getting pierced a second time will kill you instantly). Activating the equipment will turn the equipment into Lifeline and both original effects disappear. 60 second cooldown.
Lifeline - Gilded Equipment (Unobtainable via any means besides consuming Heartstopper) - Grants the player 50% barrier. 35 second cooldown.
!feedback
Make luminous shot work with the primary and charge the m2 instead and leave the stats the same.
!feedback
Add a guaranteed cleansing pool to gilded coast. (If this somehow makes gilded coast overpowered, one should at least show up when you have longstanding solitude.)
!feedback
make explosions uproot and stun scorch wurms, not being able to attack an enemy 90% of the time is annoying af
!feedback
Kind of a minor equipment change, but you should be able to hold the jump button to ascend straight up while Milky Chrysalis is active
!feedback
Green Item: Kinetic Converter
For every second spent moving while not attacking, gain 1(+1) stack of Empowered Strike buff
Empowered Strike: empowers your next attack with +10% per stack more damage and velocity. All stacks are consumed on attack.
!feedback
new red: Imitation Dynamite
every explosion spawns 1 (+1 per stack) explosive charge that detonates after 1 second, dealing 200% (+100% per stack) damage each
this item does not self-proc, but its projectiles have a proc-coefficient of 1
note: the explosive charge spawns at the center of the explosion and flings away in a random direction before exploding.
!feedback
I made a Chef Rework and I also made 2 additional alternative skills since the SotS characters only received 1 each. Some parts are heavily inspired by Chef's appearance in Risk of Rain Returns.
The reason for making an alternative Passive instead of just also an alt. Secondary or something is that 1, I wanted to and 2. Hopoo really only did it once with Acrid's Blight and let's be honest, Blight sucks, so we haven't really seen an alt. Passive in vanilla as of yet.
Anyways, here it is: https://docs.google.com/document/d/1DapsqX8TGgUQIhL1z6IkY3cuHFq81fzUWv6yaGC135E/edit?usp=sharing
Chef Rework + New Alt. Skills Skills: Passive: Chef's Kiss Killing enemies with 2 or more stacks of Prepped drops a healing Food item. Food items grow more potent the more stacks of Prepped the enemy had. Alt. Passive: Cook Enemies killed by Sear have a 25% (+25% per stack of Prepped, max 1...
!feedback
New Artifact: Artifact of Glasses
All character’s ranged attacks can hit 100% further, and all characters can see enemies from 100% further
All characters appear to be wearing
Crit Glasses (cosmetic only)
!feedback
Artifact of revival: once a player dies, healing past 100% fills a meter. When the meter reaches 500% of the dead player’s base health (halved for every corpsebloom the dead player has), they are revived at full hp.
!feedback
Nerf the Grandparent knock back by 50%. If multiple Grandparents spawn on you you go flying and you can’t do anything about it except panic, try to orientate yourself and try to get back to solid ground.
!feedback
Can you give the engineer alternate turrets some much needed speed and range boost so they can actually be a usable alternative to losing bungus, which is odd because even if they have it it doesn't work if they stand still, which it should
!feedback
Survivor idea
!feedback
Bring Pilot Survivor from Risk of Rain Returns in Risk of Rain 2
!feedback
Make Risk of Rain 2 cross-play
(So PC and console players can play together)
!feedback
I very much like the idea of the False Son and the fight against him. False Son is, for all intents and purposes, an amalgamation of Providence, Mithrix, and Aurelionite, constructed by the inhabitants of Petrichor V to bring order after the death of Providence, twisted now into a hate-filled, self-destructive being that can't see right from wrong with the many voices in his head, the many images he is supposed to fill. Gearbox is clearly aware of the problems with the False Son boss fight, but I wanted to throw my hat into the ring with some suggestions, really, a complete rework, many inspired by the tone and speed of the accompanying track, Oṃ Maṇi Padme Hūṃ.
https://docs.google.com/document/d/1O8cFVrogKQHoM2p2q71jEuI6pk-HUXigXHP43QObnTs/edit?usp=sharing
!feedback
Bring Back Keyboard and Mouse Support on Console
!feedback
with an introduction with the new seekers of the storm road map thingy i thought one of the new additions to the survivors would be more alternate abilities
i dont want another void fiend situation with literally 0 alternate abilities
!feedback
!feedback what if antlers shield deal damage based on %hp.
For example every stack of antlers shield gives you 20% maximum damage return to enemy (with every stack being less efective to avoid reaching 100%).
For example, you have 1 AS, and a lemurian hits you with a fireball, the attack itself deals 30% of your hp, but you have some defensive stuff so it doesnt really do that damage to you but the effect is still calculated with that 30%.
So the lemurian will take that 30% IF the current cap is greater, in this case, you only have 1 AS so it only takes 20% away. If the lemurian hits you again, then his remaining current health will go down 20%, so this effect will never kill him.
This would make the item work as an old guillotine, but for all enemies, granted they have to hit you so is not as convenient (its a white item). Also, since mithrix and similar will always almost OS you, this item could be disabled for final bosses.
This would make the item consistent in every stage of the game, also making having a great synergy with items like tougher times/safer spaces/opal... etc, since the damage is return regardless if it actually took away its initial value of damage to you
!feedback
Image is self explanatory.
!feedback new ror2 item idea: heavy sack
it is a boss item that comes from scavengers. they have been considered technically a boss in all games in the risk of rain franchise so its about time they get some love.
the item makes every chest drop +1 more item (+1 per stack).
!feedback
Malevolent Valor (Lunar)
For whom but for them to have a cognition... Of glory.
If the wielder consumes an item that would revive/heal them after reaching a certain HP % or taking fatal damage, a storm of shields arises to protect the wielder from any and all danger for 4 seconds, while the original item's effect is nullified entirely. During these 4 seconds, they heal to 100% of their HP, become cleansed of all debuffs (not applied to cooldowns) and become invulnerable. As soon as these 4 seconds are over, the player enters a state of panic lasting 12 seconds, where they lose 100% of their armor, gain 20% movement and weapon speed as well as have their aim become extremely inaccurate. Erratic movements not controlled by the wielder can spontaneously occur, leading them into potential danger. Weapons that ordinarily home are now possessed, making their movements random. The effect has a 60 second cooldown. This cooldown is also applied to items usually affected by the Malevolent Valor.
If the wielder doesn't have an item on hand that would trigger the Malevolent Valor's effect at a given time, they become afflicted with dread, decreasing movement speed and armor by 2%, with 2% more with every 2 minutes, capping out at 10%.
Lore Entry:
I have led so many men to war.
A feud without an end in sight.
They bring death and take it with them for motives that far surpass their own moral compass.
I did not herd them into this bloodshed. They followed on their own accord.
But was it their subconscious or their will?
"Dulce et decorum est pro legione mori."
Words burned into my innards. Inescapable scraping of char in my every step.
Damn you, messenger.
For they follow not me, but the foul scent you stained my divine attire with.
Special:
Upon beating the game or obliterating on Eclipse 8 with having had this item since the 1st Bazaar Between Time, the player will unlock the achievement "Try me."
!feedback
New Lunar Item: Attacks deal 50% to 150% of total damage
!feedback
!feedback
Artifact of Similarity
Each survivor can only choose 1 item per rarity type to pick up, all further items of that rarity get converted into the chosen item. But every item’s stacking values are doubled.
!idea
New Artefact of lunar
You can only get lunar itemes and ultimates
!feedback
Lunars only artifact
!feedback
Add guaranteed cleansing pool to gilded coast to combat longstanding solitude softlock, would be thematic and cool for gameplay too ig
sorry
!feedback Allow engineers turrets to share XP and infusion orbs with the player. because if you are running around trying to kill the enemies before your turrets and its a hassle.
!feedback
New tier 2 void item:
Shell Collection
Gain 1 (+1 per stack) charge of Shell. Upon getting hit, fire a random projectile at the enemy. Each stack recharges after 2 minutes. Corrupts all noxious thorn
——————————————————————
“I love collecting sea shells! It’s my favorite past time! Look, this one’s my favorite. I found it right next to a place where a landslide happened. Do you like it? I know it looks funny, but ever since I started collecting I keep finding more and more interesting ones!”
[[Notes: subject of recording was arrested for reasons: possession of severed limbs, active artillery shells, and illegal energy generators]]
!feedback
i had a run where i got a lot of chronic expansion with an on-kill-spam build and it was genuinely really cool and useful, but i feel like outside of actively exploiting the huge damage potential you can get with forgive me please+gesture it doesn't feel all that impactful. the concept behind it is really cool, though, with it being a powerful combo tool you have to be more intentional about!
i think the problem is that a (relatively) small damage buff like chronic expansion feels most at home in the early-to-midgame before you're really steamrolling, but the duration of the buff is tied to being in combat, so it's very hard to maintain with the lower enemy spawns of the first loop. i think there are two solutions to this:
1- tying the buff to being in combat makes it feel like more of a passive buff that gets stronger over time, rather than a more dynamic (and fun) combo-building item. give chronic expansion its own timer that resets whenever a stack of the buff is added to make it truly build a combo
2- if that's implemented, maybe reduce the amount of kills needed to build a stack. my gut is telling me that 3 would probably feel better with this item but without playtesting i really have no way of knowing
(also fix the damage scaling bug)
!feedback
Bill of Sale (Lunar)
Sell items for Gold...but you can no longer obtain scrap.*
- Items given to a scrapper no longer create scrap, but instead grant gold based on the rarity of the item multiplied by the player's level. White items have a gold value of 25, 50 for green, and 200 for red items. Each stack adds 5, 25, and 50 to gold values respectively for each rarity
!feedback
Artifact of Integration
Passive items have a 1/10 chance to morph into an equipment. Activating the equipment applies heightened effects of the morphed passive item for a limited time, and on a cooldown. (Examples: Delicate Watch, increase damage by 100% for 10 seconds, 30 second cooldown. AtG, grants a 30% chance to fire 2 missiles dealing 500% damage for 15 seconds, 60 second cooldown. Newly Hatched Zoea, summon 7 random void creatures to fight on your side, 120 second cooldown).
Equipment items have a 1/3 chance to morph into a passive item. (Examples: Disposable Missile Launcher, fire 12 missiles that deal 200% damage every 30 seconds. Foreign Fruit, builds up energy over time, releases the energy as healing whenever you take damage. Recycler, rerolls items after standing in front of them for 5 seconds with a visual meter to display reroll progress.)
Optional Addition/Variation: Increases all survivor equipment slots by 1. Press [unbound] to swap between equipments. (MUL-T with Retool has 3 equipment slots and may use either R or [unbound] to swap).
!Feedback
Artifact of Sight
All enemies always know where you are. For every 25m away an enemy is from you, they gain +50% move speed (stacking linearly)
!Feedback
Ok hear me out, Energy Drink but consumed by the local wildlife.
Gives +0 speed, +0 per stack, and is a common. 👍
!feedback
Lunar Equipment: Gravitational Anomalizer
Flips gravity for everything for 30 seconds
60 second cooldown
!feedback
Y'know what? Imma take a shot at this whole "making artifacts" thing we got going on here. May I present...
The Artifact of time!
-# or the Artifact of greed, both work
But each item you get will eventually dissappear, with the timer for individual items being reset each time you add to that item's stack.
(All timers will of course freeze in areas where you cannot normally gain items)```
!feedback
a fucking nuke
Has a 999999999% chance to kill every enemy in the game so you will never have to fight anyone in the entire run (this also includes teleporter and mithrx)
!feedback
Acrid's Blight debuff duration should be infinite.
!feedback
Equipment
I Can’t Do This
Kills the player instantly.
Single use.
!feedback
A temple of the elders map for ror2. would look really cool in 3D, and could add some new bosses like “Colossal Temple Guard” which is like the temple guards from ror1, but it’s huge and has some other abilities
!feedback
Active item: Survival Turret kit (CD 80 seconds)
You place a turret on your current location that stands for 30 seconds that shoots continously a laser while rotates (5 sec for lap) (stats of a normal turret). It is equipped with 3 random items borrowed from your inventory. Once the tower is destroyed or dismantled, the items return automatically in your inventory
!feedback
Can we just unnerf captains abilities in the void and other areas already? It never made sense that in this game of games that, some "realism" was randomly forced onto a survivor in a game where ukuleles proc freaking chain lightning, let our Captain use his skills everywhere already
!feedback
Can we change Huntress' default special from the garbage dome target to the same beam of light as Seeker and Rex with their secondaries? Would make aiming to hopefully hit air targets easier since I can SEE where the skill is in relation to them if they are in the camera
!feedback
Elite Childs aren't very distinguishable from normal Childs, please update the Material so it's more noticible. (Vanilla Left, Suggested Right)
!feedback
Change Blight to have it spread to the nearest enemy on kill which will reset the duration making it potentially snowball from smaller enemies into significantly more damage on bigger enemies and overall scale better
!feedback
I think it would be really cool to have a “custom” mode where you could change things like maybe spawn rate of enemies, chests, maybe increase how fast your character gets exp and just other things like that. For example I love playing with artifact of swarms but don’t like the halved hp of enemies so it would be nice to be able to do things like increase enemy spawns without a drawback. Probably turn off progression in that mode though
!feedback
Green item: Shock Absorbers
The less health you have, the less damage you take
Damage reduction begins at 75% hp remaining, caps out at 66% reduction at 1 hp remaining
!feedback
Red or Yellow Item: Wrath Justified
Your attacks gain a 25% chance to trigger your effects from taking damage [Razorwire, etc.]. Additional stacks increases the number of times said effects trigger by 1.
!Feedback
Re-add keyboard and mouse support on console 🙏
!Feedback
Clarify what “buffs” mean for Growth Nectar. As well as “stats”, because prayer bead stats aren’t the same as nectar stats. A list in the logbook would be appreciated
!feedback
a document about false son boss fight (a bit long, also some gif)
https://docs.google.com/document/d/10LP5tsdHPurMrcgGgJlWqLd4CnOVHr2P3yDoodnb7Kc/edit?usp=drive_link
false son should have Providence's clone attack in P3, dude is basically Providence Jr. , it's wierd that the fight doesn't have any resemblance to Providence fight.
and also give my boy Providence's eye and hair, he is too young for androgenetic alopecia
Some thoughts on false son boss fight, while the fight feel very buggy and unfinished right now, what I want to talk about is the design of the boss fight. Because even if there is no bug, this is still a mess, I will try to make my feedback as concrete as possible. Outside of the boss fight -...
!feedback
Please add a win streak Stat for the logbook profile, so many cool stats could be there to track and this one would be very nice to not have to track yourself 🥺
On a related note, it'd be nice if eclipse wins actually counted as wins to the logbook or (and preferably) there was a Stat for eclipse wins
These don't have any downsides or negatives and I can't imagine they'd be very difficult and take a ton of time to implement but they'd go a long way
!idea
Crossplay risk of rain 2 Xbox, pc and PlayStation
!feedback
Crossplay for everyone except Switch for some reason
!feedback
Bottled chaos buff
Reduces the cooldown of active items and buffs them
!feedback
Luminous Shot Rework idea:
In addition to the current buff, each buff of luminous shot also grants x% (10%?) hyperbolic secondary cooldown reduction.
This would synergize greatly with backup mags and could make them a chase item if you have a luminous printer or get a couple of them. Theoretically this would allow you to use your secondary a ton in a row, get your stacks back quickly due to reduced cooldown (CD), use primary to shoot a powerful luminous shot, and then unload your secondary again. With 10% CD per buff, 10 buffs on you would equate to ~50% reduced secondary CD which isn't crazy strong still but it would be cool on some survivors)
"Secondary spam" feels like the idea behind the item and it is a cool idea, but its currently **way ** too weak and most characters secondaries are generally too long of a CD for the current form to work well. IMO it needs some sort of cooldown reduction associated with it (and likely more damage but thats another point)
!feedback
Add a new survivor that has really high base stats, a slightly weak primary, then their secondary, Utility, and special all are extremely movement-based
And remove the level up cap (very easy to do, don’t give me the “oH tHeReS aN iNtEgEr LiMiT” excuse)
!feedback
i think scrappers should pause the game, decision paralysis is the #1 killer of my runs. mithrix wishes he could be there
!feedback
Give seeker an alternative Special, that works identically to the regular meditate but with a few changes. I will refer to this new ability as Concentrate from now on.
- Firstly, Concentrate would not let you hover mid-air when done in the air, the hovering effect would only take place while the move is used grounded
- The move does not stop your momentum when done in the air.
* This would make the ability more useful on later stages and in tight situations where the normal meditate would be a death sentence due to you having to stay stationary to use the ability.
This would promote a more offensive play style, one different from the one that meditate requires you to currently employ. It would also lead to more extensive skill expression and would present a high skill ceiling which better players could take advantage of.
Maybe the ability could even be used in combination with other abilities? Perhaps the ability could be used with Unseen Hand to propel yourself high into the air by cancelling the latter half of the upwards momentum that Unseen Hand gives you? Just throwing ideas out there :)
Appropriate stat changes would have to be made of course but I feel that this would be a relatively easy ability to implement all things considered.
!feedback
Switch should be able to crossplay with others. Im not normally one to complain but I think this would make the game more disirable to some players cause then you got portable ror2 without waiting for upwards to 15 minutes in quickplay. (Cause I can never get more then 1 other person in my lobby) That’s all thanks for listening.
!feedback
Add the ability to swipe around on the TouchPad on Playstation or use the touchscreen on switch to be able to use a cursor of sorts, similar to how risk of rain 1 functions on the Playstation 4, you were able to use the TouchPad to control a cursor and hover over items and skills for info.
This would be ESPECIALLY helpful with the artifact of command and not having to do several hundreds of individual inputs throughout the run to select an item, it would also eliminate several issues and a lot of tediousness with the new post-sots way the viewable inventory mid run controls on controllers, and be a very convenient way to also go around menus and the character select.
it'd also be very very nice if you could also hover over your buffs and status effects to see what they mean.
This would just be a great accessibility and navigation option.
!feedback
Add that one thing from Dead Cells that makes you basically immortal but change it so you’re only like half immortal
!feedback
-# white
Purified Leech
Lower the duration and effect of a negative effect. (by 10%. +10% per stack)
-# green
Sproom (Spore shroom)
10% To infect target with Sproom. Increased chance on close range
Deal 100% dmg per tick and heal user by that amount. 2x Chance on close range
+5% To infect, +50% Dmg per stack
!feedback
New Green item: Deadly Fungus (Dungus)
Creates a 25m zone around you that deals 10% (+5% per stack) damage per second. After standing still for 1 second, increase the zone size to 50m and damage to 30% (+15% per stack).
!feedback
Invasive essence (void common): on level up or starting the teleporter event, drop a miniature void seed that constantly damages all enemies (but not players) within 32 m (+15 m per stack). Corrupts all warbanners.
!feedback
Mysterious eggs (void uncommon): activating an interactable has a 5% chance (+5% per stack) to spawn a void infestor ally. Enemies voidtouched by this infestor are the player’s allies (unlike infestors from happiest mask). Void infestors spawned by this item cannot voidtouch boss enemies. Corrupts all squid polyps.
!feedback
Exoskeleton (void uncommon): killing a boss enemy increases your armor by 4 (+4 per stack), up to a maximum of 20 (+20 per stack). Corrupts all infusions.
!feedback
Stubborn whelk (void common): increases health regeneration by 0.8 hp/s (+ 0.8 per stack, + 0.16 per player level per stack). Corrupts all cautious slugs.
!feedback
Corrosive scrap (void uncommon): interacting with a 3D printer destroys it. Destroyed printers have a 20% (+20% per stack) to drop their associated item. Interacting with a scrapper destroys both this item and the scrapper. Corrupts all regenerating scrap.
!feedback
Void White
Corrosive Projection
Reduces enemy armor by 20 (+10 per stack) in a 26m radius.
Corrupts all Focus Crystals.
!Idea
I think there should be more elemental based items. I know there's already the rare elite equipments and bands and all that, but I just think there could be more items based off of elements. The reason I'm saying this is because I've used a cheat mod called Aerolt to test out element-focused builds, and I just didn't get what I was hoping for with things like bleed, ice, malachite, and others.
Elemental update pls my boy mando needs the debuffs

!feedback
more element based items
!feedback
Hypnosis module (void legendary): reduces the attack speed of all enemies within 35 m (+15 m per stack) of the player by 75%. Corrupts all unstable tesla coils.
!feedback
Make it so Mul-T can turn right or left faster while in transport mode and holding turn direction slowodn forward and increase turn speed to that direction. Drift mult gaming
!feedback
Lunar Equipment
Blood Oath
Upon use, reduces the user’s HP to 1 and temporarily negates healing for 15 seconds. But increases your TOTAL damage by 1% per 2 HP taken for the duration of the cooldown.
60 second cooldown.
!feedback
Hopoo Hoop (Red)
Your Primary has a chance to activate 360° around you.
- For ranged primaries, gain a 10% chance (+10% per stack) each attack to fire additional projectiles/hitscans/shotgun blasts cardinally and diagonally. This behaves as though you were aiming straight ahead, no matter the current orientation.
- For melee attacks, this behaves identically, but also increases the horizontal range of the additional hitboxes by 10%.
!feedback
Fix the phase 2 mithrix song to loop seamlessly, it just starts doing the first 2 seconds of the main phases theme, how has this been a thing for 4 years. I can't tell if it's a console exclusive glitch or it doesn't bother anyone as me but it takes me out of the experience so hard for the song to have a hard cut like that
!feedback
!feedback can we change mando's nades to explode on contact with an enemy but keep the rolling function otherwise?
!feedback
Possible alternative
Corrosive scrap (void green, corrupts regen scrap)
“Infinite” use on green printers but every time you use it, increase chance of both the item to be consumed and printer being destroyed and resets chances for the next stage (if the item is not consumed)
It starts at like 20% chance to destroy and ups by 20% each use capping it at 5 uses where the 5th will guaranteed destroy
!feedback what if mul-t's scrap launcher actually interacted somehow with the scrap you keep in your inventory? depending on the rarity and stack it could give certain buffs!
watch your back, wertus.
What's better a single teddy bear or a single opal?
Teddy bear as in safer spaces or tougher times?
!feedback
Possibily change how seeker soujurn work in multiplayer as a non host because currently its so annoying trying to control it.
<@&559786374228738069> interesting, this one says that the original message was deleted instead of it just not loading.
!FiveNightsAtFreddy’s
Make Artificer
have an Ice Primary, a Fire Secondary, a Fire and a Lightning Utility, and an Ice Special
And then add new Earth Primary, Secondary, and Special, then the Utility from RoRr
That way we can have one of each element for each ability
I wanna be able to use all Fire, all Ice, all Earth, or all Lightning
bro wants to be the Avatar
!fiveguysburgersandfries
Lunar
Formic Rock
Replaces each stage Teleporter with 4 (+2 per stack) of the Commencement Pillars placed around the stage. Each Pillar is chosen at random from Mass, Design, Blood and Soul.
All pillars must be completed to access the next stage. (Exit portal appears where TP would have been, indicated with a blue pillar of light)
Upon beginning charge, Each pillar will act as its own Teleporter event, spawning a boss and increased enemy spawns until the charge is complete.
Upon completion, each pillar will drop 1 (+1 per stack) regular Teleporter event worth of items, Sharing the usual green/yellow odds and quantity per the stage.
(Still affected by Mountain Shrines)
The usual Commencement pillars will also drop 1 (+1 per stack) random Lunar item each.
Note: unlike regular TP, a pillar can finish charging and allow access to next stage before its boss is defeated, but will not drop items until it is. Multiple pillars can also be charged simultaneously.
Each ‘pillar event’ will have differing green items but share boss spawns and yellow items.
!feedback
It would be nice if there was an option to select/blacklist your eclipse level or modifier after reaching 8, having to play with curse or healing reduction do get tiring.
!feedback
Add gamma settings to all platforms
Literally why should or would this be a pc exclusive feature unless it was simply forgot. For some people this is a genuine real issue which heavily downgrades their experience at all moments.
!feedback
Change all of the unlocks for character skills to just be a grindfest
!feedback
Red Item: Contagion
Whenever you apply a debuff to an enemy, 1(+1) stacks are also given to 1(+1) random enemies within 20m.
!feedback
Make the DLCs playable on Xbox when offline.
!feedback
New Gamemode: Eclipse Trials
It’s a gamemode revolving around the new Artifact of Rebirth
It’s a mix of Eclipse and Simularum where basically you play on Simulacrum except every teleport adds another Eclipse difficulty
The farther you get, the higher the multiplier for whatever item you get for your next use of Artifact of Rebirth, but you have to complete a stage for it to count
So if you die at Eclipse 3 of the Eclipse Trials, you get a x2 Rebirth multiplier, and the highest you can get is 8
Or just completely remove the Rebirth multiplier and give us Eclipse mixed with Simulacrum, if you do you *** HAVE *** to name it “Eclipse Trials”
One message removed from a suspended account.
!feedback
Fix the Grandparents sun attack to ACTUALLY use the same line of sight rules the vagrant explosion does, it can still cook you despite being in cover and shade
!feedback
uhh the war bonds was a good idea to get items on the first stages i mean there was no reason to change it
!feedback
Make warped echo the void variant of oddly shaped opal
- They have anti synergy, they waste their uses at the same time with the same attack source
- With this item we already have 3 white items which "mitigate the first source of damage"
already do that and at least stack - Helps to not clog the item pool
!feedback
The new item changes are fantastic, I love them so much. Thank you for putting in the time to make these items really feel better. I'd say... the only one I really question is elusive antlers? It's both a consistent speedboost and an inconsistent speedboost, which I find a bit odd. I know there had to be some item to shoehorn a speed boost into, and antler shield was probably the best one. But I think the implementation, while it is now flashier and cooler, could stand to be nicer to play with. Maybe dealing damage to enemies could spawn them, but without enemies to hit, it'd be doing nothing? Sort of an inverse red whip? I dunno.
thumbs up this if you think elusive antlers could be improved still
!feedback Developers, please think about reworking charging pillars, as well as the og items like bison steak etc. And thank you for the latest update. Keep it up
!feedback
new antlers are nice, but once you get near an orb they go towards you a little too slowly, and its quite easy to outrun them. maybe increase how fast they move so you dont have to stop once you're going at a decent speed
!feedback
Revert the stun changes.
For those unaware, in the SotS update stuns were changed to stack the duration additively for each stun. With a high attack speed and stun grenades, or a rapidly hitting source of stun like Suppressive Fire, it makes enemies stand still without even an animation for it for however many times you stunned it. This is both an unnecessary buff to stuns, and extremely awkward to look at. Alternatively make the star animation play for the duration of the stun at least.
!feedback
Once all of this is over with, I would hope to see a return to some older content - an issue I see with many games is that the overall cohesion is lost by new content outperforming old content not just in terms of power, but in terms of feeling well put together. For RoR2 in particular, I believe all it would really need, or what it would massively benefit from, is … a similar approach to the terraria devs - going over the game with a rolling pin and checking for weird bumps. Of course, as hopoo themselves said, some items underperforming or overperforming others in the same tier can help create memorable runs, or make the items iconic - im not saying we shouldnt have some items that are better than others, or that all bad items need to be buffed. Bison Steak will always be scrap and i think thats okay! but still, id appreciate if the next step after SOTS 2.0… was to go through basegame and dlc items and tweak some numbers and such.
I think an important factor for powerful items to keep in mind is… the uniqueness. the new Noxious thorn may be immensely powerful, but its a unique item to play around with interesting synergies, engaging with the debuff system. Its not brainless power. Compare that to something like the polylute, where its just amazing without doing much interesting aside from plimp interactions, and … yeah, i think theres a good demonstration of boring powercreep vs engaging powercreep
tl;dr i hope the future of ror2 doesnt forget the content from the base game or the older DLCs as it gets more new content, + i think powercreep can be fine in moderation, the game still should get a large balance pass in the future though
!feedback
Please add keyboard and mouse support to consoles again in one of the upcoming updates
!feedback
more alts for the sots survivors rework please lord gearbox
!feedback
THANK YOU
LITERALLY JUST WHAT I WANTED
Add mithrix as a unlockable character by 100% the game unlocking and completeing all the survivors achievements adding every item to the index and collecting all the log entries along with the maps data and defeting mithrix with every character on monsoon
!feedback
Excelent work on the item reworks! they are all so fun and unique!
!feedback
gonna say it again i really wish for the false son fight to be more stormy as opposed to just reducing the lightning and making it less stormy
if the lightning is more telegraphed and interesting to dodge, or like... only strikes while false son has to stand still... then, i think it could be fun to ramp it up even more. its just when its random and happening at the same time as the normal fight. the REASON that the lightning in the fight sucks is that its like mithrix doing pizza while running at you with a hammer
!feedback
unlockable skins for defeating all 3 main bosses (false son, mithrix, voidling) in the same run
!feedback
As I am discontent with how the alternate path currently works and as Phase 2 could potentially make False Son into a good fight it would be really unfortunate to see the path it takes to get to him be this uninteresting and just "regular" for whats supposed to be an alternate path, it doesn't offer anything unique, its not any more difficult(arguably its even easier than regular path) and it doesn't yield any more rewards without going to Prime Meridian, so I tried coming up with a simple solution to the problem that would make more sense from the logical standpoint(Why do you traverse using teleporters when you enter the alt path and go through green portals anyway), and it would add more rewards and difficulty to it while keeping it a bit more unique than default stages, this could encourage people to actually go there for that experience rather than just going there to look at a different set of stages.
Replaced Teleporter with Halcyon Shrine:
-The reward becomes better as its a guaranteed tier 3 Blessing which is way better than a regular boss drop;
-You can progress faster if you want by not fully charging it at the cost of lower rewards;
-You would now be unable to leave the alternate path until you beat the False Son(this is so you have to commit to the path rather than just getting more loot and dipping right before the final boss);
-The final enemy that appears after activating it(previously Gilded Halcyonite) would now be replaced by a random unique Halcyonite boss variant specifically on the Path of the Colossus, for example:
"Flying" Halcyonite - Essentially acts like a buffed version of Xi Construct as it hovers above the map and fires beams and can cast old Gilded shield on itself, blah blah blah but doesn't have an annoying AI that flies away all the time;
"Artillery" Halcyonite - Essentially acts like old Ancient Wisp as it bombards the area with Glowing Meteorite/Gilded Elite-like AoEs along with some other attacks that I'm obviously not going to design for a suggestion;
"Spearman" Halcyonite - Essentially acts like a boss version of the regular Halcyonite as it would have some sort of mobility and stronger melee swipes as well as a ranged spear throw that would require you to hide behind something if you don't want to take ridiculous damage;
What does this any of this offer to the alternate path at all? Well it is obviously a mock up and primarily just a concept but the point behind it is that it would make the Path of the Colossus more difficult and rewarding while also adding unique content to it that would make it actually feel alternative rather than being an arguably easier regular path but with different stages.
!feedback
With the unstable transmitter rework i think its better time than ever to bring back the topic about the old war stealth kit abysmal performance for a green item
!feedback
Hi, just wanted to say that the update is very much welcome and great. The game feels much more like what it was prior to the update for SotS, and the item reworks have been great. Much appreciated how hard the team is working to right the ship.
!feedback
You did it you beautiful bastards.
Good job.
Looking forward to more stuff.
Maybe some !careful! !!playtested!! !!!released to beta branch first!!! balance brush-ups on already released content from base game and sotv next?
!feedback
Item:void
Idk name
Converts chance dolls and increases chance that items drop in general
REVERT THE ANNI REWORK FOR OLDWAR
it was fine as it was before the rework!
It stacked better pre-rework!
Old oldwar my beloved!
!feedback
Awesome job with the update guys!
While streaming last night I noticed the Artifact Reliquary is disabled after teleporter event, and I'm pretty sure it was enabled after teleporter event in the past. It was a nice QOL that gave a last minute option to redirect the run back to a loop if you forgot to realign the teleporter or if you happen to change your mind. Just thought I'd point it out especially because my friend group actually uses the bulwark ambry this way pretty often.
!feedback
Artifact of solitude: randomly blacklist half of all items at the start of a run. Accounts for common synergies (if lens maker’s glasses gets blacklisted, so will predatory instincts, if gasoline gets blacklisted, so will ignition tank, etc.) The logbook will indicate which items can be generated during the run.
For players that prefer a smaller item pool, but still want to play with new stuff. Or players that don’t like actively restraining themselves, but get bored with the item meta.
!feedback
The three new survivors should also get new skins for defeating the false son!
Here are some ideas, all themed around corrupted variants.
C0RRECTIONAL-CHEF
A withered, void touched version of chef covered in barnacles and other void debris. Parts of him have been broken off, some of which are filled with organic void material like crab chitin, as the barnacles repair it. Instead of a pizza cutter, he has a can of clam chowder.
Failure
A slimy seeker with a broken mask, revealing what looks to be a gup growing from inside of her.
Greed
A gilded seeker, designed as if they were a disciple of aurelionite
Perfection
A false son that looks as if it was designed entirely by mithrix, mimicking the look of lunar chimeras, and with a similar hammer to mithrix instead of a club.
Sibling
A gilded false son, designed in a similar manner to Aurelionite or Halcyonite
!feedback the item logbooks (lore sections) still have poor formatting, such as electric boomerang starting with blank shipping details, then suddenly switching to an omniscient narration of a story, and then saying that all of what we just heard was “signal echoes from the contact light” which… well, no. it doesnt make sense
also, items like sonorous whispers and elusive antlers’ logbooks are written with the items old effects in mind (the antlers are mentioned as sturdy and impossible to clean, which has no reason to be mentioned now that they dont give armor)
overall uh, a pass on the item logs would be appreciated. maybe a pass on the monster logs and new ambry variant logs as well? thats nitpicky though.
mostly just the items. all SOTS items. thats also not getting into the uh.. inconsistent lore that Hopoo devs mentioned in other logbooks such as the gilded coast logbook.
but again - mostly i just want to see the bare minimum of the sots logs making sense to read in a vacuum
!feedback
Make the lore from now on as complicated as Five Nights at Freddy’s so we never know what’s going on
!feedback
Allow Singularity Band and Breaching Fin to sinergize. Currently, knocking an enemy airborne and then getting them caught in a singularity band with get rid of the breaching Fin debuff on the enemy. It would be kind of cool to knock enemies airborne with a few weak hits and then keeping them airborne longer with a strong hit creating a sigularity band to keep the debuff up longer.
!feedback
What's the point of luminous shot? It's like not using your primary does more damage. And most primary attacks deal low damage. Instead of giving a benefit for using multiple abilities, I think it should restrict abilities. Something like "Not using your utility ability increases your damage". Cause rn it just feels like a knock off ATG, and doesn't provide any new gameplay or decision making.
I think the utility idea is interesting because most surivors needs it for movement, so it gets movement synergy. But then other survirvors like Captain and MUL-T can use it to increase the damage of their band proc. As is rn, it just procs things occasionally; not that interesting
!feedback
warbond's trumpet sfx sounds cornball and really out of place, i thought it was a soundboard at first until the next phases of the false son started and it repeated the sfx. idk if changing or removing is the move
!feedback
AMAZING UPDATE! all the new items are a blast to play with, especially fin!
With the new characters getting their skills reworked/buffed, I'm kinda hoping some love comes to some of the... less than stellar skills that past survivors have.
Skills like Bandit's alt primary, Acrids alt skills, Commando's grenades, Cap's taser, Mul-T's alt primaries, Arti's alt primary and flamethrower, Loader's alt utility, Huntress's arrow rain, Rex's alt special and utility, railgunners primary special and polar field...
I just think it would be super awesome to see some lesser used skills get some updates... maybe a suprise bonus for phase 3? :D
Yall rock!
!feedback
Now That we're entering stage 2 of this whole thing i was thinking about making false sons arena, like twice the size and making pillars be a full circle in 3 rows toward the center and i would keep the arena getting smaller with each fase
!feedback
add parent, child and grandparent family event, their names are too perfect for it
!feedback
For the upcoming FS patch:
in my experience a big problem with the false son fight is you’re somewhat forced to go after atleast one loop due to there only being about 3.5 stages (prime meridian doesn’t really have the same loot as a full stage), which means the loot is pretty abysmal and leads to not many synergies and generally a pretty lacking run unless you’re really lucky. I’d like to suggest that shattered abodes gets moved into the first stage of the path of colossus, and everything else gets shifted over by one. There’s already enough stage ones (including loop alternates there 7!) and it also fits thematically, as there’s a door in one of temples in abodes that presumably leads to reformed altar.
Hopefully this would make going to false son without looping more consistent, and involve a lot less luck on getting items to deal enough damage and have enough defense to not die to him.
!feedback
i have little in the way of actual feedback right now, but just jumping in to the phase 1 update for the DLC, the general experience has been SO much better. i will always give credit where it is due: you guys cooked with this. what little i've played with the new items i've thoroughly enjoyed and thought "oh wow, that's actually mechanically deep and interesting and flows well in combat".
i liked luminous shot to begin with, but what you've done with it makes it viable on way more characters and turns it into much more of an AoE item - I adore that. items that would have been never-takes for me- like the goddamn triangle - have been completely redeemed, and other items that were just "meh" before have been made far more interesting without power-creeping too hard. going forward this does not excuse a lack of QA before release, but you've put in a lot of effort to repair your image and the experience of the expansion and I & many others appreciate that a lot. i'm less-cautiously optimistic for the future of the game. you have my trust. 👍
!feedback
make gold dropped by gilded elites have red outline to be discernible from ghor's tome
!feedback
I believe Elusive Antlers are close to being perfect, but everyone agrees it is a little overtuned.
Elusive Antlers
Increases movement speed by 7%. Spawns orbs of energy nearby every 10 seconds (-10% per stack) giving +7% movement speed up to 2 additional times (+2 per stack) for 12 seconds.
!feedback
Same as Elusive Antlers, its just a little too strong.
Bolstering Lantern
Increase your attack speed by 5% for up to 4 (+2 per stack) enemies and allies within 20 (+5 per stack meters).
!feedback
While efforts to clean up the mess produced by the latest DLC release remain underway, it would be nice to have versions 1.2.4.4 (the Devotion Update) and 1.2.4.1 (the last update before the acquisition) available to roll back to via the "betas" on Steam.
!feedback
let us scroll up and down in the in game chat
!feedback Add self-knockback to Scrap Launcher's explosion (rocket jumping).
Mul-T is slow. While in power-mode, you are very slow. Lots of people like double nailgun not just because of its high sustain damage, but also because of the ability to recoil yourself backward, allowing you an interesting, involved, and fun way to maneuver and dodge while in power mode. Power saw can also help you move around, to some extent, pulling you toward enemies that you hit.
I think that if Scrap Launcher's explosion had the ability to knock you back even just a little bit, it would be way more fun to use, opening up a whole new way to interact with enemies and the environment as Mul-T. It would also be especially fun with power mode, as you could get creative to rocket jump out of the way of attacks, while simultaneously damaging enemies. It could even help you get some height on enemies for an aerial bombardment.
Overall, I think this would be a fun, non-game-breaking way to make Scrap Launcher a more appealing primary to use
Additionally, Scrap Launcher should have the same cooldown reduction from attack speed as Artificer's M1.
Both of these skills are really similar in function, and this would make scrap launcher so much more fun and engaging to use. I don't see any reason why not.
!feedback
allow huntress aim to the alpha constructs who hide in barrier
!feedback
could there be an option in the audio settings to make the teleporter music not muffled when your outside the radius? It is a neat mechanic, but a lot of times (especially in eclipse) you have to fight outside the teleporter, and i still wanna hear Chris's jams :(
!feedback
clug/buckler/other older items that don't currently act as buffs should be treated as buffs
!isthatFreddyFazbear?har har har-har har
Make it so huntress has a toggle option for being auto-aiming or not cause sometimes she can’t hit enemies like shielded alpha constructs
Toggle control: Alt+F4 :]
!feedback
Add an accessibility setting that pauses the game in singleplayer and shows a confirmation popup if you're on a stage 4 that has a legendary chest with a sale star in your inventory.
Not that I've ever had a problem where I've forgotten I had one on Abyssal Depths, what? No, never...
!feedback
Add achievements and Skins for each Survivor for beating all 3 bosses in 1 run
!feedback
New Tier 1 Elite Type: The Fleeting Elite
Shares the same stats as other tier 1 elites, except it also gives a 2.5x movement speed modifier and 2x jump height modifier buffs. Fleeting elites build up gust charges with momentum that release upon full charge (telegraphed by glow and chain lightning going through the crystals) in a higher damaging high knockback gust attack. Appearance-wise they'd have a beige/white-ish color, teal crystals sticking out and horn-like protuberences on arms and legs (if existant).
New Equipment (Aspect) : His Swift Passage
Become an aspect of wind. Gives passively the effects of a fleeting elite.
!feedback
First of all, I love the update, great work to the team. I know this is a bit different from the other suggestions, but, if possible, could we have a model update for the False Son? In the trailer versions he looked significantly different and sharper, more sleek looking, though that might be just because it was a drawing instead of a 3D model. I know it's more of an aesthetic change, but I thought it'd be worth to keep in mind.
!feedback
Balance has, and is, a big topic recently. However there must be a very clear reason for changes to happen and there needs to be atleast a guideline of why something gets changed. I'm not exactly using the "can't always have candy for dinner" argument however it is something to be considered and a problem creeping up with this update. what I am trying to say is that while these reworks are good, and I belive way better then before, but, I really hope commiunity feedback is taken somewhat with a grain of salt. yes, this is a great path forward, and it would be good to touch older content, however there needs to be a reason to do so. You can assign items roles and what they do, what they're good at. items that can't fulfill that should be changed or buffed or reworked, it's why things like noxious, antlers, knockback fin and so on were reworked. Things like bison stake and old war stealth kit do not need buffs or reworks god no not at all. Yes they arnt good items by any means but they're also not explicitly outright bad, they do their thing and that's ok, that's fine. Needless buffing mid items isn't necessary and shouldn't happen, buffing bad items is something to consider, nerfing good items is also something to consider. The game and the item pool is all a very non binary ecosystem that doesn't have stable and concrete anwsers for the most parts but I belive this one is. Item pools are delicate and have so many factors. changing warped echo to a void and saying "this will reduce item clog" doesn't make sense because it has no intentions behind it, there is no actual reason behind it, you're not achieving anything. And yea, nerfing items slightly is fine. I love Elusive antlers but that doesn't mean any criticism of the item and discussion for nerfs should be downvoted to hell here. You can slightly nerf an item and keep it's identity and purpose, it won't make the game harder but will make it less easy, if that makes sense.
!feedback
Make Sale Star work on Void Cradles
!feedback
Loop Stage Variants should instead have a 33% chance of appearing when looping.
New Loop Stage Variants (part 1):
Echoing Cliffs (Distant Roost Variant):
Has an early night sky, greyer dirt and wind (visual only). The flying creatures usually in the background aren't present. All of the metal doors are open. There is an opening with a large chest near the cliffside path.
Fallen Plains (Titanic Plains Variant):
Has a sunset sky and orange grass and leaves. The huge pillars have extended outwards and down to make a full arch. The pillars can be climbed and one has a large chest on top.
Frostbitten Forest (Siphoned Forest Variant):
Has a night sky filled with aurora borealis. The metal door in the cave is open and in the cave section behind it there is extra loot that includes at least 1 large chest.
Tar Spillgate (Abandoned Aqueduct Variant):
Has a night sky. The tar level has raised, making some lower points in the map like under the bridges and the pit filled with tar. The gate is opened from the start.
Dormant Bog (Wetland Aspect Variant):
Has an early night sky. Some branches are slighly retracted. All of the metal gates are open and one of the fallen tree trunks is hollow and contains a large chest.
Ruined Sanctuary (Aphelian Sanctuary Variant):
Has an early night sky. Some of the tower-like structures have sank to the ground down to various heights and overall rock material is deteriorated. Some of the tower debris piles contains extra loot.
Buried Altar (Reformed Altar Variant):
Has a sunset sky piercing through roof cracks. Mounds of sand have fallen through and have changed the stage's open area. Vegetation made to match Golden Dieback's.
!feedback
New Loop Stage Variants (part 2):
Rummaged Rallypoint (Rallypoint Delta Variant):
Has a night sky filled with aurora borealis. Snow partly covers the structures that are mostly broken or damaged. One of the otherwise closed containers has a hole through it and contains a large chest inside. The timed chest is faulty and can be opened regardless of current time.
Dry Garden (Scorched Acres Variant):
Has an early night sky and ashen grass. Small ash piles can be found around the stage. Some of the background trees are on fire and some of the stage trees are cracked and crumbled on the ground. One of those crumbled tree remains can be destroyed to reveal a hidden area with a large chest.
Volatile Craters (Sulfur Pools Variant):
Has a night sky and slightly denser fog. The rock walls have a browner tint. All spherical boulders are destroyed and the stage has small craters on the ground. Some of the craters have extra loot. Does not have sulfur bubbles.
Pressurised Depths (Abyssal Depths Variant):
The steam chimneys are fissured or crumbled. The rock walls have a slightly purpler tint. Many fissures go through the ground, including a big one near the stage's center, and steam comes out of them. A geyser and an extra legendary chest are at the bottom of the big one, the smaller ones may contain extra loot.
Debris Nest (Siren’s Call Variant):
Has an early night sky, darker grass and wind (visual only). Some extra debris are scattered around the map. Shipwrecks are more damaged. The metal door in the cave is opened and behind is a cave with extra loot that includes 1 large chest. There is also a nest on one of the shipwrecks with the same amount of loot.
Gloomy Grove (Sundered Grove Variant):
Has a night sky and darker grass. The glow on the mushrooms is stronger and small glowing vines go down the tree trunks. Two legendary chests spawn at two of the different spots instead of one.
!feedback
Lunar Item Idea: THE HANGED BLADE (A callout to one of my favorite items in The Binding of Isaac)
You get double the items out of chests... (+1 item per stack)
But you run the chance of being instantly killed upon hit. (Base 10% chance to die upon hit, gains +10% upon each stack.) (Could potentially be negated by Tougher Times.)
An odd blade suspended by an ethereal string, continually hanging above your head. A king's bounty... For the bounty of a king.
!feedback
Pretty please let us cancel focused assault with wirlwind early like you are able to do for blinding assault, it's already extremely nieche but it's a very fun thing to use and pull off and I don't see why you shouldn't be able to do it with the other ability
!feedback
False Son's phases should vary from eachother more to make his fight more interesting and climactic for his rework. I have an idea for his third phase:
In the 3rd phase, the hand of the colossus would raise the arena into the skies, where you end up in the eye of a giant tornado. The platform would get significantly smaller in this phase as well. To balance this, False Son is much slower in this phase, weakened by the prior battle. False son would also grab items from the tornado and throw them at the player. This can range from random scrap to elite enemies. Most other attacks (other than the slam/lightning strikes) would be removed for this phase to make it more unique.
!feedback
Move Chef's unlocked ability 'Yes, Chef!' to be an alternate passive, instead of an alternate special.
Requires killing enemies with 2/3 different skills just like Chef's Kiss. Yes Chef could activate either by picking up collectibles dropped by the enemies, or player could gain charges directly from the kills.
- This lets Chef keep his useful splash attack and thematic glaze->sear combo while using upgraded abilities
- The effect of Yes Chef feels like it should be a passive effect, rather than a castable one
- It keeps the ability combo game and pickup mechanic relevant and rewarding even when your character is full health, or doing a non-healing type of build
!feedback
Risk of rain 2's dedicated server tool hasn't been working for years now. will there ever be a fix?
!feedback
Can we get a tweak to artificer ion surge ability? Can the ability not be affected by movement speed items? Being launched into the stratosphere then teleported back to the ground with minimum height gain is so bad. Makes here ion surge useless at certain movement speeds and a huge annoyance at very fast movement speeds.
!feedback artis freeze should count as a debuff
!feedback
Rare Item
Serpent's Eye
Proc coefficient for all attacks is increased by 10% (+10% per stack)
It would look like a glass eye of a snake, similar to the Greek Mati 🧿 , but the name's also a reference to snake eyes (dice (luck (you get it)))
!feedback
Common Item
Armor-Piercing Rounds
Ignore 10% (+10% per stack) of enemies armor
!feedback
Void Equipment
Goobo III
Void Version of Goobo Jr. (ty bandit gaming)
How to obtain: Use Goobo Jr. whilst looking at a void cradle. The void cradle will be used, and the equipment will pop out.
Like with Lunar Equipments, you can swap the equipment after picking up Goobo III
On activation: Spawn a voidtouched boss that fights you and the enemies.
The boss will use the same enemy pool as the stage. So on something like Rallypoint Delta, you Goobo III will either become a Magma Worm, an Imp Overload, or a Clay Dunestrider. Assuming there is no available boss (like with Commencement), Goobo III will turn into Umbra Doppelganger without your items. Goobo III is on the void team. Unlike Goobo Jr., Goobo III doesn't have extra stats (aside from the voidtouched aspect).
The item is intended to cause a distraction, taking most of the enemies attention towards Goobo III, and away from you. It can also be used to fight the teleporter boss. The only thing you have to check is making sure Goobo III doesn't target you, and killing the void investor afterwards. It's, also, very hilarious when you don't tell your friends you have Goobo III.
Goobo III also has 2 void infester eyes because he is a silly guy, and also so you know what you spawned
What equipment tho, it says use the equipment, it doesn't say
!feedback
New Equipment: The Cluster Mine
On use, throws out a cluster mine that burst into 6 land mines that then explode on enemy contact or after 8 seconds for 350% damage. Has a 50 seconds cooldown.
!feedback
Captain's secondary ability of stun should be a debuff on the affected enemy
!feedback
I think we need more attack speed items, two doesn't seem like enough
!feedback
Pocket ICBM + War Bonds proposal.
It says missiles, it should work.
Alternatively, target random non boss enemies if there are any.
!feedback
Warbanner's range should scale somewhat exponentially (so every stack the range increases by an increasing amount, probably by using some unique formula and not the exponential formula that things like shaped glass use) to help keep Warbanner relevant late game; especially for the mithrix fight.
!feedback
We should get more tp bosses I'm getting kinda bored of the current ones
!feedback
An enemy/boss focused update or dlc would be nice too, I think generally they add the most to the game besides maybe survivors
!feedback
When opening a chest with Sale Star, there should be an effect like:
A bunch of sale star balloons come outta the chest wishing you(r items) a happy birthday
(or yknow anything else)
!feedback
White Item
Waxy Candle
Debuffs inflicted on you are 15% (+15% per stack) shorter, debuffs you inflict on enemies are 15% (+15% per stack) longer.
This item stacks reciprocally, similar to Tougher Times. Debuffs includes cooldown debuffs.
!feedback
sound effect
stronger rain to give a better atmosphere like that of the rain world game with its sound effects
!feedback
New Artifact; Artifact of the Incognizant
Forces all players to play in First Person View
Like Railgunner’s Secondary, except not scoped in and you don’t activate it, it’s just always active
!feedback
Prayer Beads outclasses Infusion in amount of max Health gained, and it also gives regen and damage and a free scrap.
So Infusion should gain some sort of buff.
!feedback
proposed antler shield tweak to make it more inline with other speed items and less dominant in the field, not being what could potential be a run defining white item by obtaining one stack. Still being able to have a higher speed boost with relatively small effort, but able to stand its own ground regardless. Making it help runs with less movement speed as opposed to solving a majority movement speed desires
Increases movement speed by 7% (+7% per stack). Spawns orbs of energy nearby every 10s (-10% per stack), giving +12% +10% movement speed up to 3 (+1 per stack) times for 12s.
!feedback
give unstable transmitter a bubble around you when it is up
(not when it procs, since there is already a bubble then, but rather when it is off cooldown to clear up any confusion)
!feedback
Enable some sort of on/off trigger for the chronic expansion beeping.
I enjoy the sound design but I've had to play without because the beeping irritates my ears
!feedback
Green item: Moon Boots
Reduce gravity by 25(+25)% while holding spacebar
!feedback
Can MUL-T, Engineer and Rex have their Verdant skins redone? They got absolutely shafted for their skins.
!feedback
Add challenge runs for each survivor to unlock special skins or new alt abilities
An idea for Mul-T is where his primary is swapped with a random other survivor’s primary every stage, if you’re using the special where it lets you use 2 primaries at once, it picks another random survivor primary that isn’t what you’re using already (other than any of Mul-T’s, changes each stage but not every time it’s activated)
!feedback
New artifact
Randomizes all of your abilities, passive ability and your equipment each stage, kinda like metamorphosis but for everything
!feedback
I would like to suggest adding Ukrainian language to the game, I would be very pleased to see the native language in one of my favorite game series, thank you!
!feedback
Make Pocket ICBM work with projectiles considered Bombs or Explosives
!feedback
Once again, I’m advocating for a menu option to enable item balancing for multiplayer a la RoR1. Essentially, the host can choose to select it so that no player’s item count can exceed any other by a certain amount. I suggest that the host be allowed to set the threshold, but it should be no more than the Stage number plus 1 at the very most. This ensures that any player who dies early is able to collect the necessary items to catch up on the next stage so they don’t end up left behind and repeating the cycle of spawning, dying, and waiting for the next stage. If a player dies, the balancing mechanic should be suspended until they respawn. Upon respawn, all items should be unobtainable for any other player until the threshold is met.
!ideas
Bring back rest off the items from risk of rain 1 in to risk of rain 2
!feedback
Lunar equipment
Desperate Decisions
Upon use, creates a stationary impenetrable forcefield of a 30m radius for 10 seconds, BUT disables the user’s healing for the duration of the cooldown.
60sec cooldown
!feedback
New Event: The Rift
Can only occur when looping. Only 1 rift can be present at once, but closing it allows another one to spawn later down the line on the same stage. Opens a red rift where enemies, regardless of if they can spawn in the current stage (kind of like the Artifact of Dissonance), come out alongside a bunch of imps. You have to damage it enough to close it.
!feedback
for false son (survivor), instead of holding down both m1 and m2 to do the slam, id much prefer if you could just make both the swings and the slam as part of your m1. My preferred version of this would be spam clicking for swings and holding m1 for slam. My reasoning is that your m1 and m2 can get out of sync when using them normally, making the held attack janky to pull off sometimes.
!feedback
New equipment
Looks like a mini shrine of combat and chance and when activated chance to spawns low level monsters on a 60 second cooldown
!feedback
a big doc with all my thoughts on the Chef and potential buffs
https://docs.google.com/document/d/1g5ghAqmRyyqGRnuQ39mR2tRDKySR0YXJhS52S8ICkEA/edit?tab=t.0
Chef - My thoughts on potential buffs and what feels bad Quick note: I am by no means a game designer, and have little classification to be giving you this feedback, my only saving grace being how much time I’ve poured into risk of rain Chef’s Kiss (Passive): I don’t have an awful lot to say...
!feedback
Make Void Fields a lil' bit less of a polarizing experience where it's not either way too hard or way too easy depending on whether or not they get actual items.
- Remove all items that serve literally no benefit to enemies like sale star or ghor's tome.
- Reduce the stacks of items they get to compensate, like perhaps white items reduce from 5 to 3-2, greens from 3 to 2-1?
!feedback
buff some things and nerf some things
!feedback
Make the wisps from Elusive antlers unable to be pinged or atleast adjust it
They very often get in the way and they have a GIGANTIC radius in which the ping just snaps onto them which often feels frustrating and takes you out of it, they don't even have any text for being pinged either, it just snaps onto them saying "player wants to move here."
ok so right now I'm on the stage 9 to fight false son, and so as I'm climbing stuffs spawning in. A twisted Gup spawns and makes a GIANT twisted ball which scares the piss out of me but as soon as it shoots, it turns into it's teeny weeny tiny laughable regular sized ball and I immediatly scoff at his puny little sphere of mild discomfort. My suggestion is: PLEASE make twisted projectiles scale with size (whether its just size or damage and size), I would have been thrilled to have to fight against a whole arsenal of celestial elites with some mending, who are all protecting the GINORMOUS NUKE of a twisted bomb that I HAVE to worry about as well. I have a suggestion for another enemy too but that can wait.
scale elite projectiles based on the size of the enemy throwing them
!feedback
Unlock: Defeat False Son as Captain.
Del Rey - Gilded -
Replaces your special move with “Monarchy”. Monarchy is a short dash attack where you thrust a kingly sword forwards. This attack deals 1000% (+1000% per stack) damage and causes all luck-based items to proc. Damage is increased by 50% for every additional luck integer. 10 second cooldown.
!feedback
For multiplayer, creating some way for dead players to still have fun. Perhaps an artifact that allows teammate revival or for dead players to spawn as drones (a la RORR) and still collect items.
!feedback
Can i just say
Ror2 is my favorite game
I went offline for an entire year on console during covid....
during that time i beat the entirety of ror2... collected everything and done everything with all different types of builds...before the dlc launched on console
afterwards... I've bought several copies for many friends and its been a staple in my life ever since i saw Markiplier play it ...fuckin 10+ years ago
I honestly would not be the person i am now without the influence and passion ive see come from this game and its community... Genuinely
To everyone and everything related to or of ror2... Thank you ❤️
!feedback
With the way ROR2 currently is, mobility/defense will always be superior to healing. Dodging attacks is much more useful than tanking them; it's why we really only need to find a cautious slug/ healing drone to recover from any mistakes. If we did want to buff healing items to the point that they'd be useful to get in high quantities, healing would be strictly better than defense.
So if we wanted to make healing items more beneficial (more so than a select few scenarios), and eventually buff them, the enemies would need to be changed first (to deal more consistent damage).
!feedback
False Son rework - several animations need more polish, more vfx and sfx for the laser windup would be great. Change aerial slam hitbox to be centered properly and for the proc coefficient to be the same as ground slam. No reason it should be different. The character feels a bit overturned but so did viend and railgunner from the previous dlc, balance is fine as is, would really prefer the boss character to stay a bit strong.
!feedback
Idk if it needs it but just gauging thoughts.
AP Rounds:
Also deal +10% damage per stack against natural "bosses"/champions. (Since it only works on red hp enemies)
!feedback
Just like most of the other stats, show the “marathons traveled” stat on the played survivors too! I’m the only person to want this but I really want it. Seeing the difference in distance traveled as well as how much you’ve attained on each character would be a very cool feature I think. (:
(please please please please)
APR should be “deal 1% (+1% per stack) additional damage per armor value the target has” And then replace elite’s health multiplier with armor.
This would make APR have more uses, and it would scale significantly better against enemies with large health pools.
Also, this change is equal to the current APR. it’s just a rewording rather than a buff or nerf.
!feedback
False Sons abilities don't have a timer. Instead, they use Lunar shards as a resource that replenishes over time (recharges faster and increases capacity with growth). The exception would be his Primary. This would replace the function of lunar tampering.
The idea with this change is to let False Son actually choose whether he just wants fly around the map, or plant himself in one spot. It also gives the designers more flexibility to create alt skills that revolve around the mechanic; maybe even making skills that replenish his lunar shards.
!feedback
Buff Nkuhanas Opinion.
Why does It have a proc coeff of 0.2 but Little Disciple a proc coeff of 1.0 that's not fair.
!feedback
add a poorly drawn providence sticker to the server that says "TRUE" so it can counter the mithrix "FALSE" sticker.
!feedback
This has probably been said before but it would be pretty awesome if the PS4/PS5 versions of the game supported gyro aiming like the Switch version. Gyro feels great on the Switch and it would be cool to have that on PS.
!feedback
Perhaps make commando's phase round start with significantly higher damage and loose damage with each enemy it pierces, enemies rarely line up well enough to get much out of that skill in it's current state.
!feedback
for false sons final phase, it should be more of a typical holdout zone to get back your skills, perhaps. like the halcyon shrines. maybe getting them back one at a time?
i think if the false son didnt use his laser or club until you got your skills back, itd be much fairer. i like the idea of a phase where you just have to dodge lightning, akin to the final phase of the umbral mithrix mod
!feedback
I just wanna say how ANNOYING the new enemies added in SotS are (Children and Scorch Wyrms), I feel like they ruin the flow of combat in the game. Scorch Wyrms can turn invincible while you fight them which can feel very frustrating because you have to awkwardly walk to them to force them out of the ground to keep attacking them. Most enemies who become "invincible" have ways to get around it while making it so it doesn't ruin the flow like Xi Construct.
My suggestion would be to make it so while Scorch Wyrms are underground, you can shoot/damage them to bring them back up (they don't take damage still). There could also be some extra details here too, like False Son's club slam or Loader alt special instantly making the Scorch Wyrm reveal itself.
Next is the Child and it's also the same as Scorch Wyrms where it's just incredibly frustrating to go up against them, especially early on. It was a horrible decision to make them instantly teleport after being hit and just like Scorch Wyrms, it just ruins the flow of the fight as you have to search around or just ignore it completely after it teleports.
My suggestion would be to give it a delay before it teleports after taking a hit for the first time, or just removing that entirely.
Of course these suggestions could just be a skill issue lmao.
!feedback
I don't think it's a big hot take to say that alien head is too passive and isn't flashy enough to be a red, on top of that laysite which is a green gives more CD reduction on a green for ones skill and hard light gives more with a bonus effect on one skill, I think alien head should be demoted to green but to make up for it being much more common reduce it from 25% to 15%
!feedback
Nerf Alien Head
!feedback
!feedback
stone golems spawned via the halcyon shrine or on any stage on the path of the colossus should have gold details akin to that of the halcyonite enemies, especially golems spawned via the halcyonite shrine as it would show that these enemies are not spawned naturally. Not only that but, it would better enforce the theme of gold in the dlc and it would look especially fitting during the False Son boss fight. To clarify, it would not have any gameplay changes; it would just be like how snow golems are no different than normal stone golems.
Tougher times chance formula changed from 0.15x/(1+0.15x) to x/(6+x)
This would change the gameplay a small bit, but brings with it a massive QoL change in the guessing of your percentage,
Unlike current tougher times which has only one stacking amount that’s not a wacky percentage (10 stacks is 60%), this has multiple (2 stacks is 25%, 3 stacks is 33%, 4 stacks is 40%, 6 stacks is 50%, and more) and also has the added bonus of buffing the original shorthand by 1 stack (now you only need 9 stacks for 60% chance).
Additionally, even if you don’t know the shorthands, doing the math is significantly easier. Now all you need to do is stacks over stacks +6. Instead of 0.15*stacks over 0.15*stacks +1.
This makes it really easy to go “how much is 24 stacks? It’s 24/30, which reduces to 4/5 or 80%”
!feedback
Regen Scrap rework idea
Work on all Printers but worse stacking.
Numbers not set.
!feedback
Let shurikens proc luminous shot
It'd work well and be a fun synergy aswell as enable survivors with worse primaries, possibly make a new build combo too. Synergies and item interactions are cool (:
!feedback
Proxy Survivor
Proxy is a survivor that doesn't have many ways of dealing damage by himself, rather he uses enemies as sort of puppets in order to deal the damage
Abilities
Parry (Primary)
Most attacks have a parry window of 0.3-0.6 seconds in which when triggering the primary, you can parry back the attack back to the enemy for
+50%base damage, all attacks instantly hit the enemy back except projectile where when parrying them they fly back towards the enemy faster. To perform a parry look towards the potential attack & press the primary button on this time window
Vaccum Bubble (Secondary 1)
Spawn a bubble where any hitscan or projectile attack get absorbed, enemies & you are repelled outside the bubble, your secondary ability switches into Contraction. You have 2 charges of the ability
Contraction (Secondary 2)
Upon use, the vaccum bubbles contract for about 1-2 seocnds and then shoot a laserbeam to where you look at(given if there is line of sight), this laserbeam can pierce through enemies and deals damage proportional to the damage of all attacks added to the vaccum bubble, the laserbeam also deals AOE damage but its a constant radius of 20m and damage of the AOE is halved. If there is no line of sight then instead of a laserbeam, explode in a radius of ~50m following same logic. The secondary ability goes in a 5 second cooldown
Rift (Utility)
Open 2 linked temporary rifts where you can travel through, same goes for any hitscans & projectiles. You have 3 charges of it which have about 5-10 seconds of cooldown. If the same attack happens to pass through the one of the two linked rifts then it nullified and absorbed
Fortified Shield (Special)
Spawn a fortified shield where enemies are repelled from but you and your allies can go through in and out. It can hold up some attacks off but then it breaks giving you a charge. Pressing the primary fires your charges as projectiles that deal
500%base damage
!feedback
Make Lava and Electric Worms more like the worms that attack you during the Providence boss fight in RoR1 and RoRr so they don’t instantly kill you if you’re underpowered, but also aren’t trivial if you’re a little bit overpowered
!feedback
As it currently stands in Simulacrum, Chance Shrines have a 0% chance to spawn, in fact the only type of Shrine that can spawn are Shrine of Blood. However, Chance Doll is still available in the item pool making it an item with no use outside of scrapping it. There are 2 obvious fixes to this
1: Add Shrines of Chance to the Interactable's spawn pool for Simulacrum, giving Chance Doll a use in Simulacrum.
or
2: Disable Chance Doll (and Artifact Command choice of it) from Simulacrum all together.
!feedback
the flurry primary for huntress isn't as good as strafe, so my suggestion is to make the arrows heat seek to other targets if you kill the enemy you originally targeted but have a damage dropoff system. my suggestion is keep the numbers the same but have the arrows go to other targets and have a damage dropoff of something around 33% so the first takes 100% dmg, second takes 67% dmg, third takes 34% dmg, 4th takes 1% and everything after takes no damage. i'm not a professional game designer, so the numbers should definitely be tweaked, but i think a system like this could make flurry a viable option.
!feedback
Interstellar Desk Plant buff
decrease time to spawn plant
!feedback
Swift Survivor
A wonky idea ik(you could argue that it kinda defeats the purpose of the loader and you would be sort of right), but imagine for a bit a survivor that specalizes in mobility where the faster you are the better they are as a survivor
Force (Passive)
When you run to an enemy at least the minimum speed required you deal damage propertional to how fast you were moving. Starting from
+100%and scaling somewhat logarithemically
Fists Of The Swift (Primary)
Behaves like your typical meele weapon however with lower damage output and fast attack speed. In order to increase the damage you need to be moving fast or the enemy needs to have moved fast and then perform the hit on the enemy. Moving faster than a specific threshold will also imbue a AOE damage radius to the weapon
Chain Hook (Secondary)
Grapple an enemy towards you which also empowers your fist because of the addition of movement speed the enemy gained from the grapple. When an enemy is grappled they get a new effect called
Brittlenesswhich makes specifically them more vulnerable to movement damage sources(your abilities)
Dash (Utility)
Performs a dash similar to something like huntress's blink, where you also enter a cloak state. When the dash ends, you perform an explosion in a 30-70m radius where damage is proportional to how fast you were moving, starting from
+120%damage. The dash is omni-directional
Shockwave (Special)
Similar to the red item
H3AD-5T v2although more controlled, once triggered. You build up fall speed where when hitting the ground you halve the fall damage and create a AOE shockwave where its damage and its radius is depedant on the fall speed. Falling on an enemy however deals large amounts of damage, gives you a upward momentum back to the sky and recharges the cooldown completely
Quite a bit of a draft and a stupid idea, but sounds a bit cool. Would be even cooler if movement is similar to source games or smth
!feedback
Make Scorch Wurms surface more frequently. They're really annoying to deal with and when they're Overloading they sometimes will just heal all the way back up when underground.
!feedback
Reduce the credit cost of shrines of shaping. While they are helpful for reviving dead players in multiplayer so that they don't fall behind, in singleplayer, an extra life on one stage is not likely to help you, and losing more than 3 chests of loot on that stage is likely to have long-term repercussions for the quality of the run
!feedback
Allow Halcyon Shrines to be charged faster, especially if you already have a lot of money.
!feedback
The False Son (Boss) should be 2 times as big as he is currently. This would make him far more imposing as a final boss, and would better fit his slow walk. Obviously, his walking cycle would have to be changed for this, and this has the inadvertent effect of making False Son's laser easier to avoid, since he shakes his head around less with larger steps (although he should still move slower during his laser).
His slam should also be slower and utilized less, but would deal more damage to feel more impactful. His slam would also shake the arena, causing many existing walls to submerge and new ones to emerge instead of summoning the blue beams of light like Mithrix does. This adds a more unique element to his attacks and adds dynamic cover that can protect against false son's laser in phase 2. Halcyon shrines would also only emerge in this way from now on, encouraging engaging in combat to get him to summon more. Finally, in phase 3 False Son should summon rows of Aurelionite's sword attack outward from where he does his slam, instead of summoning him in the arena if players have the halcyon seed.
!feedback
Lepton Daisy activation during final bosses like how MU Construct works in Returns during Provi fight
!feedback
Currently the stacking for Tesla coil is:
Fire out lightning that hits 3 (+2 per stack) enemies for 200% base damage every 0.5s. The Tesla Coil switches off every 10 seconds.
I believe it should be changed to increase the duration/decrease cooldown or increase the damage
It stacks relatively poorly and each stacking drastically worse then the next, requiring way more effort to fully utilize and having the benefit of stacking become increasingly rarer and rarer each stack and feels pretty underwhelming and disappointing, especially for stacking an item from a pool that is rare
!feedback
Add Third pedestal for stage select. With the amount of stages currently in the game it is really hard to get all the logbooks.
Additionally, pricing can be reworked as well. For example, stages from 1-3 cost 1 lunar, stages 4 and 5 costs 2, and only special stages like gilded coast and void cost 3 lunars
!Feedback
Match FS's, Scorch wurm's, and children's attack/projectile animations with hit boxes.
It is seriously disheartening to get killed by or even just see a hit box that doesn't match the attack's effect.
Examples:
- Scorch wurm projectile's AOE will persist and do massive damage long after the visible effect dissappears. (And even then, it just blips out of existence)
- Multiple of False Son's attacks lack any clear indication for their size, this is an egregious oversight for the damage they can do.
!feedback
Make stage logs more likely to appear and/or make the scanners guaranteed to appear but hidden similar to artifact codes
!feedback
Make Elusive Antler wisps disappear after 10 seconds. Lower end devices are currently impacted pretty heavily if the wisps aren't picked up immediately, which causes extremely bad framerate issues.
The footage shown takes place on stage 2 and yet my ps4 is acting as if I looped once or twice.
!feedback
Antlers flat 7% + 7% is just so strange to me.
Focus Crystal doesn't always work, you have to make it work.
Rose Buckler doesn't always work, you have to make it work
Chronic Expansion doesn't always work, you have to make it work.
Bolstering Lantern,
Death Mark,
etc.
The game is built on items, that you have to do something to make it work, why is this the exception?
14% per orb, 3+2 orb cap would be equally powerful, just designed more in line with most items.
!feedback
salestar scav bag give 20 item i
!feedback
Harpoon
fix
Change it to:
On kill, +3% (+3% per stack) Movement Speed. Resets every stage
!idea
New green or white item:
Severed wings (WIP name)
Increase horizontal movement speed by 8-16% (not good with numbers) and decrease fall damage by lets say 10% when in the air.
Might stack hyperbolically
Edit: changed fall acceleration (and thus fall damage) reduction to fall damage reduction
!idea
New red item:
can share 25% of your healing with a teammate
!feedback
Red item
!feedback
Artifact that lets you Share items in multiplayer
!feedback
New Lunar Equipment; Cursed Seashell
On activation, destroys a random White, Green, Red, or Yellow item, then creates 3 temporary copies of that item that last 30 seconds
Cooldown: 60 seconds
!feedback
Add cross play for multiplayer
!feedback
Add Crossplay for singleplayer.
!feedback
Blight feels like it could be better or sillier. Some ideas I had is either:
-Reseting Blight's duration each time it's applied
-Allowing Blight to spread across enemies occasionally.
-or reducing Acrid's cooldowns each time Blight deals damage
!idea
For railgunner, make the lens maker glasses increase the square you shoot in for his LT ability slightly every time
!feedback
Increase weakpoint hitbox size from Railgunner's passive with more 
!feedback
Lower Shrine of Bloods cost to 50/70/90. So I can use it twice without breaking my watches/elixir.
!feedbak
Why Hunter's Harpoon doesn't work:
The idea of having a movement speed boost after a kill is nice, but due to the short duration of the effect and the instant movement boost it makes it quite inconsistent. Also, why choose this item over any other that gives you more mobility or movement speed? The other items are not subject to conditions (except for the rework of Antler's shield but it still gives a passive increase).
I think it would be a better item if the condition was using your utility skill, because usually it's a movement skill so it would make sense to have an item that after using a "movement skill" gives you a movement boost, not only it will make it more consistent since you chose when to use it but also make it one of a kind.
!feedback
My take on a chef rework
DICE- Make his cleavers return back automatically when it reaches the max distance
Make him be able to throw 3 cleavers then have to wait for one to return to throw again
Yes chef makes the cleavers burn
SEAR- just a flat increase in damage, nothing more
ROLL- no changes are really needed
GLAZE- no change
YES CHEF- upon using, all of his skills are the buffed version for the next 10 seconds
***NEW ALT ABILITIES ***
MASH (replaces roll)- chef charges forward
Taking any enemy that’s in his way with him
If chef doesn’t hit a wall, the enemies are flung back
If chef DOES hit a wall, enemies take 700% damage upon contact
using yes chef burns enemies and makes them take 100% more damage upon hitting a wall
SLICE (replaces dice)
Chefs cleavers go in a straight line, never returning
Chef can throw 15 cleavers before having to take a 4 second reload (shortens with attack speed)
Yes chef makes him have infinite ammo and all cleavers burn until yes chef is over
This makes his M1 more of a AR then a boomerang
(Apologies if I didn’t explain things well)
!Igotnewkidneys…idontlikethecolor…
Give Void Fiend a complete set of alt abilities
I know he technically has 8, but it’d be cool to have more
All of these replace the Corrupted versions, but not the original
Alt Primary: Fire out a burst of 3 seeking energy balls that each deal 750% damage
Alt Secondary: Fire a plasma net that lasts for 10s, restricts movement, and deals 100% damage per second
Cooldown: 15s
Alt Utility: Disappear into the void, cleansing all debuffs while moving towards the enemy with the highest max health or teleporter boss (prioritizes boss first)
Cooldown: 5s
Alt Special: Hold to Crush Corruption to charge a massive plasma death ray, dealing 150% damage per 1% Corruption Crushed
Just bring returns’ harpoon into 2. It’s better in every way.
!feedback
Donnenfil - May you live together in love and peace forever.
Tears Up (0.75)
!feedback
Would love to have something like a scrapper or lunar pool for void items - I'm thinking maybe something that can cleanse the corruption from the void items and revert them back to their original state. While it's helpful to be able to make a choice about picking up void items in the first place it'd be cool to be able to get rid of them also
!feedback
New Railgunner Alt Passives:
Magnetic Shielding: Converts Critical Strike Chance into Armor at a 10:1 ratio
(10% Critical Chance turns into 1 Armor)
Magnetic Overload: Converts Critical Strike Chance into Movement Speed at a 1:1 ratio
!feedback
Genesis Loop Change:
Change the threshold of Genesis Loop’s activation to 30% so that this item doesn’t have anti-synergy with Unstable Transmitter, and now instead gains synergy with said item.
Ben’s Raincoat Change:
Prevents one debuff and instead temporarily makes you invincible from all sources of damage. (Cooldown is longer to compensate)
Defense Nucleus Rework:
Every few seconds, a shield will surround you for a duration. The shield will deflect projectiles and absorb any incoming damage, after the duration expires, release all of the damage accumulated by the shield.
make toomanyfriend mod part of the game. Allow user create 16 lobby without needing to mod (PC only because console player just going get 1 fps). It would make more fun chaos lobby. Having 16 lobby hitting 3 crown and getting 16*3 = 48 boss spawn at stage 1
!feedback
!feedback
It would be awesome to have new skills for Artificer in general.
`Ion Burst
Type - Utility
Cooldown - 7s
Stunning. Agile.
Boost a short distance, dealing 400% damage.
Unlocked via the Artificer: Crowd Control challenge (As Artificer, have 12 enemies frozen at the same time).`
It's a short-range dash in the horizontal direction you are running.
Essentially like the Ion Surge special in terms of AoE attack and animation, but with the horizontal dash mechanics of the Huntress alternate Phase Blink ability. Importantly, the range/travel distance should be like Huntress' short blink (or a bit longer) - no where near the distance Ion Surge travels upward.
This ability would:
- Give Artificer some dodge without needing to completely fly away. If this seems too breaking of her character style, the cooldown could be increased
- Give a new consideration to the Flamethrower playstyle
- Be a fun combo with Ion Surge
Other considerations:
- Ideally this ability could be used during Flamethrower without cancelling Flamethrower
- Consider making Ion Surge and Ion Burst both be Utility and move Snapfreeze to Special (this would throw off the challenges to unlock abilities though)
!feedback
Lunar item: Stained hourglass
On death: revert time by 30 (+1 per stack) seconds and respawn (reverts to what was happening at the time of revival). But there is no immunity on respawn. (Consumes on use)
!feedback
New Alt Skills:
Commando Alt Primary: Double Revolvers
Fire 2 slow but heavy hitting revolvers that deal 225% damage and have a 5% chance to stun
Engineer Alt Special: TR-140 Super Turret
Place a turret that inherits all of your items. Fires a cannon that deals 100% damage and a laser which deals 200% damage. Can only place 1. Can manually switch TR-140 between ‘Patrol’ and ‘Escort’ modes. ‘Patrol’ will allow the TR-140 to seek out and destroy enemies, ‘Escort’ will keep the TR-140 within a designated range, aided by a 1-way teleport to your location if it leaves this range.
Artificer Alt Passive: ENV Jetpack
Allows for free-flight with set fuel limit, refills by turning air into fuel when you stand on the ground for 3 seconds (don’t have to stand still)
!feedback
Some kind of shield that allows you to momentarily tank boss projectiles when it's visible, and use that stored energy to supercharge your next attack(s) but if you don't use it on time it comes back to bite you
!feedback
Artifact of Wisdom
Start the run with 4 max life tokens.
Each death breaks a token, reviving you with 25% less maximum hp and 12.5% less movement speed, but granting a 25% increase in attack speed and damage output per token.
Items that would normally grant an extra life instead restore a life token and get consumed, reversing the effect of the token’s loss.
!feedback
New Bandit Alt Passive: Front stab
Start the game with 10,000
’s and 10,000 
All attacks from the front are Critical Strikes
!feedback
Lunar item: reduction gearbox
Doubles duration/projectile count of equipment (either or both) . But also doubles the cooldown.
1 use items gain a second charge that is on a 60 second cooldown (scales with cooldown REDUCTION items)
!feedback
Engineer alt special
Place down mobile turrets that fire healing and buffing pellets towards the player.
The turrets inherit all players items.
Turrets heal you for 50% base damage. (can be affected by crit.)
I don't know what buffs they would give you, id suggest just healing but bungus already does that but better :/
Cooldown: same as mobile turrets
!feedback
Equipment item: refundable coupon
Last chest opened can be refunded, removing the item from your inventory and closing the chest, resetting sale stars used on said chest. (Returns 50% of spent gold)
(Must be looking at chest to use)
60 second cooldown.
!feedback
New Void Fiend Alt Passive: Lunar Corruption
Basically the same thing as Void Corruption, except Lunar Items increase minimum corruption instead of Void Items
While active, Corruption and Corrupted Skills have blue and white hues instead of red and black (only affects colors)
!feedback
Despite how diverse the monsters are on Petrichor V, there really isn't a whole lot of unique foliage. The tress on Distant Roost give it so much more atmosphere, and the glowing shrubs on Abyssal Depths are so cool. I wish we just got more of it. Sundered Grove is pretty good, but a few more mushrooms (especially at the top portion of the map) would sell the theme a lot better.
They could even make certain stages more unique through diverse interactions. You could have bushes that hide enemies. You could have giant tendrils that act as moving platforms. You could have thorny brambles that players can push enemies into for some extra damage. Or, they could just be cosmetic.
But if there was gonna be extra plants PLEASE don't make them normal boring flowers. Make them alien and fantastical like the rest of the planet.
!feedback
Many of the new survivors only have 1 changeable ability (or none with the void fiend). All original characters (and Railgunner) have at least 3. Add some interchangeable abilities to DLC survivors (excluding railgunner) for more customization of survivors.
There are plaenty of ideas that people come up with, just look for the ones people seem to like and go for it.
!feedback
bro, they should add a cheese item to the game and it acts kinda like a mocha but instead of attack speed and speed, it gives you a bit of health and damage. So like how mocha gives you half of both goat hoof and half of syringe, but instead it gives you half a bison steak and half a crowbar's damage
!feedback
They should make another elite type called decay. What the decay elite would do is whenever it hits you, it applies decay debuff. This gives a 10% slowness, and chips 5% of your max hp away per second, for 60 seconds. The decay elite also slowly takes damage, itself having the decay debuff. On death, the decay elite releases a cloud of decay after 3 seconds within a 15m radius (same as void reaver), but this could ticks away the same amount as void fog from the void seeds and lasts about 2-3 seconds after implosion. this decay cloud also inflicts the decay debuff. This elite can be characterized by dark color, like the tar color, but a gray, semi-transparent after image behind them. this elite could also have something like +10% health than the normal monster. They could also only spawn after looping (same as Celestine and malachite enemies)
!feedback
!feedback
Expanding the items that interact with Shrines a bit more.
Pure Imp Blood
Green | Utility
All Blood Shrines will be reduced to taking 24%, 48% and 72% HP, and give 50% (+30% per stack) more gold.
Nourishing Branch
Green | Healing
Increase your passive regeneration by 0.75 (+0.75 per stack) for every Shrine of the Woods you activated.
Bloodthirsty Parasite
Red | Damage
Clearing Combat Shrines now give you a 5% (+2.5%) increase on Damage, Movement Speed, and Health.
Wagering Die
Lunar | GAMBLING!!!
All Chance Shrines are cheaper by 40% BUT ALL Chests (including Legendary, Adapative, Equipment Barrels, etc.) will be replaced by Chance Shrines. Every stack will increase the amount of Chance Shrines that spawn in the map.
LET'S GO GAMBLING, ALL IN!!!
!feedback
Shrine themed green items would be really really cool
I'm putting this as a separate feedback because some of these specific ideas are very flawed but now that this idea is here, I do really genuinely want this in the game.
Having a green for shrine of chance, combat and blood would be really awesome and items that interact with the run itself is very cool and dynamic AND provides extra optimization and micro for hardcore players
I don't think a shrine of the woods themed item would be good due to how little stages have it, and how uncommon it already is on those stages, it'd usually end up as scrap and do nothing and while there needs to be scrap items, they should be weaker or suited for a different build rather the useless. This same argument could be applied to combat shrines like wolfo pointed out since they only really spawn on half the stages but the likelihood of getting said maps every stage is rather unlikely
!feedback
MUL-T's scrap launcher is now a vaccum when held down. This means incoming projectiles that you dodge (think golem blasts) can leak into the gun and create more powerful scrap heaps.
!feedback
I think a lot of people, myself included, don’t loop because it is a full 5 stages again. This makes any incentives that the devs create for looping not good enough to be worth the time, even though some things like scavengers and new elites and stages are pretty cool.
Players seem to like things like void fields, path of the colossus (even if not fighting false son), and Gilded Coast because they are a fun detour that add a stage on the way to Mithrix, but are not fully committing to doubling my run.
When I get to stage 5 and have to decide whether or not to loop, it usually is because I don’t feel quite powerful enough or because I really was hoping for a specific item that I didn’t get because I think it would be cool. In those instances, I may be willing to do 1-2 more stages to try and get what I want, but 5 is just usually not worth it.
What does everyone else think?
!feedback
Multi-part suggestion
- Guarantee at least one Halcyon shrine on stages 1-4 of each run.
- Halcyon Shrine spawns a green portal always, even on stages 4. This leads to consistency and less confusion about the shrine.
- The green portal from the Halcyon shrine always brings you through the entire Path of the Colossus progression starting with Shattered Abodes. This means that taking it will add to the total number of stages in your run.
- Add Shattered Abodes as the first stage in the path of the colossus
- Beating false son still puts you on a stage 5 map.
Reasoning:
- More stages before fighting false son will add consistency to your strength and make it more fair.
-Assuming false son becomes fun, this will guarantee the player gets to fight him in one loop. - Choosing the path of the colossus varies your run length depending on which stage you start it. This adds variety to the game length without having to repeat stages or commit to a full loop. You can always exit the path of the colossus at any time.
!feedback
Make Chef’s primary like it was back in RoR1/RoRr please
!feedback
add voice acting to the game
!feedback
my thoughts on chef (updated, hence the repost)
Would hella appreciate if yall could take the time to look, so hopefully gearbox does too :D
https://docs.google.com/document/d/1g5ghAqmRyyqGRnuQ39mR2tRDKySR0YXJhS52S8ICkEA/edit?usp=sharing
Chef - My thoughts on potential buffs and what feels bad Quick note: I am by no means a game designer, and have little classification to be giving you this feedback, my only saving grace being how much time I’ve poured into risk of rain Chef’s Kiss (Passive): I don’t have an awful lot to say...
!feedback
Just a few suggestions regarding gameplay:
-
Include a small GUI that helps players keep track of stats like damage, armor, and healing rate so they can best decide how to balance their inventory.
-
Create a zone where chests, 3D printers, etc. can't spawn; specifically, make this zone surround the map edges. There have been times where chests near the edge would cause items to fall off the map before they could be collected.
-
Fix the bug where creatures (and sometimes players) phase through walls. Sometimes it's an important creature (ex. a lunar chimera in the mythrix battle or a corrupted creature from the giant purple dome), and it makes it impossible to defeat them for items or to save time.
!feedback
Going forward with item designs, can they look cooler to wear? I get that the models are running out of space for anything big or extravagant, I just like dress up, and Sonourus Whispers isn't very fashionable.
!feedback
I think we should bring back Ifrit and Ancient Wisp. I loved them from ROR1 and would love to see them in 3d in ROR2. Also, I think Ifrits' Horn would be a good item to have, because if you have an ignition tank but also want to not loop, then it is just useless because there would be no way to get fire unless other enemies spawn in. And the Legendary Spark could be reworked into something like "When you get 50% or below, you spawn a greater wisp which has 375 base health (+225 per stage), base damage of 20 (+5 per level), 50 armor, and 7 m/s speed." And each stack could give the greater wisp more health or damage.
!feedback
Going to prime merdian and fighting false son should have more reward to it
Since false son is quite a hard fight(pre nerf). I do find the reward quite lacking, around 5-6 big chest, pauldron, the blessing and time being frozen.
Some suggestion I have
- false son dropping a unique item like aurelinite
2 prime merdian not skipping stage 4
3 just buff the amount of items you get
Lastly if gearbox does decide to add similiar changes please don't overtune it and make it another voidfield
!feedback
Simple change, mightve suggested it before, but please add a slight delay to the AOE effect on the Scorch wurm's projectile, and decrease the range from which they can fire.
It's really annoying to get sniped across the map by a projectile that instantly creates a giant sphere of burning AOE damage
!feedback
I made a document on all of my suggestions for the SotS: https://docs.google.com/document/d/18EoTEGOq4rEMsf88Ya4m7r5kIwV94-oj4lKwBsbRk64/edit?usp=sharing
In my opinion if all of these changes were implemented SotS would be as good, if not better than SotV
(View in light mode on PC for best experience) The DLC’s rough launch leaves more to be desired. Most of the current features are going to be improved, so as a community it is important that we offer our feedback. Besides, even with all of the content being fleshed out, the DLC still lacks con...
!feedback
!feedback
Make False son stage 5 or preferably 6, I think shattered abodes should be the first stage of POC(a stage 2 now), it might be too much to ask but I'd ideally like a new stage for stage 5 since none of the existing stages feel like they can be transferred
!feedback
freeze should be applicable to early stage bosses such as stone titans, vagrants, queen beetle, clay dunestriders and perhaps the overloading imps. Itd bring a level of consistency especially when these start spawning outside of being teleporter bosses and as enemies in late stages and looped runs.
!feedback
White item: Minty perfume
Desc: Make you bit more resistant to debuff and make you feel out of danger faster.
Actual effect: -15% debuff effect and duration, -10% delay before out of danger
This item synergies with Cautious slug, and Red whip, maybe tha its i forgot.
!feedback
Green item: STOP sign
Attacks have a 5% (+5% per stack) chance to TRUE stun an enemy (makes them stop EVERYTHING including flying) for 2s (+.5s per stack) doesn’t affect final bosses
!feedback
Make Champion enemies freezable if they spawn naturally, and are not a TP boss
!feedback
Add a interactable station that rarely spawn, it allow you to conver 1 random corrupted item from your inventory and purify it, can be used infinitely.
Maybe also allow void item to be scrapped? Void scrap - white? if purify it get a random item of that rarity
!feedback
Make the golden guy that spawns from the green pillar count as "a large enemy" and when shot by tricorn it gives you an effect similar to the golden gun from rorr
!feedback
I don't think that Chef's Roll charging only for a damage boost is inherently a bad idea, but I think that that aspect of the ability should be leaned into a bit more with a higher payout for charging if that is the direction the ability is going in.
If you're reworking it, I would boost the damage gained per charge fairly heavily, and remove the armor you get while charging it to make it a bit more risk-reward. Since he realistically should have more alt abilities, a simple alt would be a version that charges for duration and speed rather than damage, and maintains the current charge armor.
!feedback
Unlock: Defeat False Son as Railgunner OR defeat Stone Warhorse.
Clockwork Trachea - Yellow -
Splits your primary fire into three, with the two new primary fires being ejected at -27.5 and 27.5 degree angles respectively. Melee primary attacks instead have their range increased significantly and their damage increase by 2x.
!feedback
Scrap launcher rework
Damage increased from 360% to 500%
Projectile is changed from going straight to traveling in an arch and upon exploding, shatters into 4 smaller bombs that do 80% damage each with a .5 proc coeff
I don't know if these changes are going to be good, but I think these changes would make scrap launcher actually good and also more chaotic for the game to lag with more procs 
-# if you don't agree with the changes, I'm ok with that, I'm just fucking around and finding out
!feedback
change FS's "Laser Burst" to "Eye of the Storm" because it's a boring name compared to literally all of his other abilities
(also make the ability make a thunder noise to be cooler (and maybe even shake the screen, put on a high contrast filter, and add some crackling afterward to be even cooler))
!feedback
Void request ( green item )
Item have a small chance to be void potential, Corrupts all Shipping Request from
!feedback
Devil's Dice (red item)
16% chance (unaffected by luck) for on kill effects to trigger 1 (+1 per stack) additional times.
"We've subjected these things to every form of analysis imaginable. They're perfectly balanced. not weighted or loaded in any way. By all counts, these should be two regular 6 sided dice."
"Then why have I rolled 28 sevens in a row?"
!feedback
I think a corrupted crowbar would be cool 
!feedback
distinguish opal, warped echo, and safer spaces. 3 items that are damage prevention on timers (even if slightly different conditions) is just... uninteresting?
!feedback
change wecho into something else, the concept of delaying damage doesn't really work with this game since in most cases you cant heal reactively and the damage mit on a timer is a niche already filled by two other items. needs a new concept
!feedback nah change opal or safer spaces, wecho is the most unique. opal is literally just "gives 100 armor when you havent been hit". which... is more than 3x what rose buckler gives?? sure, rose buckler is constant, but opal is also much easier to stack high, while ive rarely ever managed to stack rose buckler high
!feedback
nerf opal but not by that much, to like 75 armor maybe
!feedback
Force teleporter bosses to not repeat in the same loop, or at least not two stages in a row.
I’m tired of getting 3 stages of back to back to back beetle queens.
!feedback
Shrine of time (150 Base cost, scales over time)
Revert the difficulty by 1 sub bar (Smaller bar with more faded line)
Can be used up to 3 time but every use double the shrine cost (150 > 300 > 600)
!feedback
New void item
Voidtouched nectar, corrupted version of power elixir
Upon dropping to 20% health, gain a small amount of attack speed and movement speed, similar to
, and become fully immune to all damage for five seconds
(Somewhat intended to make genesis loop more prevalent but also I just think it could be another fun void item and spruce up the pool a bit)
!feedback
Buff titanic knurl because as a yellow item its very underwhelming only giving small amount of health an regen which you can also get only using fewest is 2 item without red
My idea to buff it is a flat def boost or dmg reduction but i have other idea, Make it cause barrier to last longer and turn 50% of dmg taken to barrier. This would be cooler and more unique it now can also synergies with Aegis, topaz brooch too.
Also why i think this a good idea because from the log it writen "It appears to be trying to rejoin the mass" and i assume barrier is like uh an object that protect us then go away so Knurl pull can maybe make it last longer?
!feedback
make false son's charge frame tighter, making it so you have to press it as you press m1
!feedback
void item: Viscous Syringe 
Decreases all cooldowns by 20%. (10% per stack)
"What's.. in this thing?"
"Dunno, some kinda slurry. Hate to be the guy on the other end."
(not sure about the item description, its a bit op lmao)
!feedback
Lunar Item: Frozen Chakram
Effect: Replaces basic attack. Chakrams bounce between enemies up to five times and slow those hit. More hits further slow, and critical hits freeze.
Description: Once belonged to a young sage. Has since lost its firey spark, and is now imbued with lunar energy.
!feedback
Greed gem (green)
Desc: Increase gold gain and increase def the more gold you have. Scales overtime
Actual effect: +20%(+20% per stack) Gold gain and +5(+5 per stack) def every 50 gold, scales overtime.
Log:
*>From the outside it look like a hard yellow crystal but actually is softer similar to gold.
The cant seem to levitate like the other mineral found earlier but it can pull specifically only gold
The crystal is already accumulated all my collection as i write this*
Is my idea really that bad? For all those who responded
!feedback
in the DLC based entirely around aurelionite, gilded coast remains practically the same as it was. SOTS should... honestly change it up if you have it on. Yes, theres children there now, thats nice... but no aurelionite blessings replacing the chests? Feel like there being more gilded elites than other elites would also make a lot of sense thematically, and could be interesting in terms of gameplay
!feedback
Instead of gaining +5 armor per 50 gold that scales over time, basically make have a cap that increases with the amount of stacks you have, basically the golden gun from ror1, but for armor intead of damage
!feedback
Void fiend alt skill idea:
『Ru??sh】Utility, No CD
Boost forward using your corruption fuel, jumping while in use boost you upward.
Hold to use and make you descend slower, jump while pressing utility boost you upward.
Tap to do a dash similar huntress, also give I-frame.
Hold cost 2% every 1 second and Boost cost 10%, Dash cost 15%
Dont change when corrupted
Get by avoiding a fatal hit worth 3x your remaining hp using Tresspass
『Inv?ad??e」Secondary, 8 sec CD
Shoot a laser dealing up to 1000% dmg, create a weak void explosion on kill.
Shoot the laser for 2 sec straight hitting every 0.2 sec each 100% per tick
The laser is bigger than uncorrupted M1 but smaller than corrupted M1, have infinite range
The void explosion cant harm you and deal 800% of your dmg to enemy
Corrupted have slight difference
Shoot for 4 sec straight and having 10 sec CD
Bigger void explosion
Deal 1200% dmg total
Get by killing 10 enemy at once with a single Flood
!idea
New lunar coin, you nead to get orange coin to get to the trader and trade stuff and when you are there you can trade with you friend also
!feedback
New orange lunar coins
!feedback
Have Railgunner's XQR Smart Rounds prioritize targets that the Railgunner is looking at (targets inside the rectangular crosshairs), not just the nearest target. It is frustrating to aim at a wisp or flying pest and watch the rounds curve away to target a beetle instead.
!feedback
Make the Lemurians you use in the Artifact of Devotion able to be repositioned to a specific spot or target a certain enemy via pinging.
!feedback
Charging captain primary should increase the damage.
what you suggested was similar to how old Bolstering Lantern worked and no one really like that item because it was pretty anti-synergistic with a lot of other items
!feedback
12 Taped book (White)
desc: Increase EXP gain, full heal on level up
Actual effect: Increase EXP gain by 20%(+20% per stack), Leveling up heal you back to maximum HP
Log:
"Did you bring the blue math book?."
"Wait there a blue one?, oh yeah i have that here."
"What the hell is this!?, you seriously really taped all book together?!, all the subject too!."
"Dont you know the consequences of this joke you made?.""No."
Get by:
Reach level 20 in Moonsoon
Would upping the threshold to 25% change anything? I really only put it at 20% because I thought that's what the overall low health thing was, and i think it would be nice, procs before watches and such, and makes genesis loop way better
I think the auto 5-second immunity is just too powerful to be fun. Genesis Loop is massively powerful but it's balanced by the charge up time possibly getting you killed. Letting Genesis Loop activate while immune is overkill.
I don't like the idea of anything that instantly refills your health or grants immunity. Even equipment doesn't do that, and even if it did, people wouldn't use it (see
)
!feedback
Make
be its own rarity so unlocking
is possible if you have 
!feedback
mildly increase / decrease credits on some stages to make them more consistent. its a crime that the dlc stage 1s always have way more, and sirens call has always been lacking credits
!feedback
Make
have a 10 second cooldown. The 20 second cooldown is just a straight nerf otherwise.
!feedback
If a scrapper spawns on a level...
- Slightly reduce chance of a second scrapper spawning on a level
- Greatly reduce chance of 3+ scrappers spawning per level
!feedback
Increase void field new cell laser indicator effect, its hard to see if you are on the edge of map
!feedback
Remove this kid in loading screen if you dont have seeker of storm
(Dont mind the activate window)
!feedback
Make the elite aspects passive items or buff them because 9 times out of 10 they arnt worth taking up the equipment slot especially for something so rare
!feedback
Monsoon mode: In multiplayer, Death drops all loot
!feedback
Artifact of symbiosis: when a player dies, all other players take nonlethal damage equal to 50% of their maximum health. After 30 seconds pass with no players dying, all dead players are revived.
!feedback
Buff for Defense nucleus
- Spawned alpha construct have 33% to spawn with killed enemy it was killed from, +33% per stack
- Make it dont despawn when you get far from it and make it follow you across stage
!feedback
I think it would be nice if at like 1 new alternate ability for each of the 3 new survivors with the dlc were released along with phase 3 of the road map.
!feedback
Make artifact of soul more unique, right now it just spawn a recolored lesser wisp with exact same stat.
Maybe make it spawn 3 lesser wisp on greater enemy or just a greater wips, and on bosses spawn lesser wisps and a greater wisp. also it just make it easier to kill enemy when having a gasoline or wisp jar
!feedback
Reimplement SoulSearch, AurelioniteCore and LunarSpikeShotgun for phase 3 now that (hopefully) there isn't such a strict time restriction (':
!feedback
Nerf growth nectar
I literally have an 100% win streak with it
!feedback please nerf the combo of soul spiral and sojourn, its far too powerful, blatantly becoming the “correct” skill choice for seekers m2. a differing playstyle is fine, but… the invincibility and sojourns disregard for barrier gain is just too much
!feedback
Instead of outright nerfing nectar maybe have it do this:
Grants 7% (+5% per stack) increase to all stats except speed for each 14% increase of speed you have, up to a maximum of 5 (+4 per stack)
!feedback
i forgot
!feedback
make mobile turrets use wungus when they walk 🙏
a dlc of an alternet timeline where mithrix and providence fight together against you🙏
(pretty much where providence listens to mithrix and goes through the portal with him when one of the worms slams into the teleporter changing its elingment trapping the 2 brothers on the moon and when you get to the mithrix fight you have to fight both at the same time and if you win as a last ditch effefort they teleport you inside of a guardian making you one of their own and allowing an intro for a new playable survivor)
!feedback
New content that brings back Prov
!feedback
-adds Ancient Scepter from Risk of rain Returns please 😔 🙏
-Buff Polar Field from Railgunner
-Buff Enginner carbonize turrets
-Make more skills for void fiend and Seeker
!idea
when you get a DLC you can change the main menu to look like that dlc (you can customize it to which ever one you want) I just thought this would be cool
!feedback
DLCs give custom main menu backgrounds that can be enabled/disabled
!feedback
a dlc of an alternet timeline where mithrix and providence fight together against you🙏
(pretty much where providence listens to mithrix and goes through the portal with him when one of the worms slams into the teleporter changing its elingment trapping the 2 brothers on the moon and when you get to the mithrix fight you have to fight both at the same time and if you win as a last ditch effefort they teleport you inside of a guardian making you one of their own and allowing an intro for a new playable survivor)
!feedback
Another idea for a Knurl buff,
Knurl now also Grant shield that cover 10%(+8% per stack) of your HP, and also Recover your shield by 1% (+1% per stack) of your max hp every second even when not outside of danger
!feedback really feels strange that we dont have a "random stage order" artifact in the basegame. it feels like an overdone suggestion but i. think thats because it'd be cool. probably would also be smart to borrow ror1s final teleporter mechanics, aka once you loop its just on every stage (even if just for that artifact)
!feedback
Paper swan (white)
desc: critical strikes deal additional base damage
Actual effect: on crit perform a paper cut that deals 80% (+80% per stack hyperbolic) base damage with a proc coefficient of 0, increase crit rate by 5% (+5% per stack)
We are 2 DLCs in and have had no new crit chance boosting items since launch, if one is not added soon crit chance may become hard to come by in this ever expanding item pool, this is my idea of a crit item that benefits characters that have a high fire rate but low damage.
!feedback
Add skibidi toilet
!feedback
Please re-add keyboard and mouse support to console 🙏
!feedback
Foul gift (Void green)
For every positive effect an enemy have, deal 100%(+50% per stack) more dmg to it. 5% to inflict a positive effect that you currently have onto the targeted enemy temporarily on hit. Corrupts all Death mark.
-# After inflicting a positive effect, cant inflict again to the same enemy for 2 sec.
!Feedback
Fluctuating Seismometer
Equipment
Causes an earthquake on activation
On use, all enemies are briefly stunned, then rooted in place for 30 seconds
100s CD
!feedback
Please add Split-screen to PC. I want it dearly, as the mod no longer works. Playing with my friends is very fun.
!feedback
Matter container (Equipment)
Prevent corrupt item from automatically corrupting your normal item. Use to manually corrupt an item.
Example: While having polylute, you dont corrupt your ukulele when holding this equipment.
On use: Open a menu similar to scrapper but choosing an item will make 1 of the selected item to corrupt, need a corrupted version to do this
Example: Need NeedleTick to corrupt a Tri tip dagger
Void field exclusive: Found near one of the dead reaver body, after picked up can be choosen at Command menu
!feedback
Buff fo Huntress' arrow rain:
Scales with attack speed, essentially increasing the full firepower of the attack by increments of "this many arrows" upon each syringe.
!feedback
Completely change warbonds to become an item that drops a special legendary chest on every stage that will give you an option to select 1 (+1 per stack) red items among 5 that are shown to you. However, this item is temporary and is only effective for the teleporter/boss event.
Buying this special chest is similar cost to a legendary chest.
!feedback
Make Arrow Rain scale with attack speed
ah
!feedback
Also suggesting to increase Arrow Rain's proc coefficient, considering it has the lowest proc coefficient out of all of the survivor abilities in the game (barring Heretic and 0.0 proc coeffs) when it's already considered weak
!feedback
Actually make Augment of void (Simulacrum augment) as an actual artifact, all it does is Corrupt almost all spawned enemy with some rarely spawn pure. Some of the chest are already opened (Similar to those in sky meadow) and most chest is also replaced with Void potential thing, Void pot is more common, ans also the Void barrel too (The one that pop when you interact that gives money and EXP). Void reaver can start spawning at Hard difficulty, Void devastator at Impossible difficulty. Also allow for void enemy to be elite too (Blazing voidtouched Beetle guard for example)
!feedback stage 1s could overall use a rebalance - you can so easily snowball a great run if you get siphoned forest or shattered abodes on stage 1 because of the sheer amount of credits the stages get. if you get a halcyon shrine stage 1, you're also guarranteed some really good items, and the thing is it... isnt really an interesting choice to make because you're only on stage 1, of course you'll take a risk (even if it WAS even that risky. great items are always better than being fast)
I think overall a reduction of item loot to be closer to titanic plains / distant roost could be reasonable, as well as reducing halcyon shrines' bias for giving SOTS items... though perhaps a rework of the path of the colossus in general could be reasonable
I think stage 1s just feel like way too much of a gamble right now, they can completely change the run, which... I don't think should be happening so early on
!feedback
Make bandits attack regeneration scale off attack speed like artificer
!feedback
I’ve been wanting this for so long.
Hordes of many are by far the worst boss in the game since they’re guaranteed to give a green item. While a popular request is to give them a boss item, i think i have a more fitting idea.
Replace the 15% chance to drop a boss item with a 15% chance to drop a red item. That way, there’s still a chance you get something good, and it’s not the instant “aw damn it” that it is right now
!feedback
I’m surprised this hasn’t been made yet, but buff scrap launcher to make it do more damage the more scrap you have in your inventory. White scrap gives like a 5% damage buff or something, greens give 10%, reds give 20% and like 10% explosion radius or something, and yellows give 30%, 20% explosion radius, and 50% projectile speed. if this feels too op just remove the explosion radius and projectile speed buffs or something. This would allow mul-t to be one of the few characters that massively benefits from a specific item (other then
on engineer or
on railgunner) and I think would make mul-t a lot more unique then he currently is.
!feedback
Please re-add keyboard and mouse support to console 😭🙏
!feedback
Allow dlc to be leaded offline on console, I have it downloaded but somehow microsoft (or gearbox who knows) made the internet necessary to LOAD the contents while it was already saved on the console. Save license locally, I hate Microsoft.
!feedback
should participate in Voidling fight, probably in last phase like Mithrix fight
also make her immune to black holes, false son is immune so it should make sense
!feedback
While using the artifact of devotion, let the player see the Lemurian's items when they check the inventories of themselves and the players
!feedback
Remove the ability to teleport for the child
!feedback
Blight duration should increase or reset duration upon reapplication. I love acrid, and I hope this sparks a rebalance of the abilities of the survivors. (I am looking at harvest, or frag, or carbonizer turret)
!feedback
Using devotion artifact, lemurian alies get stuck on parkour section on Voidling fight. Fase 1 they help, 2 and 3 you have to fight alone.
Let them teleport to the arena Fase 2-3!
!feedback
bandit shouldnt do a small jump if he's grounded when his utility runs out
!feedback
Add an Equip that fires a magnet that redirects ALL projectiles to it both friendly and enemy for 5 seconds after landing (also overrides projectile homing)
!feedback
Make certain “shit to stack red items” better to stack
Mainly stuff like behemoth, (my idea was +30% damage for every stack)
Frost relic gains +200% damage per second, and +0.5 seconds
Happiest mask: +7% ghost spawn chance
Shattering justice; recuce armor by additional 40 per stack
idea: ror2 dlc void expansion the moon was sucked itn othe void at ending cutscenee right make the dlc whaer you visit old maps but its diffrent and has void things in it and has changed a lot the monsters have adapted to the void so make thme warped or have diffrent ablities make a void mithrix!
!feedback
!feedback
an item that will split all your void items into the normal and void variants and give you a choice between void and non-void for every new void item spawned, probably red
!feedback
dmg should be based on character's dmg stat not healing amount
!feedback
Make it use both, possibly starting as base damage and being multiplied by some amount dependant of healing, so it can keep it's theme and a further synergy with healing
!feedback
Clone essence; a lunar item
All printers now cost the cost of a small chest to use, but they give 1 items instead of 1. All printed items gain the “printed” flair and can never be used in scrappers or printers.
Or alternatively;
Small n comf: a lunar item,
Cannot use printers more than once, printers grant 1 free print.
!feedback
reduce the amount of push back that clay templars apply when they explode you with tar, it can causes annoying deaths on charcaters without immediate movement abilities
!feedback
Upon buying SoTS DLC, erase the banner "SoTS available, buy now".
As previously said, add to the main manu badges for the DLCs or choosable DLC themed backgrouds.
!feedback
Time security chest should give more preons if it was opened with active Sale star
It literally says 'chest' in name
!feedback
(survivor) death animation needs some changes, it looks uncanny and it feels like it is from another game
!feedback
Red Item: Charged Pendant
Hitting the same enemy 10 times guarantees the 11th hit against them to proc all chance items 1(+1) times.
This item does not interfere with naturally rolled procs.
!feedback
Lunar item instead,
instead of every 10 hits it makes it so nothing can proc anymore, but theres a 10% chance to proc every item you have
Stacking the item is unique, as what it does is half the chance to proc, but doubles the effect of the proc
!feedback
rex alt primary
Thistle Whip
10% HP. lash with a thorny briar in front of you, attacking in an overhead arc for 240% damage and inflicting 1 stack of Siphon per hit.
(Siphon - DoT debuff, bleeds the target for 150% base damage, heals the inflicter for the damage dealt per tick.)
!feedback
bandit alt utility
smoke echo
turn invisible for 3 seconds, deal 200% damage on activation and an adittional 500% damage when it runs out. Teleport back to location of activation when it runs out, however, you can attack while invisible.
OR, you only teleport back if you let it run out, if you attack you dont.
15 second cooldown
!feedback
Solar
Item rarity (cyan)
-# gifts of the bulwark
Obtainment method and mechanics
Solar items are ‘purified’ from their Lunar counterpart via a unique interactable known as a Purification Ampoule, on top of a related passive effect, any given Solar item is designed to coexist and synergise with its Lunar counterpart, you can have both of a particular item unlike Void items.
Purification Ampoules purify 1 lunar at a time on selection.
Five examples
Bulwark’s Penacho
Gain 2% (+2% per stack) base damage per 1 small chest cost worth of gold for the stage in your possession.
Purified from
Brittle Crown
Sculpted Amber
Gain 2% (+2% per stack) base damage per 1% of your maximum HP currently missing. (Includes glassed/cursed HP)
Purified from
Shaped Glass
Precept 57
Has a 10% (+10% per stack) chance to automatically purify a lunar item on pickup.
Purified from
Eulogy Zero
Golden Scarab (Perseverance)
Gain 10% (+10% per stack) more barrier from relevant sources. Barrier does not decay while in shield threshold of HP.
Purified from
Transcendence
Sacred Tears
(Equipment)
Upon use, intentionally lower ALL of your stats by 10% (stacks with fuel cell charges) for 30 seconds. But once this effect expires, 25% chance to greatly increase ALL of your stats permanently by the amount that was lost. Stats returned to normal values if this does not land.
60sec cooldown
Purified from
Spinel Tonic
!feedback
Uhh is the bot broken?
!feedback
I think so
!feedback
Fix the bot, trust
!feedback
🎉🎉 The bot is fix
!feedback
bandit alt utility
!feedback
Make Trophy Hunter Tricon (Consumed) when activated, activate all on equipment use item for their 2x effect
Example:
War horn:
instiead a double duration like how it do when stacked, grant 140% attack speed bonus (70% x 2) a duration
Bottled chaos:
Activate 2 random equipment, Not activating 1 equipment twice but 2 diffrent equipment. like a Gorag opus and a Disposeable missilce launcher
Not really necessary but seed of life which grant extra life when consumed still have a function it also have 15 sec cooldown..
Ahoy!
!feedback
!Feedback
New Solar rarity (cyan colored)
I don't speak for the creator but they're basically "purified" lunars with dumbed down and slightly tweaked effects but no downside (or a more tolerable condition)
!feedback
For teleporter event, add a transparent red layer to mark the radius of the teleporter, so you can more easily see if that part is outside of inside of the teleporter radius. Example is this image which you cant see the teleporter marker because of the ground.
!feedback
Void devastators should be immune to black holes
They only spawn with Reavers, Jailors and more Devastators, but because they have large hitbox they die extremely quickly to black holes
I think making them immune would make them more challenging
!feedback
Step of the brothers should be heavy
It barely does any damage at all but if it was heavy then it'd have a way to get a bit more, and would synergise with the speed boost from lunar spikes
!feedback
all teammates should revive after tp event
They wont help in a fight because tp already cleared, but you can leave items for them so they wouldn't struggle that much on next stage
!feedback
buff
Make it give all drones and turrets 100 armor for 5 seconds
Drones often die from burst dmg, Vagrants, False son, Mithrix
With this change you could save them if you catch a moment
!feedback
Bruh the bot broke again
!feedback
You should turn back to main survivor after losing 3
skills
!feedback
should activate in tandem with Unstable Transmitter, similarly to
.
This would be a decent buff, as it is excessively risky to effectively take advantage of the supernova in most cases.
!feedback
Now the bot is actually working
!feedback
Drones should not spawn on Void Locus
They all die during charging of first pillar and simiar stage (Void Fields) intentionally doesnt spawn drones
!feedback
Double item drop rate chances with artifact of sacrifice when not using swarms. That way you still get the same item output without having to do both
!feedback more void items
!feedback
Hydrogen barrel: freeze and slow effects last x2 as long (+1x per stack), slowed enemies are slowed 33% (+33% per stack) more. Corrupts ignition tank.
Clumsy clock: deal +25% damage, 1/10 chance on hit to break 1 stack of this item. Corrupts all delicate watches
!feedback
Blessing should spawn in the middle of arena not on False Son death spot
!feedback
Rebirth should not take away your item
It ends the run anyway, but chosen item wont display in end screen which is annoying
!feedback
More agile items:
strafling sword; +15% damage (+10% per stack) when running. Common.
Protein bar: skills recharge +20% (+20% hyperbolic per stack) faster while running
Warped rabbit foot: running starts out at 0% run speed, but slowly goes to 200% run speed over the course of 5 seconds. Lunar.
!feedback one or 2 more skills for every character
!feedback
Make the green shrine always appear on the first area
!feedback
I was wrong.
doesn't work with Unstable Transmitter. I suggest it should, as this synergy would be useful as well.
!feedback
White item: Blunt Knife
While out of combat, Build up bonus damage on your next hit.
Every 0.5 sec out of combat increase dmg by 10% (+10% per stack) Up to 200% (+100% per stack)
!feedback
Mediator.
Deal +50% (+50% per stack) damage to enemies under 50% hp, but -50% (-50% per stack) damage to enemies above 50% hp. Lunar item
!feedback
adding the extra alts to everyone:
Commando alt primary: Hot shots
- shoots 6 times a second for 75% damage, but burns enemies for an additional 75% damage
Huntress alt secondary: Plasma glaive - Throw a seeking glaive that bounces between 2 targets up to 4 times total for 500% damage, dealing +20% damage each bounce. Cannot hit any targets outside of those 2.
Bandit alt utility: Doppelganger - Create a clone of yourself that enemies will always prefer over bandit, clone cant attack but inherits all items. Lasts for 15 seconds or till it dies. Cooldown 15 seconds.
Mul-T Alt utility: Bounce pad - Heavy. Turn into a small cube with 900 defense that cant move, charges a big jump while cubed for 5 seconds. Can cancel with any attack in order to launch earlier but slower and lower. deal 1000% damage.
Alt secondary: Bug net - Shoots out a charging net that reaches over about the range of a focus crystal in AOE, can launch it anywhere to stun all enemies inside for 5 seconds and deal 240% damage. Lowers enemy defense by 35 when trapped. 30 second cooldown
Engineer alt primary: Sticky grenades - Charge up to 8 grenades that deal lach onto enemies for 3 seconds before detonating for 100% damage and burning them for 50% base damage
Artificer alt utility: Ring of fire - create a ring of fire around where you're aiming that detonates in 2 seconds dealing 1250% damage to all enemies inside and burning them for additional 250% damage over time.
Not toucing
cus ill get shit on
Rex Alt primary: Nature's needle
Fires 1 syringe for 320% damage, weakening whoever got hit. Heals for 80% of damage dealt. Shoots exactly 1 times per second.
!feedback
False son alts
Passive: Bullet hell
• Attack speed doesnt increase speed of attacks. Everytime when you reach 100% atk spd your Secondary, Special get 1 additional projectile. Additional projectiles direction is slightly off from aim cross (Similar to
default primary)
Primary: Justicebringer
• Rapidly strike enemies with fists dealing 100% dmg in short distance, every second hit is uppercut that stuns. Hold both m1 and m2 to charge Spinning club. Charged attack throws spinning club that bounces back to you on impact dealing 1000% dmg with 3.0 proc coef., strike your club with uppercut to make it bounce back to an enemy
!feedback new final boss + boss rush mode
!feedback
MORE ALTS!!!
Rex alt trait: Nature's Wimp
- Enemies that are weakened no longer get reduced defense but instead have 30% slower firerate and skill cooldowns and deal 30% less damage.
Loader alt primary: punchout - swings in a 3 hit combo for 150%, 250% and 5x100% damage respectively, will only combo on the same enemy and if any hits miss the combo instantly resets to the first. The full combo takes 1.5 seconds to perform. The first 2 hits have a 1.0 proc chance, while the last 5 hits all have a 0.5 proc chance.
Alt trait: Energy Charge - dealing damage charges a barrier for 1 stack per 500% damage dealt. at 5 stacks, loader gains a energy charge that makes the next hit create lightning similair to luminious shot, dealing 125% total damage.
Acrid alt primary: Hungry strikes - Maul an enemy for 5*100% damage, every hit is regenerative. DPS is about 0.6 dps of original primary
!feedback
Acrid Alt special: fatal disease
- shoots out a deadly shot that infects 1 enemy with super poison (or super blight) that deals 3x damage and can kill the target. If the enemy dies with super poison, it instantly spreads out poison to up to 15 targets in a 30m area. 20s cooldown.
Captain alt primary: sprocket rockets - charge a homing rocket attack for 350% damage that home in. Charging it makes it deal up to 4x more damage. 1.0 proc chance.
Alt secondary: chain tazer - Shocking: fire a tazer that shocks up to 5 enemies by bouncing between enemies. Deals 100% damage per bounce, If bounced 5 times the final bounce deals 800% damage with 3m AOE
Railgunner alt primary: ATG-CU missiles - Shoots out tracking missiles that explode for 300% damage with small aoe. Shoots in a burst of 3, and has a cooldown of 5 seconds.
!feedback
Overclock drone
Increase dmg, attack speed, and decrease other drones cooldown in its radius by 15%. stacks
50$ base cost
drone
!feedback
A drone that would shoot some sort of sticky liquid that slow the enemy depending the size and how many of debuff stack are on it
!feedback
Bandit alt utility: Doppelganger
- create a clone of yourself for 200% health that cant attack or move. Enemies will always prefer the clone over bandit. Does NOT inherit any items, lasts for 10 seconds, cooldown 20 seconds. cant have over 2 doppelgangers at a time.
!feedback
adding bosses to every family cus why not

Gipgeepgup (father of dozen generations): has x4 the hp and damage of a gup, when killed turn into 2 geepgups, who have x2 the hp and damage of a gup, and when killed turn into 2 gup's.
G-shot: shoots out 3 gips/geeps towards the player, can be any number of gips or geeps. Usable only by gipgeepgup
Smash: Does a very high jump and smashes into the ground creating a shockwave, stunning anyone that was on the ground currently. Usable only by gipgeepgup or geepgup.
!feedback
can we get ror miner in risk 2
!feedback
Bottled Chaos should have a clearer description explaining what it does. Currently, it simply says "Triggers 1 random equipment effect", but it doesn't communicate the trigger condition despite being a passive item.
!feedback
Green item: Acidic slime
Chance to apply a goo to enemy, lowering their defense. Applied debuff cap increase by item stacks
15% on hit to reduce enemy def by 5 for 4 second. Stack debuff to 3 (+ 2 per stack). Debuff expiration countdown reset if another goo is applied.
!feedback
Adding bosses to every family cus why not
Grand lemurian (leader of kin)
Elder lemurian but bigger, spawns in with 2 elder lemurians by his side.
Attack 1: fire storm
Shoots out alot of bullets into the sky that land around you
Attack 2; continues swipes
When in range of player, swipe alot for 900% damage total
Attack 3; fireball
Shoots a big fireball that explodes and creates a fire puddle
!Feedback
Give ignition tank something to benefit from its buffed damage. As of right now, you could get dozens in a run without one of the 4 specific fire sources, (gasoline, artificer primary, fire aspect, molten perf) and there would be no use for said item. Theres nothing to buff without fire and ignition tank becomes a useless green.
I think we should take a page from noxious thorns book and give ignition tank a set 5/10% chance to ignite on hit. This wouldnt increase with stacks for balance reasons. Just like how thorn gives bleed and scythe gives crit
!Feedback
Randomize enabled dlc on Prismatic Trials
Frankly, and I'm sure everyone can agree with me on this one, Survivors of the Void is kinda stinky, and force enabling both dlcs is lame, I would play Prismatic Trials alot more often if there was a chance for it to only have Seekers of the Storm enabled, as that's the far better dlc in my opinion.
!feedback (didnt forget this time)
All the extra alts combined
#ror2-feedback-and-ideas message
#ror2-feedback-and-ideas message
!feedback
Crowd funder should activate on equipment use after reaching max firing speed, activate the effect again every 5 sec
!feedback
Eclipse breaks False Son boss fight
-His dash calculates distance to player to be up close, but Speed buff makes him always dash OVER you, making this move completely useless
-CD reduction makes him able to spam Skill disabler, cd of this move is tied to geode spawn so geode spawns and shortly after FS disables skills, but e7 breaks this cd and FS can spam this skill even if there are no geodes
Those 2 points should be fixed imo
!feedback
Replicating Cell (Void green)
Repair 1 broken item (+1 per stack) every stage. Higher rarity need more stack. Corrupt all Regenerating scrap
// White need 1 stack, Green need 2 stack (None yet), Red need 3 stack //
Example:
If you have 2 broken Delicate watch, 1 Consumed power elixer and 1 Broken Dios best friend and you have 3 stack of regen cell.
Next stage either you regain that 2 Delicate watch and a Power elixer or just a single Dios best friend
!feedback
My personal take on patching out the seeker invincibility build, and making her have a porpuse to use her other abilities:
To rework sojourn in a way that it still has a purpose, but not to make you a death machine, and not to eliminate the synergy with her balls
I propose 2 changes
- Be able to deploy the balls during the sojourn
- Make the sojourn ability no longer do damage to you while using it, instead, a bar that looks like barrier, will slowly cover up to 90% of your healthbar. Healing turns back the progression of the bar. When it reaches 90% or the player cancels sojourn, they take all the damage at once, split in up to 20 segments. This patches out her incredible synergy but not entirely killing her off from profiting from self damage items.
!feedback
if we can pick items, why not STAGES?
Artifact of Destination:
lets you pick next stage either from possible pool of next stages, or just a pool of all the stages in the game
also make sure it lets you pick first stage to spawn on
!feedback
I recently thought of and reworked this idea from awhile ago
#ror2-feedback-and-ideas message
Red
Bloodthirster Shard
Their blood shall run in rivers.
(a red crystalline shard of a weapon’s blade, it has a supremely cruel serrated edge.)
Gain +20% bleed chance on first stack.
Attacking a bleeding enemy will fill a blood gem gauge, located to the right edge of your healthbar. filling the gauge completely restores 20% (+10% per stack) of your maximum health.
Filling the gem past full health will instead grant a stacking bloodlust buff, lasting 5 (+3 per stack) seconds.
(bloodlust - a sort of dynamic frenzy effect. Grants 1% attack speed and 2% movement speed per 10 HP overhealed from the bloodgem passive.)
(Hp bar is also turned red while holding this item, like infusion)
Log Entry
<Recovered data sample from the UES [REDACTED] blackbox>
“Commander, we discovered an empty box on the planet’s surface today, real ornate lookin’, must’ve been for a weapon of some kind.”
“Hmm. A language is etched into the box’s side. It doesn’t seem to match any currently known characters, let me run it through the ship’s comms.”
<<<Communications System - Attempting Translation>>>
- There exists a sword in this land, one of sheer cruelty.
- A sword, whose blade was stained, and in fact, MADE of blood.
- A sword, whose blade was forged of the blood of its countless victims.
- It was wielded by a menace of a swordsman, driven mad by the stench of crimson. Never satiated.
- And when the lord of the red plane felt the bite of his blade, and his madness upon his flesh, he proposed an offer to the swordsman;
- The life of a demon, whose thirst would never go unsatiated.
!feedback
Someone Sand timer (Green item)
5% (+5% per stack) To stop an enemy in time for 1 sec. Halfed effect to bosses
"Yo that thing is sick, Who's sand timer is that??."
"I dont know i found it in the lost and found box."
Like a Tentabauble + Stun grenade. Pause an enemy (NOT STUN) on hit and resume its action after the duration ends, Like how artificer did.
Can stun the Un-stunable like Lunar wisp, Teleporter bosses and parents.
!feedback
Collapsing void fluid (Green void item)
Collapse strike additional 1 time (+1 per stack).
-# After the first collapse hit another quicker but weaker collapse will strike again dealing 300% base damage instead.
!feedback
Mithrix should have special lines if one of the characters in team is 
In logbook Mithrix knows about
existence
!feedback
Save run button for console- would be helpful for looped runs
!feedback
In game descriptions for
skills lack details about tranquility buffs
The only line of info you have is 'Abilities are enhanced with each Tranquility acquired.'
!feedback
Rework the silhouette of either the shrine of chance or shrine of wood to make it more distinct. I would lean on to reworking shrine of wood, since it's less encountered. Standstill, they are easily separable but when you're playing fast it gets hard to differentiate.
!feedback
Portable scrapper:
equipment: cooldown 1 stage
Spawns a scrapper where you are standing.
!feedback
Make more female/feminine leaning survivors. Only Huntress and Artificer really give “female”.
!feedback
False son boss should not have i-frames on dash, replace it with regular armor buff
!feedback
's buffs could stack multiplicatively, rather than additively.
This would mean that character speed and attack speed would be multiplied by 1.3, rather than adding 30% to the total.
There aren't that many items that provide multiplicative movement/attack speed bonuses. I don't think this would be broken, as the buff potency doesn't increase with subsequent stacks, and is still restricted by range/abundance of banners. This would make stacking
more useful as well, since the buff would complement those from items such as
,
, and
, rather than become quickly outclassed by them.
If this proves too powerful of a change, the buffs could be lowered to 25%, or even 20%, and still provide a useful boost during the Teleporter Event.
!feedback
lepton daisy rework;
Activate a healing nova on teleporter activation instantly healing all allies by 25% of max health. All Allies inside the teleporter radius heal by 0.5% (+0.5 per stack) max health every second.
revert ts game
!feedback bring back transmitter OSP, I think with the other changes OSP would fit the item fine
Please make the UI for splitscreen better. All the text is way too small and hard to read.
!feedback
!feedback make a claptrap skin for mul-t the same way they made a prisoner skin for merc
I've seen a TON of people in #ror2-discussion complain about the nerf but I'm personally super happy about it. It feels like a ton of people calling the item dead and such are either not that experienced or using it as a crutch. I hope that's not too gate-keepy of a view, but I think this is much healthier even if the casual audience thinks their desire is different
!feedback where is the storm
I like the antlers change, gives it a good distinction between the other movement items.
Although I feel like the Growth Nectar should have kept the 7% increased stats with the removal of it stacking.
!feedback
Cleansing pools should not spawn on Treeborn colony
You cant freely go to newt if you are going through path and wanna fight the boss so I dont think having them here makes sense
!feedback
Why is there cleansing pool STAGE ONE
It shouldnt spawn that early
Artifact that gives you random items every stage but you can’t grab new ones
!feedback
Opinions about new antlers?
16
31
3
balanced perfectly around hoof and energy
560145455586213888
Rainstorm
Opinions about new Transmitter?
15
33
4
bad, but still balanced
587332315504574502
Tearstorm
opinions about bolstering lantern?
23
37
2
revert
560145455586213888
Rainstorm
Not sure if this has been mentioned before but on console specifically Xbox, while in a multiplayer lobby selecting your character hitting “B” will automatically take you back to the loading screen. I feel having a menu pop up asking would you like to quit lobby would be nice instead of just ending
I don't know if this is intentional or not in the new patch update for PC, but I noticed in void fields enemies were just not dropping money at all at times? At first I felt like this was intentional, but i was unable to buy majority of the items available in the void fields. Just curious if anyone has had a similar issue. Also, the only money I did get was in flat zero amount (for example, 20, 40, 60, etc)
!feedback
Crystal shard (green)
Gain barrier when taking hits. Barrier are tougher and last longer.
Taking dmg make you gain 30% of dmg taken as barrier and a additional 0 (+20 per stack). If barrier is active gain 20 (+10 per stack) and reduce barrier lost per second
!feedback
A pop up that appears before leaving a multiplayer lobby
-# please add this for the love of god
!feedback
Remove iframes from moves for FS and child
I understand Wurm being invincible but Child and False son are more on annoying side
I think both of them should get just 500 armor buff instead because iframes just feel horrible to play around
!feedback
Make eclipse difficulties that were previously completed with a given survivor selectable for that survivor in singleplayer. (For example, if someone beats eclipse 4 with commando, they could then choose to play any difficulty from eclipse 1-5 as commando)
!feedback
Seeker without tranquility is pathetically weak, but seeker with tranquility is insanely strong. I really don’t think this is a good system. You can make tranq even better to max out, but at the end of the day that just… makes it more important… to press R occasionally? Its not a dynamic passive; its boring. I think seekers tranquility doesnt “just need more oomph and clarity to it” as many say. It should be reconsidered so that its an actual part of gameplay. An Actual reward of good gameplay. Play into staying “in the zone” to maintain a meditative state or something, i dunno. more ways to get it than just “yeah press R and do a qte”
!feedback cross platform support
!feedback
I think it would be cool visually if
would become more Blue when he picked up lunars
And more orange if he has 
!feedback
Make scrapper able to scrap a scrap, like a green scrap scrapping it to 2 white scrap. and same with red, red scrap to 2 green scrap. dont allow white scrap to be scrapped. Can be usefull if u have ton of bad green item and found a good white printer like a delicate watch or Paul goat hoof
!feedback
Geodes give %hp based barrier, I think it should not happen since it makes them give 0.5 barrier if you have 
!feedback Make halcyon shrine take gold from you like… even just 5% faster than it does now. I’m not saying double the gold-suck-speed, but just.. make it a BIT faster
Make the tutorial better
-my mom
!feedback
the void field balance changes.. aren't very good
as a lot of slower characters, the damage of being out in the void ramps up too fast
void damage ramps up too far in general, especially if the void cell decides to spawn across the map (happened to me just now)
items being added to the monster pool sooner if the player takes too long to complete a void cell doesn't make much sense either, since sometimes the cells spawn monsters that are slow and can't reach the player (happened to me and at the final round the monsters had 25 items total)
there are issues with the void field, but I feel like this is a lazy way of trying to fix it
I already didn't have a lot of reason to go there, and now it's still boring, but harder
!feedback
Instead of “charging the (teleporter/pillar/shrine)” and the “stay in the circle” trope that this game does, what if we had stationary pillars that had to be destroyed by attacking them? They could have a lot of health and it would be a little more engaging to attack both the pillar + fight/evade enemies.
It’s still similar to what we have now to staying in a circle but offers some variety. Similar to destroying crystals in prismatic trials except the crystals have way more health.
!feedback
Add way to unlock
abilities in hidden realms, maybe make them disabled for first 120 seconds of stage or something
it is NOT fun when game cuts off your moves and makes gameplay less engaging and encourages cancerous primary spam
!feedback
Add the ability to make a save of your current run to pick back up later. Would neat if it was multiplayer compatible too.
It would be a huge QoL feature for those of us with busier schedules or limited time.
!feedback
Would be nice to add more umbrella options such as autohighlighting items, interactables and maybe (?) enemies for accessibilty. Perhaps also move options that arent really for accessibility out of umbrella options, such as inspecting items and difficulty raise bell toll out of umbrella options.
They really need to touch up the map, maybe adding more ramps, jump pads etc
!feedback
While I think the motion controls are a bit funky, if they can't be smoothed out I'd at least wish for there to be a slight amount of aim assist purely for inspecting interactables far away.
!feedback
Please let players have higher sensitivity options on console it really doesn't feel like I'm properly hitting the enemies even if Im aiming right at them, railgunner is practically unplayable without having to stand still on console
!feedback
!feedback
Seperate shrines of blood, battle, woods, shaping to another category for director
For example 20% of ALL credits on stages will go to these things because they dont give any long form strength
And other 80% will be drones, chests, shrine of chance and etc
It would make amount of items on stages more conssitent and make getting stuff like Shrine of Shaping much less annoying for experienced players since instead of losing 3 small chests you just lose healing zone or some gold
!feedback halcyon shrine shouldn't prioritize giving you SOTS items. That's just weirdly gimmicky, and realistically reduces variation in runs because it means you're more likely to get something like noxious thorn or prayer beads stage 1 than something like shuriken or old guillotine
!feedback make better highlights for the radar scanner, give each intractable a unique symbol and have the effect last longer like an entire 30 seconds or something
!feedback
Your 'Critical Strikes' deal an additional 100% damage.
Update
description to
Your 'Critical Strikes' deal an additional 50% damage.
!feedback
Remove special scaling from Halcyonite that spawns from GIlded beacon
!feedback
Seed of life should tell how many times it revived you or teammate in logbook ('Total activations:' section)
!feedback
I feel like path of the collosus feels to different from the other routes. I think that instead, the (beautiful btw) new stages should be added to the regular stage pools, and the prime meridian should be more like commencement, the void cell stage or "a moment fractured", so that people can better enjoy the new stages and it fits better into the existing gameplay loop
!feedback
Make it so void fields fog has a cap of damage, that when reached requires about 3 bungi to withstand
!feedback
I imagine something like this has already been recommended, but the False Son boss laser is still a little weird. I imagine it would be a little more consistent if the lasers damage ramping only happened while actively being hit by the laser, instead of universally. It basically has the same problem as the original laser did, where if you step outside cover at all you just get disintegrated instantly, and the only thing the new laser has done in regards to that is make it so that it only instakills you in the latter half of the beam instead of the whole time
!feedback
Seeker's Tranquility should heal allies globally, rather than within the small sphere of influence it currently operates.
Despite ostensibly being a support character, Seeker isn't very good at supporting allies (except through her very powerful, albiet clumsy, Saving Grace). While Seeker can stay still to meditate for a brief moment, hovering out of reach of many ground enemies and shielded with Barrier, her allies are generally not afforded the same ability to stand still within such a small bubble.
Given Tranquility's long cooldown, I think this would be a useful but balanced changeazzzzzzzzzzzz8'[
!feedback beetle queens being on both reformed altar and treeborn colony can make FS run teleporter events pretty repetitive
!feedback
So much for fixing halcyonites, yet their two basic swipe and trust attack still have a hitbox that appears during the windup animation instead of the actual attack, also have incorrect knockback direction
!feedback
Can we buff blight/melee Acrid now? Hopoo refused to do it for absolutely no reason
!feedback
I think there need to be more clear indicators (especially in multiplayer) of the seeker's revive. It can be really hard to tell if someone has used it, and the buff icon doesn't help much. Maybe some sort of pause and small animation like dio's or pluripotent larva.
!feedback Shrine of Shaping should be a choice, not something you use every time it shows up. This could be done by making the decreased max health and extra life effects persist between stages, or maybe it could drop items (or let you change one of your items to another item of the same tier, it is called 'shaping'") after the teleporter event is finished if you didn't activate it.
!feedback I’ll paraphrase what I said in this thread, but I really think the skill-stealing segment of the false son fight has potential to be an engaging, tense part before the final climax of it all. Instead, it feels like a 5-10 second distraction. The geodes are confusing because they just… instantly disappear? theyre interesting resource management in the fight, but they feel pretty low quality admittedly, and getting back skills has a weird delay still? I think you could create some really fun gameplay if you designed a part of the fight around the player having no abilities. Some sort of survival of shockwaves or lightning-spam… while you try to activate every geode at once or something. Like, it shouldnt be a one-interaction-and-done thing IMO
!feedback
need better visual representation of their melee attack
Actual hitbox is way bigger
!feedback
should not wrok on Newt
This enemy is damage test and it is kinda pointless if you oneshot it
!feedback
Heavy metal ball (White item)
Ignore enemy defense by 3 (+3 per stack)
Adds a new way to actually deal decent damage to high def enemy for Commando, Mul-T or similarly. Was bout to make it 5 but that would be way too op because that make Shattering justice less usefull
!feedback
While fun, to make newt a real damage test dont make him teleport you out of the bazaar if you hit him too much, and instead make it so he cant die, and will heal back to full when reaching 0 hp
!feedback
Rename Laser of the Father to Laser of the Mother
Boss no longer has this attack and laser functions identical to Aurelionite's one
!feedback
Void chronic expansion that increases attack speed, or something like that, I want more void items
!feedback
It would be lovely to have split screen coop on PC like how people have on Consoles! 🙏🏿
!feedback
Despite Captain not being able to use his utility and special skills in hidden realms due to not having access to the Safe Travels, war bonds can still activate despite presumably being fired from the ship as well. I think at this point, Captain should just be able to use his skills regardless of where he is. He can already fire the air strikes and beacons in closed areas, so it's barely a consistent lore restriction anyways, and I believe gameplay should have priority before something like that. If lore consistency is an issue, maybe war bond's log could have a line hinting at how the Safe Travels has access to hidden realms?
!feedback
What if the Shrine of Shaping Gave you a 20% damage buff for the rest of stage instead of the extra life, most of the time the extra life isn't necessary and it only reduces the amount of items you could get in the stage which would help you more in the long run, I think that would be a better trade-off for having less items but being able to finish the stage quicker but the risk would be higher, (and also just because i think it would make sense since Shaped Glass is an item that decreases your Max Health And Increases your damage)
!feedback
I think void fields got overnerfed. Before, they were easy 9+ items and a red; this was overpowered, but now, they're kinda terrible.
Problems with the old vields: Pretty easy, a lot of items + a red item for free within the first few stages.
Good parts of the old vields: The difficulty and fun of the game come, in large part, from trying to make the most mathematically, absurdly overpowered build there is. If you were looking to get insanely strong and had a good deal of time to thoroughly loot the vields, you could do just that. Also, in a multiplayer run, if a friend of yours died early and missed out on a lot of items, vields could be used to bridge that gap without making the timer go up.
Problems with the current vields: Too difficult, not as useful. The damage increase is exponential. With every increase, it DOUBLES. This means that either you're playing something like loader, have a LOT of mobility items, or you die. This means that you don't really get to loot anything aside from the void potentials. Aside from that, an old issue got cranked up to 11: if you get to a vent on low hp, you just have to hope you got some healing items beforehand or wait. I don't think anyone likes to wait before they get to have fun, especially if they don't have much free time.
On top of that, the timer now moves. Vields is basically an in-between stage now. If a friend is underpowered, they probably won't survive the strong mobs + exponential void damage + mobs that get even more items quicker, etc.
Ror2 isn't a competitive PVP game. It's okay for something completely optional to be really strong.
My suggestion: Change the void fields to how they were before, but make them only appear after 1 loop as a portal, like the celestial portal, to avoid giving players a free red item and 9+ items right after the first stage. By the time a player loops once, getting 9+ items and a red is quite a bit, but it's no longer game breaking.
!feedback
add a REAL metacurrency that gets stored on the cloud (so you cant cheat it) and you could use it to buy item skins
like i can use 20 florpbucks to buy myself a tougher times reskin, and instead of a teddy bear its a plushy of a sheep or something
or alternatively forget the metacurrency, and just make it so we can get reskins for items by either doing achievements with them, or doing something like beating the game X times with the item in your inventory, or getting the item x times etc. I know you can still cheat this with mods and stuff but whatever theres always a way and really cheating is cheating so you shouldnt account for it anyways whatveer
!feedback
Dear Gearbox, while you're at work with SotS Survivors, please consider making Commando's grenade stick to enemies and give his Roll move iframes, thank you.
Among us friday
!feedback
What if Runic Lens scaled radius instead of chance per 100% damage? While they're less often on high damage characters, it can now act as a big burst of aoe in a pinch.
!feedback
Rework Aurelionite boss fight in some way, new dlc and plot is based all around her, but she is still recolor of stone titan
can be left as it is since allies shouldnt have complex movesets and need to have simple attacks
how to report a racist player
!feedback what if one of false sons specials … wasnt a laser. like. a lunar storm special instead
!feedback
Add optional Voidling portal after 50th wave in simulacrum, it would at least be some kind of goal in run instead of just infinitely killing stuff
!feedback
Add visual effect for next random equipment activation spoiler on 
It would make it less chaotic which is kinda against point of the item BUT it would add more strategy and tactic while using it, Preon? Go line it up to kill horde, Egg? Reposition yourself, Ocular HUD? Time to put up some dmg, etc
!feedback
New Artifact Idea!
Artifact of Praise
-Replaces ALL standard spawnables
Exceptions:
-Guaranteed spawnables [Like legendary chests or the verdant falls chest]
-Special Chests (Lunar Pods and Void Cradles)
-Lockboxes (Normal and Corrupted)
-Drones/Lemurian eggs.
Note: If a shrine comes that could serve in place of any of these exceptions (except the guranteed spawnables), then it would become affected by this artifact
Conditions:
-Spawnables would have a small bias to be replaced by their respective shrines. [Cash capsule -> Blood, Chest -> Chance, Printer -> Order, and so on]
-A cap could be added per shrine to prevent too many of a single shrine being present (Mainly for shrine of blood)
-Instead could also be done where directors credits are only allowed to be spent on shrines, instead of directly turning spawnables to shrines.
edit: corrected grammer, added another way of the artifact affecting spawns
!feedback
Give a use for money on the moon. When you get to the moon, money is useless unless you have survivors of the void (multishops with 2 items can still spawn) or if you had a crowdfunder. But apart from those conditions, like if youre using better equipment and youre playing the base game whats the point of earning more money when you cant use it anymore? Its not going to be converted to exp. Maybe it should before you fight mithrix. Or maybe a few chests should spawn. In risk of rain 1 and returns, when you reach the final stage you can still buy items before you fight providince. Either way I think having a use for money in the final stage would be a good idea. What do you think?
Edit: just wanted to make a statement more clear.
!feedback
!feedback
couple new shrine ideas to go with this suggestion
Shrine of Devouring
-Converts all of one item into one of another of same rarity.
Shrine of Mechanisation
-Creates a random drone ally
Shrine of Brotherhood
-Creates a random non-drone ally in exchange for an item. Higher the rarity, the better the ally.
!feedback
My girlfriend had gotten me Balatro and I love it so far, but I noticed you could customize your cards to be from other indie titles. I noticed Risk of Rain wasn’t there and I took matters into my own hands and I’m starting to draw ideas.
Queen = Artificer
King = Commando
Jack = Acrid/Bandit
What I have so far
!feedback
I'm going to echo a sentiment from above in this post, since it's definitely been the most frustrating development in recent updates: the Void Fields are simply too difficult, particularly in early game. A few things stand out to me, especially in consideration of specific phrasings within the patch notes.
- The damage ramping is far too quick. I have yet to be able to successfully make it past the Void Fields in an early stage since this update, largely due to this. Even characters with decent movement abilities struggle with this, especially if it's not entirely clear at first where you should be heading. I would personally like to see this change entirely reverted - I fail to see it as warranted for combatting such a specific playstyle choice in the first place - but any manner of mitigation would be appreciated.
- Time does not pause in between cells. This strikes me as unintended, as the patch notes explicitly state the opposite.
- Monsters do not always gain the right tier of items. This also strikes me as an unintended byproduct. I have activated the fifth cell on a few occasions, and had it give the monsters a third white item. This is without having spent any unnecessary time outside the cells, and has a tendency to throw off the power scaling of the enemies, usually to the disadvantage of the player. If this is an intended part of the recent changes, some clarification would be highly welcome, in game or out.
Before this change, I did not find the Void Fields to either be particularly easy or difficult. The changes to the way time pauses as they were described by the patch notes seem entirely reasonable, and if the mechanics are changed to accurately reflect that, I have no complaints. The ramping damage seems entirely superfluous, and often dissuades me from visiting at all in a run. As polaritype phrased it very well above, "Ror2 isn't a competitive PVP game. It's okay for something completely optional to be really strong."
!feedback
Singularity band rework:
Singularity band:
cooldown: 20 seconds
Damage: 100% > 200% (+200% per stack)
Deals 20% (+20% per stack) more damage the more enemies are caught within the explosion for a maximum of +100% (+100% per stack) damage
!feedback
Add 1 or 2 new healing items
Seekers of the Storm added 10 utility 6 damage but 0 healing items
!feedback
Add a cooldown timer similar to bands for Breaching Fin
Most of the time im glancing down at the timer whenever im lining up a big guy to use bands on, it could be the same for breaching fin aswell
!feedback
Additionally, I think audio cues could also help in this case, so give Breaching Fin and Bands audio cues when they recharge. In my opinion, it's much more convenient to listen to a specific sound than to hyperfocus on the cooldown above your HP bar.
!feedback audio cues for geodes respawning in the FS fight
!feedback
I would love to see a similar alt special for False Son (similar to the Attack of the 3rd and Last phase where he summons lightning and disables your abilities) So you would have the Laser for single target damage and the "Lightning Strike" for AOE and it would scale the radius with growth
!feedback
Green item: Nature’s Clarity
Interactables heal by 25% (+25% per stack) of your max hp instantly and grant +10% (+10% per stack) damage for 5 seconds.
!feedback
More stage variants
Right now only Distant Roost and Titanic Plains have it but it would be very nice to have something similar for other stage 1s or maybe even stage 2s
!feedback
Lunar Item - Solidarity (?)
Grants many bonus stats... BUT your health begins to decay.
Details: Grants 25% bonus stats (+25% additional stats per stack), your health regeneration is negative and increased by 50% (+50% per stack).
This item is not intended to multiply its own bonus stats on each stack.
Also Heretic's regen is still negative and is increased by 50% like everyone else.
!feedback
I thinksies that luminous shot should give another charge of your secondary Like backup mag
!feedback
Green item: coffee bean bag
When interacting with any interactable, increase your speed and firerate by 2% for the stage.
!feedback
!feedback
Make
Carbonizer turrets immune to fall dmg and be able to use 
Anyone on PlayStation want to make mercenary atomic samurai with just a bunch of soldiers syringes I’m a child of chaos and want to see a cubic 10000 part puzzle of a wandering vagrant in game
!feedback
Shrine of Shaping (Rework)
Cost: 30% Max HP as Curse for the Stage or Permanently, depending on how powerful the new version seems
Reward: All consumable items (aka grey tier items) are turned back into their functional counterparts. (Watches and Elixers become usable again, and consumed regen scrap/transmitters get an extra use per stage)
Shrine of Shaping is now less common, but is more likely whenever carrying a breakable or consumable, and especially so if carrying a broken item. (This may not be necessary but I felt like I might as well throw it out.)
!feedback
Give sonorous whispers a one percent chance to give that bosses yellow item
!feedback
make it so if you have a keyboard plugged into a console it lets you use it
!feedback
Mending aspect should give similar effect to
because visual horns on Survivors are identical
!feedback
New Artificer skill variant for Snapfreeze, something like "Hellfire". It would be a circle of flame that deals 500% damage per second and applies Ignite.
!feedback
Droppable Voidtouched aspect
!feedback
new void item: Voidured Headpiece
Enemies on hit have a 2 (or higher/lower if needed for balance)% chance to turn voidtouched. Voidtouched enemies will be able to hit you, but will no longer target you unless targeted first.
corrupts happiest mask
!feedback
New void item: voidsprouted seed
Enemies heal all of YOUR allies in a radius around them when hit for +5% max hp per hit
Corrupts all interstellar desk plant
!feedback
Did the bot break again?
No, it's working now
!feedback
Make Frag Grenade deal 800% or 900% damage, it really just doesn't deal that much damage despite being so hard to aim
!feedback
1200%
!feedback 12000% 3.0 proc coeff
!feedback
New void item; reaver doll
Chance shrines have a 10% (+5% per stack) chance to replace their drop with a void item
Corrupts chance doll
!feedback
Maybe make commandos primary do a little more damage it's hard at the start of the run
Hes supposed to be weak at the start because youre supposed to get items asap. Commando relys on items alot.
!feedback
New void item:
deep seek scope
Corrupts laser scope. Critical strikes apply collapse. Gain 5% crit chance.
!feedback
Do NOT remove Gilded elite interaction with Allies, it makes gameplay more engaging since you need to collect gold very quickly and I think it is one of few 'bugs' that should be kept in game
Also this bug doesnt really break anything since gold gain is not absurd but still effective
!feedback
Make H44 Marksman deal 800% base damage. I love the ability, it's just severly outclassed by M99 Sniper.
!feedback
Eclipse 5, 6, 7 and 8 rework;
Eclipse 5: now no longer halfs healing, and instead reduces max hp of all allies by 30%
Eclipse 6: now increases chest costs by 20%
Eclipse 7: cooldown reduction is now 30% on boss tier enemies, and 20% on final boss tiered enemies (false son also counts towards a final boss)
Doing eclipse 8 rework apart
!feedback
The ability to play lower levels of Eclipse even after completing them and also the ability to mix and match completed Eclipse levels together (for example playing with only e2 and e5, but only if you have the latter unlocked ofc) would be nice honestly
!feedback
Jumping off what was said in discussion, make grenades do more damage per bounce before it explodes. Something around 100-200%. You could also give it some kind of slowing effect, and make it do damage on direct impact. [nothing too crazy, just enough to get funny bonk kills]
!feedback
and
final boss execution unlocks should also count Voidling, False Son
or
changed the description to 'kill King of Nothing using ___' or something like that
!feedback
Change Leeching Seed to heal 10% (+ 10% per stack) of the damage you deal.
!feedback
Change Berserker's Pauldron to immediately activate the frenzy state upon killing a large/boss monster as well?
!feedback
Make a !idea command
!feedback
Change Lepton Daisy to increase HP regen by 5 hp/sec during TP event.
!feedback
What if
gave 4 drones as passive effect instead of activation for short duration like
Aspects
And it would get +1 drone per additional stock (
)
!feedback
If this happens, make the drones have 50% less hp and damage in order to compensate for the uptime increase.
!feedback
maybe like 20% less
!feedback
I'm sure the developers are already thinking of the next content update or DLC and likely have something in mind, but I'd like to get this idea down somewhere officially.
An often spoken-of issue when it comes to the DLCs and the items they add is item pool size. The more items there are, the harder it becomes to find specific ones, making building your kit harder. Printers are the obvious solution to this, but as more items get added through DLCs even they may not suffice.
The way to solve this, in my mind, would be a sort of item banishing system. In some way, through a shrine, the bazaar, new area, whatever really - you would be given the option to banish one or more items, meaning it will no longer appear in any loot for the remainder of the run, including printers. It would fit to call this "obliterating" it - the obliteration obelisk is after all still a venue for lore development. This would allow you to shape your item flow and take direct control over what you want to show up, while also alleviating the issue with diluted item pools.
A fun way to implement this would be that it requires you have a stack in your inventory of the item you wish to obliterate, so that if you get bad luck early on you can find the obliteration station and significantly improve that luck, as well as creating a choice between scrapping an item to get more out of a printer or keeping it to eventually permanently rid yourself of it. I can also imagine long looping runs where you whittle down the item pool until it only spawns one item - say, Brilliant Behemoth for example - so that you can stack it high and break the game, which would be a lot of fun.
The ultimate form of this would be an entire DLC where this is a feature mechanic & we get lore expansions on the obelisk and environments between time, but that is too much for me to make demands on. In any way shape or form it is implemented, I believe an item obliteration system would be a very good mechanic.
!feedback
third primary hit should throw 2
stocks instead 1 because it would fit animation
!feedback
New elite type: Deep voided
Enemies gain safer spaces, needletick(s), plasma shrimp, lysate cell and tentabauble(s)
!feedback
The next DLC should be Imp themed, since we don't have much lore on them as it is. You could maybe find a portal to the "between space" or even the red plane. You could also add a new final boss that was the commander that is mentioned in the monster log. We already know there is an entity ruling the Imps, higher than the Imp Overlord. It would also be cool to get more Imp monster types, like how the Beetle an Wisp class have a small enemy, a beefy enemy, and a boss. You could even add the Artifact of Origin into the game (with maybe a few changes to its effects) as a reward for defeating the ruler of the Imps. You could maybe even add an imp-themed survivor with a built in bleed gimmick or even a new special imp bleed debuff. I just think Imps are just a part of the game that is just asking to be expanded. There is so much mystery to them, and things mentioned in the monster logs that we know next to nothing about. I would love to see this as a content additon in future DLCs.
!feedback
New void green: Darkvoid kit
When reaching 25% hp (works with transmitter or elixer) become void touched for 10 seconds. 30 (-50% per stack) second cooldown.
Corrupts all stealth kits
!feedback
Defense nucleus rework:
killed elite enemies spawn a defense nucleus for a maximum of 5 (+5 per stack) with 300% hp and 300% attack speed., all alive defense nucleus grant you +20 armor.
!feedback
Alternate void fiend special; de???tonate??
Crush 25% corruption to charge an explosion for 800%-2000% damage in an explosion radius around him, dealing damage to enemies around him and slowing those who are hit. Has a 5 second cooldown.
Corrupted version:
detonate for 2000% damage, slowing yourself for 3 seconds. Has a 5 second cooldown.
!feedback
Shrine of Shaping costs 30% of max health. Gives 1 revive to you and revives dead teammates. Revive to you works regardless of stage you die on. However, 30% of max health penalty is not removed after reviving.
!feedback
Some players don't like looping, e.g. due to PC hardware requirements, or they speedrun/play to Mitrhix, and thus they don't see some DLCs content.
Make night/alternative loop variants from SOTS available on pre-loop, unlockable via Environment logs or Achievement.
SOTV: Purple teleport orb (to Voidling) should also have a chance to appear pre-loop, not only post loop
!feedback
Defense nucleus rework:
killed elite enemies spawn an alpha construct with 50% hp, and 300% damage for a maximum of 5 alpha constructs alive at a time. All alive constructs grant all allies +10 (or 15 or 20) armor.
!feedback
Make shrine of shaping spawn only in multiplayer
!feedback
New void item: corrupted Hopoo Feather
Increases movement speed by 50% (+ 50% per stack).
Gives a large amount of movement speed to compensate for no extra jumps. Just a different kind of mobility.
!feedback
Cryotank
All freeze and slow effects last 3x as long and are 1.5 as strong. Frozen enemies get executed at 40% max hp
Corrupts ignition tank
!feedback
Green item Cryo-missiles:
have a 10% chance to send out a cryo missile for 120% total damage, freezing.
!feedback
What if sojourn did a minimum of 1% of max hp as damage no matter how many aprs
!feedback
New void item: corrupted Razorwire
Heals all allies for 5% of their maximum health when you take damage.
This might not be very practical for most builds, but it would make for silly multiplayer, especially with Chaos
(Besides, Razorwire wasn't really doing much for anybody).
!feedback
Hear me out instead:
Deal 800% damage to enemies up to 3 (+1 per stack) enemies in a 15 (+5 per stack) meter radius. recharges in 15 seconds.
!feedback
As a followup to this, I propose what I think one of the new Survivors should be.
New Survivor: the Vanguard
The Vanguard is a slow, hard-hitting boss slayer that is bent on the destruction of all Imps.
Passive: Indignance
The Vanguard deals more damage to enemies the larger they are.
Primary: Greatsword
Slash at the enemies in front of you in a wide arc, dealing 300% damage.
Secondary: Outrage
Charge up a spin attack for 500% - 1200% damage (spread between 5-10 ticks).
Utility: Lunge
Dash forward with your sword, dealing 450% damage and piercing through small enemies, while crashing into large enemies for 800% damage.
Special: Smite
Leap into the air with an uppercut dealing 350% damage, then slam into the ground dealing 2000% damage in a 15 meter radius.
He would be generally slow in movement and attack speed, but make up for it in raw damage and armor.
(His design aesthetic would generally be bloodred, and he basically looks like Doom Guy if he was from the Dark Ages.)
To unlock him you would have to defeat the imp-themed alternate final boss, and the achievement would be titled "...The Harder They Fall".
"...and so he left, his bloodlust satisfied."
"...and so he vanished, only his legacy remaining."
!feedback
Make Captain's Taser deal 350% damage and make its five-second stun a debuff.
Also stun shouldn't go away after taking damage, it just makes the ability even worse instead of balancing it.
!feedback
Make
Flurry,
Lazer Glave,
Arrow Rain,
Inject,
Drill,
Bramble Volley,
Carbonizer Turrets,
Spirit Punch,
Dice,
Sear have 1.0 proc coef.
And for these
Volcanic Shotgun,
Nailgun,
Corrupted Drown,
Burst,
Laser of the Father add more info in description, like '... but this skill has lower chance to activate on-hit items'
Proc coef. lead to misunderstanding from newer players and making most of the skills 1.0 just makes more sense
!feedback
New void item: primary offender
Decreases ALL skill cooldowns by 7% (+7% per stack) stacking hyperbolically. Corrupts all backup mags
Ricochet bullets .
!feedback
Void sale star
All chests have a 5% (+5% per stack) chance to drop an extra item
!feedback
Void SotS items
[2;35mProphet Eyes.[0m
[2;34m[2;32m[2;32mBlock[0m[2;32m[0m[2;34m[0m first [2;34m[2;32m10[0m[2;34m[0m (+5 per stack) instances of damage on each stage. [2;35mCorrupts all Unstable Transmitters.[0m
[2;35mAbyssal Overdose.[0m
Completing stage permanently increases damage by [2;33m6[0m[2;33m%[0m (+6% per stack). [2;35mCorrupts all Chronic Expansions.[0m
[2;35mContract from Below.[0m
Next [2;34m2[0m teleporter bosses have [2;33m100%[0m chance to drop at least [2;34m1 trophy[0m. [2;34mConsumed[0m on all uses. [2;35mCorrupts all War Bonds.[0m
[2;35mCrab's ashes.[0m
First bought drone also spawns 1 [2;35mVoid[0m ally with [2;32m400% health[0m and [2;33m100%[0m (+100% per stack) damage, [2;34mthey follow you upon leaving stage[0m[2;34m. Ally tier depends on drone tier.[0m [2;35mCorrupts all Sale Stars.[0m
[2;35mNuclear Core.[0m
[2;33mExplode[0m for [2;33m500%[0m (+250% per stack) damage in a [2;33m20m[0m (+5 per stack) radius when using [2;34mSpecial Skill[0m. [2;35mCorrupts all Bolstering Lanterns.[0m
[2;35mSplitting Boon.[0m
Increases damage, [2;33mattack speed[0m, [2;33m'critical strike'[0m chance by [2;33m4%[0m (+4% per stack). [2;35mCorrupts all Prayer Beads AND Green scrap.[0m
[2;35mDevouring Laser.[0m
Hits that deal [2;33mmore than 400% damage[0m also fire [2;33m10 rapid piercing lasers[0m that deal [2;33m10%[0m (+10% per stack) TOTAL damage each and automatically target enemies. Recharges every [2;34m10[0m seconds. [2;35mCorrupts all Electric Boomerangs.[0m
!feedback
New void item: Unholy Concoction
Falling below 25% health increases your damage by 100% for 10 seconds. Regenerates every stage.
Corrupts all Power Elixrs.
!feedback
New Survivor: ShieldMaster
Stats:
Health: 200 (+60 per level)
Health regen: 1.5 (+0.2 per level)
Damage: 10 (+2 per level)
Speed: 7 m/s
Armor: 0
Passive: While holding Greatshield, gain 25 Armor but lose 5% Movement Speed. While not holding Greatshield, gain 50% Movement Speed and 25% Attack Speed.
Primary: While holding Greatshield, bash enemies with your Greatshield dealing 110% damage and pushing them back. While not holding Greatshield, punch enemies for 75% damage, stunning them for 1 second.
Secondary: While holding Greatshield, throw the Greatshield with tremendous force dealing 200% damage, ricochets to up to 10 (+2 per additional Secondary charge) enemies within 15m (+3m per additional Secondary charge). Does not automatically return once there are no targets. While not holding Greatshield, recall Greatshield (within 25m) to you.
Cooldown: 1s after throwing, 15s after recall
Utility: While holding Greatshield, pull agro from all enemies within 50m and gain 5 Armor. While not holding Greatshield, gain 1% Movement Speed per second for 30s, or until Greatshield returns to you.
Cooldown: 35s
Special: While holding Greatshield, change Greatshield into a Greatsword. When using Primary attacks, deals 1000% damage. Lasts for 10s, then turns back into Greatshield. (holding Greatsword counts as not holding Greatshield)
Cooldown: 45s after turning back into Greatshield
Ending Statement:
“…and so she left, having fought tooth and nail against mysterious beasts yet again.”
!feedback
Make TC-280 fly way higher, increase its range on skills and remove linear falloff on its skills (so it could deal dmg at high distance)
Its main problem is that it flies way too low and has these problems
-gets stuck in environment
-takes a lot damage from ground enemies
TC-280 is the only drone who deals effective damage without
and it doesnt really need to pull aggro from enemies
!feedback
Also make it cost less stage credits
!feedback
Give engineer a third type of turret, which flies
!feedback
I think the word you’re looking for is “drones”
!feedback
New green item: focus assault
Using any non-primary skill charges up a blast, holding interact releases the blast for 300% base damage for a max of 4500% (+1500% per stack) base damage in
!feedback
I think the bot broken
!feedback
The bot is back babyyyyyy
!feedback
Give Engi an alt primary (his mortars from Returns).
!feedback
Make Lunar Pods spawn on Aphelian Sanctuary