#ror2-feedback-and-ideas

1 messages · Page 6 of 1

open notch
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!feedback

New skill ideas that might be cool as alts

Survivor_Huntress arrow storm creates a storm of 20 arrows around you that each follow you and act like individual projectiles that deal 150% damage to an enemy with a 0.5 proc chance.

Survivor_Captain 30’ strike fires a big laser cannon that stuns all enemies in an area for 5 seconds. Deals 300% damage. 15 second cooldown.

Survivor_Artificer hellfire burst

Burns enemies around you in a radius of 25 meters for 800% damage over time. 10 second cooldown.

halcyon storm
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!feedback

A lot of people dont like magma worms and I think they could get some changes to be more fun to play around
right now they often feel very random and hide in walls basically artificially increasing HP

raven walrus
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!feedback

Make Magma Worm weak points their entire head, even that would be hard to shoot. Eyes are impossible.

rough ferry
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!feedback

Add a ‘Restart Run’ button so we can quickly restart a run with all previous settings the same
Would re-roll random effects for a new random like with Artifact of Enigma, Kin, or Metamorphosis

rough ferry
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!feedback
New Artifact: Artifact of Skill

Similar to the Artifact of Metamorphosis, players spawn with random survivor’s skills instead of a random survivor, like you could pick Huntress but have Captain’s Primary, Mul-T’s Secondary, Rex’s Utility, and Bandit’s Special (just an example)

Extremely bug-inviting, but would be awesome if done correctly

Input code:
O [] O
[] /\ []
O [] O

Also if you die with the artifact active, the death message will always be ‘Skill issue’

Passives can either be randomized or will be whatever character you selected’s passive

open notch
#

!feedback

Alternative Survivor_Void_Fiend skills

Fragmented shatter (alt secondary)

Shoots out 5 void harpoons that deal 280% damage each, rooting whoever got hit. 12 second cooldown.

Corrupted version:

Shoots 1 big harpoon that pierces for 1200% damage and roots enemies, each pierce deals 30% less damage.

open notch
#

!feedback

Alternative Survivor_Void_Fiend skills

Submerge (alt utility)

Submerges into the ground, turning invincible for 2 seconds and then popping out gaining some vertical momentum. 10 second cooldown

Corrupted submerge;

Boost diagonally upwards, and dive into the ground to turn invincible for 1 second before popping out without gaining vertical momentum.

You can move while submerged

amber lark
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!feedback

fix chef

rough ferry
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!feedback

Fix all the characters
They’re too balanced
We need every character to do at least 1000% damage with their Primary attacks

open notch
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!feedback

New survivor: secretary

“Secretary on behalf of captain. M (joke name i have no idea what captain’s real name is) always accompanied by her cat, kate.”

Trait: kate

Kate will jump on enemies dealing 200% damage every 2 seconds to them and bleeding them. Enemies that kate jumps on kate will stay on till defeated, enemies with kate take 15% extra damage from all sources, which also counts as a debuff.

Primary: crazy eights

Throws out cards dealing 200% damage each, can hold up to 8 cards, cards recharge at a rate of 1 per 0.8 seconds and scale with firerate. They have a range of 40 meters with damage falloff up to 50% damage (at 40 meters.) Scratchy. 0.75 proc chance

Secondary: 9mm caliber

Pulls out a gun that richochetes of enemies for 400% damage, can richochet up to 3 times and deals +200% base damage every richochet. 1.0 proc, 7 second cooldown,

animation and rules are the same as lights out/desperado.

Utility: UES iced supreme

Chugs an iced latte for 0.5 seconds before throwing it forward dealing 250% damage and stunning enemies hit for 3 seconds. Gains +60% speed for 5 seconds. 8 second cooldown. The latte has a 1.0 proc because i said so.

Special: no ted

Throws a notebook in a boomerang arc that homes in enemies and pierces for 800% damage. 12 second cooldown. 1.5 proc chance. Scratchy

Scratchy: all scratchy attacks will lower cooldowns by 0.5 seconds upon hitting enemies with kate on them, multiplied by proc chance.

open notch
#

!feedback

Kate (equipment)

send out a kitty that jumps on an enemy, bleeding that enemy every 0.5 seconds for 10 seconds and increasing damage taken by 30% to that enemy.

open notch
#

!feedback

krill

shoots out a krill for 100% damage, if it hits an enemy, refresh the cooldown and gain +100% damage on the ability. has a 30 second cooldown and a proc chance of 2.0.

fair jewel
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!feedback

I don't currently like playing Seeker at all outside of multiplayer. I don't like Soul Spiral's gameplay loop, but it is a requirement to do any meaningful dps with her... so let's fix that.

Inner Strength: The stat increases aren't really noticeable, so a suggestion could be to raise the stat increase per buff stack from 1% to 1.5%?
And make the stat boosts a gradual increase with each tranquility stack, like with the abilities instead of having ALL of it be tied to Saving Grace :/
Also, buff Saving Grace to heal for 100% hp and make you invincible for 3 seconds upon activation.
You can only do it once per stage, after all, and it's annoying to get. Better make it count.

Spirit Punch: Raise its base attack speed by like 30-50%, and raise the third hit's proc coefficient to 1.0. It's way too slow for how little damage it does, especially given its limited range.

Unseen Hand: Raise damage to 900% (+100% per tranquility stack), raise base lifesteal to 5%, and remove lifesteal bonus from Tranquility stacks.
This way it does MUCH more damage, but won't be a literally free max heal anymore unless you use it very smartly, which should make for much more interesting and skill-based gameplay.
Also PLEASE let us target flying enemies with it directly! sadgecrid

Soul Spiral: Doesn't need changes in its current state.

Sojourn: Raise base damage to 800%, increase the length of time you can use it before it starts damaging you by 2 seconds (to make it better for stage traversal), make the self damage ignore all forms of defense just like Void Fog, and make the healing penalty it applies also apply to barrier generation (so you cant literally stay in it forever with Soul Spiral.) Full invincibility should not be that easy to come by, look at how hard Mercenary has to work for it!
Also, there is no reason for missing health to lower your speed while using Sojourn. Remove that gimmick entirely, all it does is punish you for using the move as it is intended to be used. 😒

Meditate: Raise damage to 1000% (doubled with Saving Grace active), colour code the arrows, and/or replace whatever arrow UI it uses for more visually clear ones, because it can be rather difficult to tell what direction the arrows are pointing in at a quick glance.
Also, make it so every 3 enemies hit with Meditate grant an extra Tranquility stack, to both address the tedium of using it off cooldown 7 times, and reward using it aggressively.

(Also sorry bout the wall of text, I yap too much)

halcyon storm
#

!feedback

Increase spawn rate on Gilded if you go to it too early
Often you have to stand still and just wait for enemies to buy 4 small chests / 7 beacons if you go to coast stage 1

rough ferry
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!is that Freddy Fazbear? Har har har-har har

New Red Item: Destiny Tablet:

+1% (+1% per stack) Movement Speed per item in your inventory (equipment count toward this number)

When ‘One Shot Protection’ is used, consume 1 Destiny Tablet to gain invulnerability for 2 seconds

When consumed, turns into Grey/Gray Item Broken Destiny Tablet

Broken Destiny Tablet: +10% (+10% per stack) Movement Speed, but reduce Attack Speed by 5% (+5% per stack)

open notch
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!feedback

New voids cus im fucking bored

Animate workwrench

  • Enemies under 75% hp take +25% (+25% per stack) damage from all sources. Corrupts all C_Crowbar crowbars (how unique i know)

shatter shard fragments

  • Have a 100% chance to shoot out 2 (+1 per stack) fragments that deal 40% (+10% per stack) damage each with a proc chance of 0.2. Corrupts all U_Shuriken shurikens.
    nanomedicine
    Heal back 15% (+15% per stack) of damage taken after 2 seconds, getting hit resets the timer but also adds to the healing amount. Getting hit 2 times for 100 damage each will heal you for 30 total hp. Corrupts all C_Medkit medkits.

Now for the interesting part… CORRUPTED LUNARS!

eulogy V
All corruptable void items have a 50% chance to turn into their corrupted form. Corrupts all L_Eulogy_Zero eulogy 0’s

sceptor’s stalk
Gain +1 (+1 per stack) gold per second, but interactables cost 100% (+100% per stack) more. Corrupts all L_BrittleCrown brittle crowns.

rough ferry
#

!feedback

Give all survivors built-in P1 Unstable Transmitter

open notch
#

!feedback

Enemy “health% attacks” indicators

For enemies that have certain attacks or abilities that can only be used/activated under a certain % of their health, add a line in the health bar so we can see when they do the attack.

extra
for extra flair you could change the color of the healthbar a little while under that % mark, like make it darker red or more alarming or make it have a change, tho this isnt needed really.

rough ferry
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!feedback

New Lunar Item: Weird Gold Ring

You are permanently invisible

*** BUT ***

Sauron wants the ring and will keep sending his minions after you (they can see you)

open notch
open notch
halcyon storm
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!feedback

Make Survivor_Void_Fiend uncorrupted utility mitigate next instance of Fall dmg

open notch
open notch
empty silo
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!feedback

This might just be me, but maybe we should add a special flair to yellow items like when you open up a red item, make it play a different sound effect and has slightly different vfx.

raven walrus
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!feedback

Rework Boss Items

Queeen's Gland: Apply Beetle Juice debuff on hit and/or obtain a Beetle Guard that applies Beetle Juice.

Planula: Apply Overheat debuff on hit. This would be sorta busted but also make up for how late in the game you find this item (possibly change name to fit new functionality).

Colossal Knurl: Grant 15 armor and increase health regen (same amount)

open notch
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!feedback

V_Newly_Hatched_Zoea Void yellow items rework V_Newly_Hatched_Zoea

V_Newly_Hatched_Zoea Zoea: same mechanic, but now only corrupts B_Defense_Nucleus , B_EmpathyCores , B_HalcyonSeed and B_QueensGland .

Devastador (new void yellow): have a 5% chance on hit to create a black hole that sucks in enemies and oneshots them or deals 5000% damage if the enemy is a boss. Effect has 20s (-50%) cooldown. Corrupts all B_ChargedPerforator , B_MoltenPerforator , B_GenesisLoop , and B_Shatterspleen .

N??ull?? (new void yellow): Getting hit shoots out 4 (+2) ravenous homing void urchins, latching onto enemies and applying collapse to them, healing by 5% of your max hp and gaining +5 armor that lasts for 5 seconds. Corrupts all B_MiredUrn, B_Planula , B_TitanicKnurl and B_LittleDisciple

Amethyst (new void yellow): replace 10% of your health with shield. While shield is up, increase all stats by 10% (+10%). Corrupts all B_Pearl and B_IrradiantPearl .

Obtaining these items:

A void devestator will now ALWAYS drop a zoae, killing it with a gun drops another.

If a boss gets voidtouched, and you kill it with a tricorn, you’ll get the corrupted version of their yellow.

New shrine "Corruption shrine". If activated, the teleporter boss will always be voidtouched ontop of whatever it would normally be, and the dropped chances would all be void items, of the same rarity that the normal drops would be.

And finally, artifact of command by getting any of the void yellows and then selecting another one.

green pebble
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!feedback

U_Shuriken SHURIKEN should be updated to use the Primary Damage Source.

What would this mean? - Essentially, the only difference is that Shurikens would be able to trigger blasts from the SOTS item, Luminous Shot. This would enable synergies on melee characters, allowing them to use Luminous Shot from a distance.

Why? - While attacks fired from Shuriken are not technically directly from your Primary skill, due to being created on your Primary input rather than from any damage you create, they are functionally an extension of your Primary attack. Since they are sort of treading this line, I argue they should be updated to use the Primary Damage Source for the simple fact that the synergy it would introduce is fun and interesting.

sand mango
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!feedback Teleporter bosses repeating multiple times in a row is boring, and it makes each individual environment stand out less. Bosses should not be able to spawn from the teleporter the stage after you already fought it.

open notch
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!feedback

The antler shield movement of 2025

Dear gearbox, we hereby bring you this movement for our LOVE for antler shield, and want our beloved antler shield back. We hereby want the following:

  • elusive antlers to be removed and burned into ashes
  • antler shield to be added to the game as a red item
  • for antler shield to have no further changes since it’s already too op

Kind regards, the antler shield motion.

open notch
#

!feedback

survivors of the void: revisited

i grouped all of my SOTV V_Safer_Spaces suggestions into 1 document, it would be super nice if the devs could consider revisiting SOTV V_Safer_Spaces after finishing SOTS C_Elusive_Antlers

Ontop of my suggestions, i think the voidling could use a well deserved rework, but im sure other goobs in this server have great suggestions for him!

https://docs.google.com/document/d/19ivEa1XFwPgf5oWwisPxsM-fH8_mhZ0eJD92ZH50v8E/edit?usp=sharing

THIS IS ALSO A CALL TO GO MAKE MORE SOTV ITEMS AND STUFF!!! ROR2 SUGGESTORS DO YOUR THING!! Ill try to add suggestions from other people here aswell with consent so we can group it in 1 big package, just ping me with your suggestion here and if its upvoted alot ill add it into the doc!

polar atlas
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4th option: cleanse them in a pool to get the original version

fierce trellis
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!feedback
New Void Green Item: The Abyssal Vengeance
Drones and turret shoot a homing void ball that bursts on hit for 175% (+50% per stack) of their base health on death. The void ball can only hit one enemy. Corrupts all Wired Explosives

stable rampart
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!feedback
Along with the already strong 'Ahoy!' effect, activating the Tricorn hat causes all your drones to disengage their current target and return to your area. Also teleports any gunner turrets you have to you area. Cooldown stays at 60sec

open notch
#

!feedback

seeker achievements:

"as seeker, stay in sojourn for over 30 seconds"
"as seeker, find and defeat the boss on prime meridian within 25 minutes"
"as seeker, gain 7 tranquility stacks for 3 stages in a row without failing once."

open notch
#

!feedback

False son achievements

“As false son, defeat a stone titan in 1 hit with your slam”
“As false son, defeat the final boss with him having over 20 stacks of lunar spike debuff”
“As false son, reach 300 armor”

open notch
#

!feedback

New voids:

void coral: spawns 4 (+2 per stack) friendly void barnacles with 300% damage to assist you in battle during the teleporter boss

Corrupts all lepton daisiea U_LeptonDaisy

zinc otter
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!feedback

Kinetis (Heavily inspired by Seamstress Mod, In Particular One Ability)

So lately i've been loving in particular just one ability from the Seamstress Mod. And thats their alternate secondary ability where in a nutshell you have telekenisis. So for this suggestion i thought of thinking a survivor that revolves around telekinesis and basically grabbing enemies, the idea is a bit vaugue and not well thought out but ig here is the blueprint of it:

Telekinesis (PRIMARY)

Looking at an enemy and holding the primary button basically grabs them. You can move your screen around and the enemy would gently follow the center of your screen. Depending on the size of the enemy, the harder it will be to pull them. Tho when leveling up you increase(logarithmically) the power to drag. You can drag an enemy for only 7 seconds, before that enemy goes on a 4 second cooldown during which you cannot regrab em

You can damage the enemy by dragging them around and having them hit walls, floors... etc(items are also taken into the equation). Depending on the speed you dragged them around, thats how much damage you deal. Also airborne enemies take more damage from the hits(by airborne enemies i mean wisps, greater wisps... etc)

Bubble (SECONDARY)

Fire a projectile that deals no damage but traps easy to medium enemies(like wisps, beetles, golems... etc) in a bubble. The amount of enemies you can trap and the types of enemies scale with levels(logarithmically). The bubble lasts for 5 seconds, enemies can still attack within but cannot move, this bubble can be grabbed using your primary. The bubble mantains speed when being ricochetted

Lasso (UTILITY)

Grab to an enemy or a bubble with a lasso, pull them and then punch it. Depending on the distance the faster you will drag em and the further you are gonna send them with more force(which deals more damage)

Diseperse (SPECIAL)

Violently spin around, pulling enemies close and then launch them with high speed outwards

halcyon storm
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!feedback
Make Logbooks similar to Lunar coins in terms of visuals in runs, bigger model with interact key to pick up
It feels weird that they are permanent changes in game, but have visuals look like collectable buffs (C_MonsterToothU_GhorsTomeSurvivor_CHEFSurvivor_Rex)

little barn
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!feedback

Display the status effects the boss has on the boss health bar on the UI instead of the Head-on Health bar
A great QOL (Quality of life) Fix

deep drum
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!feedback

hello, please add this unused skin to the game, its soo peak 🥺

open notch
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!feedback

New boss: manifestation

Has 3400 base hp. Cannot be elite.

Has a rare chance of spawning in golden dieback, sulfur pools, prime meridian, or treetop altars.

At 75% to 100% hp, it is a blazing elite (without the stat increases)

At 50% to 75% hp, it is a overloading elite, he can heal his hp back to 75%+ to turn into blazing again.

At 25% to 50%, he is a mending elite, but mends 5 enemies now.

At 0% to 25%, he is a glacial elite.

Attack 1; energy ball
Releases a big energy ball like wandering vagrant, exploding into either ice death attack, leaving fire on the ground, leaving multiple overloading bubbles in the air, or leaving a healing core depending on his current elite type.

Attack 2; spray
Sprays 8 bullets toward you with the same properties i just mentioned but less big

Attack 3; fidget
Latches into the ground, violently spinning and sucking in stuff, does not gain armor or anything like dunestrider does, and suck is less powerful. Afterwards, it releases a shockwave that pushes everything away again.

Attack 4: collapse

When dying, shatter 4 ice death bombs, 4 healing cores, 4 fire puddles, and 8 big overloading bullets.

The elite version doesnt exist, instead if the game tries to spawn it in it spawns in one that has 2 elite types at once

open notch
open notch
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!feedback

more achievements for every character!

Survivor_Commando commando: to hell and back
"as commando, leave the abyssal depths within 3 minutes from entering"
Survivor_Huntress huntress: a flightless bird
"as huntress, defeat the final boss without using blink or phase blink"
counts for ALL phases
Survivor_MULT mul-t: Heavy metal
"as mul-t, survive an attack dealing 3000 damage"
blocking the hit, or dividing it into multiple parts with warped echo, does not work."
Survivor_Bandit bandit: Money's worth
"as bandit, collect 1 million gold"
Survivor_Engineer engineer: overclocked
"as engineer, have a total of 400% extra attack speed"
Survivor_Acrid acrid: plague
"as acrid, have over 30 enemies poisened at once"
Survivor_Loader loader: rider of the storm
"as loader, grapple onto an overloading worm for 30 seconds"
Survivor_Artificer artificer: the floor is lava
"as artificer, fully charge the teleporter without ever touching the ground"

rose berry
#

!feedback

Suggestion on how to make Halcyon Shrines take less time.

When the pillar is activated, 5 small geodes spawn around the shrine fairly spread out from each other. Each of these geodes cost 60 gold (scales with time) to activate, and equal one tier of the shrine. The shrine can be interacted with again to immediately finish the shrine and grant a reward based on your input once the halcyonite is defeated.

(Editing: forgot to mention that enemies should still spawn per tier!)

No more charging the pillar over time with money, but maybe let the gold put in through geodes have a little animation of transferring gold to the pillar if you want a bit of time put into it?

open notch
#

!feedback

As a rework to halcyonites, first of all: fix his hitboxes ofc, but for the spin attack, make him propell upwards and purely vertical for 2 seconds, before hovering to your position, and then drilling into the ground trying to hit you.

halcyon storm
#

!feedback
Equipment idea

Heart rate Band - 45s cd
Activates all effects at low health without consuming or going on cd

Does not consume these: C_Elixir, C_Delicate_Watch, Unstable Transmitter, Survivor_Seeker 7th tranq.
Does not force cd on these: U_Stealthkit, B_GenesisLoop

open notch
#

!feedback

Equipment idea: catalysor

Charge your next attack for an explosion dealing 300% total damage in a 8m radius with sweet spot falloff. 30 second cooldown. If not used within 3 seconds, the charge dissapears.

ancient current
#

hi there, how can i have a server for myself and my brother to play on? I set up one with pingperfect servers but it doesnt work. Support says theres nothing wrong with the server itself but the game.

open notch
#

!feedback

New dlc idea; invaders from the red plane (imp dlc)

New enemies(5)

  • greater imp: has a throw attack like the imp overlord, and can teleport like normal. 3x the hp of an imp.
  • implings: like void infestors, are little bugs that will latch onto enemies, applying bleed for 5 seconds, but if you are hit within those 5 seconds, the bleed gets cancelled.
  • soulsprite
    Is invisible, will turn visible every 1.5 seconds for 0.5 seconds, will try attacking with a melee
  • other enemies
    New enviroments
  • the subspace
    Has alot of floating rocks and random stuff from random envirements, can be gotten to by offering 90% hp to an imp shrine before entering the teleporter, spawning a inter-dimensional portal.
    Houses: imps, greater imps, soulsprites, imp overlord, implings, floating rocks, children, parents. Leads to THE RED PLANE, having a secret final boss….

Impivious; an imp survivor, applying bleed with some hits and is able to teleport. has a melee primary, a long range secondary with a short second cooldown, teleport as utility, and has a powerful special capable of dealing lots of damage in a big aoe around you and infront, but it also immobalizes you for a little under a second.

frozen rover
#

!feedback

Seed of life

I have a problem with this item because what is the porpuse of R_DiosBestFriend and ploripotent larva those are very rare items and we got an Equipment with the same idea u can say its a choice between another equipment or the seed and maybe yes but reviving ur entire team with only 1 item its so broken and the punish of you or your team dying its gone with seed of life even worse with bottle of chaos and with my experience playing with friends a friend loves playing with bottle of caos because his favourite build in long runs are spamming equipments and bottle of chaos can activate seed of life many times that dying is no longer a problem worst deactivating the dlc does not deactivates seed of life making seed of life so op even theres a time when we both die to false son and bottle of chaos activates seed of life reviving us and we won the fight.

I got 2 ideas

a very simple one make bottle of chaos incapable of activating seed of life even if the dlc is off because as I said before deactivating the dlc does not cancel seed of life in the pool of bottle of chaos

Second idea instead of reviving u can make seed of life do this: When your character reaches 1 hp seed of life activates making u invulnerable and negating all the dmg and healing you for 2% of your maximum health for 3 seconds then consumes it and giving u the normal seed of life (consumed)

open notch
#

!feedback

void reds

R_AlienHead void: Deepvoid limbs
gain +1 stock for every ability

R_UnstableTesla void: plasma coil
charges a plasma beam at 3 (+2 per stack) enemies in a 30 meter radius, deals 100% damage per second for 3 seconds, before electrocuding the enemy for 1200% damage in a 8m radius. Switches on and off every 10 seconds.

R_Laser_Scope void: scorpion tail
all damage over time effects deal +50% damage

R_FrostRelic void: magma relic
killing enemies produces an igniting fire storm around you for 1000% damage per second growing in size by 6m every kill up to 30m.

coarse crystal
#

!feedback

Give extra non stack-able bonuses to certain items

R_Bottled_Chaos Bottled Chaos: 20% Equipement Cooldown Reduction

R_Laser_Scope Laser Scope: 5% Crit Chance

items like B_Shatterspleen U_PredatoryInstincts U_HarvestersScytheV_Lysate_Cell afterburger have a non stack-able bonus to help you get advantage of their main bonus, so I don't see why these other items can't also have a simillar thing added to them, it would be a very simple buff but would make them feel more powerful and useful to keep me thinks Acrid_Meat

open notch
open notch
#

<@&559786374228738069> (ping was for a scammer, not for attention)

fair hawk
#

!feedback
Skins for defeating Survivor_False_Son as SOTS survivors
Survivor_CHEF :
skin: 5 star cook
Turns chef a nice Matte black with red eyes and a white mustache. The roller is gold
Survivor_False_Son :
Skin: father
Turns false son fully gold
(I couldn’t think of a Survivor_Seeker skin)

halcyon storm
#

!feedback
Remove R_Bens_Raincoat from Healing category, it doesnt give max health anymore

open notch
#

!feedback
R_Bens_Raincoat Braincoat rework:
debuffs applied to you will make you be able to apply the debuff with every attack for the next 5 seconds (+3 seconds per stack). 15 second cooldown. (-10% per stack)

zinc otter
#

!feedback
Tweak the blind pests so that they are less annoying. Sometimes i get annihalated from existence, other times they feel more of a nuisance, like there to just mock me from my existence and not even for fighting

open notch
#

!feedback
R_Aegis aegis rework:
reduces barrier decay by 50%, 50% (+25% per stack) of extra healing gets converted into barrier.

prisma cypress
#

!feedback
There was a vote with a few ror1 survivors that didnt make it into ror2 at the time. There was a mystery survivor which won and got added. Bandit and chef didnt win but got added later on. Maybe we can see some more ror1 survivors that didnt return in ror2 get added. I know sniper is least likely to return because of railgunner, but maybe some of the other survivors could return. Maybe enforcer, or miner. Maybe drifter from ror returns could come back. Either way, what do you think?

open notch
#

!feedback
New red item: haunted treasure chest

For every 50 gold you currently have (scales with time), increase all stats by 1% (+1% per stack) for a maximum of +25% (+25% per stack) extra stats.

heavy aurora
#

!feedback

Voidling rework

Phase 1: I think it should mostly stay the same, maybe he can jump around the stage as you damage him to force movement.
Phase 2: I think a cool attack would be the Voidling jumping into the centre of the stage and shooting a laser that you have to dodge by getting behind obstacles. He could also shoot air bubbles that forces the stage to have the void gas for a short period of time. I also think that instead of spawning a massive black hole underneath him, he should do something similar to the void devastator where he can fire out mini black holes for the player to dodge.
Phase 3: keep phase 2 attacks. Attack much faster. A cool attack would be for the Voidling to quickly run around the map, forcing the player to hide under something or avoid his legs. He could also do something like the void reaver, where he can do little areas of damage underneath you, but a strong interaction of it, like the Voidling shooting laser down on the player.

I know this is a lot to read but Voidling deserves a better fight LETS_VOID

rose berry
#

!feedback

The Hit List (But in 2 and new) ((Red Item)

After the teleporter is activated, 1 (+1 per stack) enemy will be marked for 10 seconds and marks refresh 2 seconds after the last one is removed. Killing a marked enemy increases your damage by +0.5, up to +5 damage for the current stage. (Aka, you can only gain 5 base damage per stage, but will stack through multiple stages)

open notch
#

!feedback

New red item: chocolate coins

Heal by 1% max health per 10 (scales with time) gold gained

Numbers can be adjusted

open notch
#

!feedback

New red item: primed catalysor

Your primary attack charges a blast, after 10 charges your special will explode in an aoe for 200% total damage. Can have up to 15 (+5 per stack) charges for up to 300% (+20% per stack) damage

Numbers can be adjusted

raven walrus
#

!feedback

Make Rising Thunder apply Expose

rose berry
open notch
#

!feedback

Child rework; teleport now takes 1 seconds, and child gains 0 defense in animation now

crystal silo
#

!feedback

Console keyboard and mouse support. It's just a nice quality of life change that'll benefit a small fraction of players but those few players will appreciate it greatly.

open notch
#

!feedback

Make arrow rain 0.5 proc like drill, and give it shorter duration but more damage (same total damage over time)

open notch
#

!feedback

artifact of justice

ALL enemies and allies share items. Void fields adds items to you permanently

open notch
#

!feedback

Artifact of the necromancer

All allies revive on death as a ghost on the enemy team with 50% health and 50% damage.

raven walrus
#

!feedback

Guillotine rework: Make it execute all enemies at 5% (maybe 10%) health and stacks hyperbolically..

raven walrus
#

!feedback

Make Huntress : Piercing Wind achievement include Sulfur Pools and Treeborn Colony.

open notch
#

!feedback

Defense nucleus buff take 2:

alpha constructs now gain 3x damage, no longer act like allies (they dont have health and cant be targeted by enemies), and instead stick to the player. While in defense mode, the player gains +20 armor. Can have up to 4 constructs, at once, lasting 15 (+15 per stack) seconds

twin flax
#

!feedback
Hunter's harpoon: the buff takes twice as long to decay.

twin flax
#

!feedback
Stone flux pauldron: cannot reduce your movement speed below 90% (-20% per stack).

prisma gulch
#

!feedback
A selection of community based characters (mods) downloadable via the main menu. Currently playing those on console is impossible as far as i know. Therefore it would be nice if you could provide an option for the community to upload mods directly to your servers, thus making them accessible to be downloaded ingame.

Have a good day.

open notch
#

!feedback

Artifact of the joker

Randomly transform 3 items into another random item of that rarity every 60 seconds. Will not transform Into scrap.

open notch
#

!feedback

Artifact of the void

All corruptable void items get corrupted, decreases frequency of normal chests and spawns 3 or more void cradles and void potentials per stage. A void seed INSIDE of the teleporter is always guaranteed. Void enemies can spawn on all stages now, and bosse can be replaced by void devastadors

maiden prairie
#

Engi bubble shield buff: make enemies unable to pass through the bubble.
I’ve been playing this game helping a friend unlock items and his first run as engi was rough, because he assumed the bubble was a wall for all entities rather than just for attacks.
This led to a lot of situations where a stone golem walked right through and nearly one shot him, or smaller enemies swarming him, or even at one point a magma worm digging straight through the ground into the bubble.
After every incident, he expressed how this doesn’t make sense, and I agreed with the sentiment.
Hopoo Gearbox, pls fix

open notch
#

!feedback
alternative engi bubble shield rework

turn the bubble shield into a power shield, all allies within gain 20% extra damage, 20% extra firerate, 20% extra speed, have all cooldowns reduced by an additonal 1 every 1 second spend in the power shield and 50 armor, lasts 10 seconds, with a 15 second cooldown. All pressure mines within instantly become loaded for the full damage.

twin flax
#

!feedback
Red whip: the first stack grants +50% movement speed (increased from 1.2 to 2 energy drinks).

open notch
#

!feedback
speed items in the green pool (we are LACKING)

crossroad sneakers

gain +5% (+5% per stack) movement speed for every second you are running for a maximum of +50% (+50% per stack) movement speed, decays by 5% (+5% per stack) speed per second when not running

halcyon storm
#

!feedback
Bubbleshield change idea.
you can hold bubbleshield key to form shield around you that follows you. You can hold up to 10s and it recharges over 30s.
It wouldnt recharge like regular skill and more like fuel, you can use stocked energy to form shield and it recharges energy while not using.
I think it would make it more engaging ability instead of 'throw and hide until its over' it would be 'react to enemy attack and block it'

mild dome
#

!feedback
Crossplay

How do you feel about adding cross-platform play to Risk of Rain 2? This would attract new players and allow gamers to play more with their friends on other platforms.

open notch
#

!feedback

Kobalt’s cape

When out of danger, gain +50% (+50% per stack) extra speed over 15 seconds. Lose it all when hit.

halcyon storm
#

!feedback

make U_Hunters_Harpoon feel like version from RoRR
balanced movement speed burst and multiple buffs stack duration

halcyon storm
#

!feedback
B_TitanicKnurl change idea
+40 (+40 per stack) health, reaching growth threshold increases health regeneration by +0.8 hp/s
formula is identical to Survivor_False_Son so it is still 1.6 hp regen at first stack but can scale with other items

open notch
#

!feedback

Survivor_Acrid Survivor_Bandit slayer abilities should contribute to procs and damage tresholds (U_KjarosBand) the same way heavy does. Currently both of these abilities will NOT effect the procced items at all, nor will slayer help bite proc bands. Compared to heavy, which for mul-t DOES allow him to activate bands because of it, and also contributes to proc, i think slayer should definitely also do this.

Alternatively, the procced items could inherit the slayer property aswell.

Oh and just buff bite to be 420% please, you trade in your reliable ranged attack for a barely more damage melee attack.

broken garden
#

!feedback

bolstering lantern stacking rework

old version: increase your attack speed by 7.5% for up to 4 (+2 per stack) enemies and allies within 20 (+5 per stack) meters.

my ideal version: increase your attack speed by 7.5% (+7.5% per stack) for up to 4 enemies and allies within 20 meters.

this version of the item would stack much better (especially for a white item) and encourage you to play up close and personal way better than i think the current stacking does. keeping the aura and buffs at the same base amount would be, and i understand that this opinion may be controversial to some, more fun than just making the aura bigger and getting more buffs. as the item is now, its initial stack is solid but every other stack afterwards is literally just a conditional syringe that also makes the condition easier, creating less of a need to intentionally play around the item. it is not as fun as getting up to a handful of enemies and absolutely blasting away.

deep drum
#

!feedback

Tactical dive sadly pales in comparison to tactical slide in nigh-every aspect.
This is especially annoying as one of its only redeeming qualities was removed in SoTS update (it used to reset momentum, please re-add this if nothing else i beg 🙏).

Heres a list of other potential changes that would be nice to make it a more serviceable skill:

  • Slightly more base distance / scaling with sprint speed
  • Debuff cleanse on roll (stop, drop and roll)
  • Armour / i-frames
open notch
#

!feedback

molotov buff:

interact damage 250% > 400%
lingering fire pool dps 200% > 350%
fire pool duration 7 seconds > 10 seconds.
fire pool radius 7m > 8m

cooldown 45s > 30s

open notch
#

!feedback

Survivor_False_Son alt false son abilities:

alt secondary: His hatred

Smash into the ground to create a big pillar (mithrix pillars from phase 3) dealing 400% damage per second and applying lunar ruin. Ticks 4 times per second for 100% damage per tick, and applies lunar ruin every 4 ticks. Start with 2 stocks, gain +1 stock per 2 growth stacks. Growth bonusses stays the same per added health. Has a 6 second cooldown, pillar travels slightly forward during its duration

tardy glen
#

!feedback
Indicator for when you are lagged out in multiplayer

open notch
#

!feedback

Survivor_False_Son False son alt utility; leap of the king

Jumps into the air, you have a 2 second window to select a location with your cursor to land, and then land there inflicting 700% damage and lunar ruin in an area. Has a 14 second cooldown. Jumps about the distance of ion surge, and if you dont select a landing you’ll just land under you

lone robin
#

!feedback
skins for completing eclipse 8

Completing eclipse 8 feels worthless, there are literally no rewards, no achievements, no skins, just yellow numbers

lone robin
#

!feedback
As we know there is little variation in skins in the game, so I decided to list all the ways to get skins for EVERY SURVIVOR that the developers missed or don't want to add, even though it would have been ideal as it would have added more interest to the game, choice, individuality to each player, etc.
I believe this is a missed opportunity that should be added to the game.

• Voidling Void_DLC_icon
Beat Voidling on any difficulty Drizzle
Beat Voidling on Moonson Monsoon

• A Moment, Whole twistedscavenger (Hidden realm)
Beat Twisted Scavenger on any difficulty Drizzle
Beat Twisted Scavenger on Moonson Monsoon

• Prismatic Trials 🍎
Complete Prismatic Trials
Complete Prismatic Trials in 5 minutes

• Eclipse L_GlowingMeteorite
Complete Eclipse 8

• Simulacrum LETS_VOID
Complete wave 50/75/100 on any difficulty Drizzle
Complete wave 50 on Moonson Monsoon

• Secret skins❓
🤫

I hope you understand what I'm trying to say. These are not all ways to get skins, they can be completely different. ConstructionBoi

open notch
#

!feedback

Achievement;
Complete 10 waves of the simulacrum

Reward: voidsent flame

compact zephyr
#

!feedback

Make void locus an alternate 5th stage and make it lead to mithrix

harsh rapids
#

!feedback

Me and my friend just died again trying to get out of void fields
The damage ramp outside the bubble is so high that we can't even escape when it gets too difficult, so we just end up getting stuck there and dying

Please lower the damage ramp

open notch
#

!feedback

Add unlocks for certain SOTS/SOTV items

errant geyser
#

!feedback

Alternate special for commando (Just a fun idea ig)

Special:
Makes commando shoot 25% faster for 4 seconds doing 175% damage and having a 35% increase in crit chance. Also 12 second cooldown (counter doesn't go down till ability is fully finished) As well as a 20% movement increase. I just feel as if it would make commando more techy in how you would use this ability. Although i know nothing about proper balancing i just think this would be a great ability for him to have. Please give feedback. Be brutally honest lol

(I feel this may be a little busted balancing wise so lmk)

open notch
#

!feedback

Trials of the storm (new gamemode)

Alternative gamemode that makes players spawn on prime meridian and do different objectives. A new jump pad will be placed at the start of the map to send the player to the couldron area. Chests are replaced with shops, that grant 1 random rarity item for a set cost, which refreshes only every 60 seconds. Money can ONLY be obtained from objectives. doing 3 objectives grants you a new shop to buy from and new interactables on the top of the map.

Objectives can be:

“kill X boss”
“Kill the swarm of X enemy” (all of these enemies will spawn in the numbers they need to be killed in and marked as bosses)
“Crack X geodes
“Repair X fallen drones on the map”

And more. Every 10 objectives a big objective happens, and objective 50 is always “beat false son” and the path to him will be opened. After beating him, you can choose to end your run or continue, ending it allows for artifact of rebirth placement

deep drum
#

!feedback

Make it so that void items arent in the lootpool if the unlock for the uncorrupted version hasnt been unlocked yet

rough ferry
#

!feedback

New Artifact: Artifact of Destiny

The Primordial Teleporter now has a chance to have a Temporal Orb appear (guaranteed appearance on first loop), and when the Teleporter Event is completed will open a Temporal Portal. When you go through the Temporal Portal, it will take you to the UES Contact Light and you will have to make your way through the destroyed ship and fight Providence

I just want to fight Providence in 3D

grand dragon
#

!feedback
Leeching Seed should heal for 1% of max health on hit rather than 1 health on hit.

open notch
#

!feedback
also change scythe to 4% max health so it doesnt get hard outclassed by seed. 8% max is op as fuck but 4% with crits is doable

lone robin
#

!feedback
Give Noxious Thorn +5% bleed per stack (like Harvester's Scythe)

raven walrus
twin flax
#

!feedback
Void fiend alt special: Embr??ace
Uncorrupted: lose 100% - corruption of your health, then change forms
Corrupted: recover a percentage of your health equal to your corruption, then change forms

errant geyser
#

!feedback
FalseSon Alternative Secondary: Spear of the father

This spear will inflict the same debuff as Lunar Spikes; Lunar Ruin. You will only be able to stack 2 of them at a time (growth will increase stack). The debuff stacks twice BUT these spears have a built in chance to inflict bleeding as well. (15% chance)

Item description: Lunar Ruin. Throw a Spear of the father for 200% damage, Gain additional spears through growth.

This secondary will have a base cooldown of 7s Per spear. And also a bullet drop, making the spear’s have a trajectory that constantly goes down.

Please let me know how you feel about this!

glacial basin
#

can someone make an eclipse only lfg channel

halcyon storm
#

!feedback
New white - Stealth Gauntlets.
Gain +5% (+5% per stack) chance for 'critical strike' and 7.5% (+7.5% per stack/hyperbolic) chance to block a hit.
(firstly all C_TougherTimes roll for block, then Gauntlets in formula).
New green - Snake Fangs.
Gain 20% (+20% per stack) chance for 'critical strike'.

errant geyser
#

!feedback

Brilliant Behemoth corrupted Version: Exploding Canister (idk a name)

Your attacks have a 2.5% (+2.5% per stack) Chance to make an explosive pool that will automatically detonate enemies within for 300% Damage. Corrupts all brilliant behemoth’s.

This item will have a maximum of 5 pools up concurrently and they will only be able to inflict damage on 2 enemies at a time.

Lmk feedback

open notch
#

!feedback

New green: weak spot enhancer

Gain up to +40% crit chance depending how close you are to an enemy

40m = no crit chance, gain +1% (+1 per stack) crit chance every meter you are closer to the target.

errant geyser
#

!feedback

New Equipment: Crit Field

Use to make a red flower field that enhances crit damage by 80% (+80 per stack) and Heals 2% (+2% per stack) of your hp when killing an enemy whilst inside of the field.

60s cooldown

forgot to say this is like tonic ^^^^^^^ so it stacks.

open notch
#

!feedback

white item: spark straw

attacks gain an additional +2.5% (+2.5 per stack) crit chance for every 100% damage dealt up to a maximum of 25% extra crit chance.

before you say Survivor_Railgunner think about the fact that this item will only give her +10% dps anyways because of how her passive works

halcyon storm
#

!feedback
what if R_AlienHead gave +1 stock for all skills at first stack, theoretically it doesnt affect item efficiency but I think it would make a nice addition for very mediocre item

sick abyss
maiden prairie
# halcyon storm !feedback what if <:R_AlienHead:826685751114072065> gave +1 stock for all skills...

!feedback
speaking of which, backup mag and hardlight should both give +100% charges and +200% charges respectively.
There is no reason for Engi to be shafted for having 4 mines as his secondary and gaining +33% value instead of +100% relative to every other character with one charge on their secondary. Additionally, afterburner is weaker on Huntress's alt utility.
Blink being tripled in value when phase blink doesn't even double is an unnecessary antisynergy for hardlight.
edit: oh, and lysate cell should be +100% too and not just +1. Mando with grenade does not need a weaker stacking than every other character lol

umbral berry
#

!feedback
green item: yummy lawn trimmings
you regenerate 2(+1)% hp/s and move 21(+7)% faster when grounded

open notch
#

!feedback

fixing stackings of greens and red items to be better

R_HappiestMask : now stacks chance by 7% per stack, linear
U_DeathMark : now stacks damage by 50% per stack
U_PredatoryInstincts : now stacks max buffs by 3 per stack
U_Razorwire : now stacks damage by 80% per stack, but meters get reduced to 8 instead of 10 per stack, count stacking stays the same.
U_Hunters_Harpoon : now stacks +1 per stack. (actually i wish this item was just 3 + 3 per stack but a worse buff but thats irrelevant atm)
C_Elusive_Antlers : now stacks speed per orb by +1.5% per stack aswell
C_Warbanner : radius stacking reduced to 8m > 6m per stack, buff stacking is +15% per stack.
U_BerzerkersPauldron : now increases movement speed by +25% per stack and firerate by +50% per stack ontop of time stacking
R_ShatteringJustice : now stacks defense reduction by 60 per stack and no longer stacks time

sick abyss
halcyon storm
#

!feedback
accessibility option to replace midrun descriptions with logbook ones, turned off by default

open notch
#

!feedback

Continuation;

R_SoulboundCatalyst stacks by +4 seconds per stack
R_Pocket_ICBM : stacks by gaining +100% damage on missiles
U_GhorsTome : stacks gold gained by 25 (scaling) per stack. This is more to prevent lag than anything.
U_Guillotine : needs a complete rework
U_Chronobauble stacks speed reduction hyperbolically by 20% per stack. Duration increase stays.

V_Singularity_Band needs a rework
V_Lost_Seers 1% chance, +1% per stack.

brave totem
#

!feedback

Hi, I was advised to come here with further feedback and do wish to reach out to the development team.

The suggestions in a nutshell are:

  1. Have game modes introduced like artifacts
  2. Introduce penalties for toxic players or ways to prevent items being taken e.g. make items available only to the player who paid for it for e.g. 5/10 seconds etc
  3. Introduce voice chat
open notch
#

!feedback

new shrine: upgrade shrine

selects a random common/uncommon item in your inventory and upgrades it to the next tier. costs 100 (scales with time) gold and has a credit cost of 50. usable once and can only spawn on stage 3 or stage 5 or any stage post loop. is rare but has abo-ut the chance of a lunar pod of spawning

twin flax
#

!feedback
New lunar - scrap module
You can scrap items at the teleporter 1 (+1 per stack) times, but it's now required to start the teleporter event.

brave totem
#

!feedback

Thanks to Mikkel for suggesting me to come here. A customer service member for 2K Games who has passed on my feedback to the appropriate department and has wished me safe travels 🙂

Since I'm here now I might as well expand on the "Game Modes" as it's something other players might like the idea of also.

Here's a nutshell of some game modes I had an idea of:

  • Protector Mode: Game over if flock of friendly beetles are killed who have to be escorted to teleporter (discourages AoE if beetles can be damaged by friendly fire)

  • Time Void Mode: Game over if stage not completed under certain time (you essentially already have this in Simulacrum)

  • Pruning Mode: Player with most items at end of each stage are "pruned" and some items are passed to player with least item inventory count.

open notch
#

!feedback

Uncommon item: flame rounds

Your critical hits have a 100% chance to burn for an additional 50% (+50% per stack) total damage. Gain +5% crit chance.

prisma abyss
#

Give garry a hug

deep drum
fallen loom
#

!feedback

Add more ways to get guaranteed items on specific stages (bands on aqueduct, legendaries on stage 4, etc.)

open notch
# fallen loom !feedback Add more ways to get guaranteed items on specific stages (bands on a...

!feedback

  • on wetland aspect, turn the nkuhuna thing into a -95% health requirement, and it grants you nkuhuna when interacted with and its always doable.
  • on sulfur pools, guarantee a green item if all poison thingies are broken
  • on any stage 5, guarantee an upgrade shrine (#ror2-feedback-and-ideas message)
  • on titanic plains or distant root, a C_TougherTimes can be found near the teleporter if the player loots every chest in the stage before activating the teleporter
  • on scorched achors, a will o wisp will spawn near the teleporter if the player activates 4 hidden wisp shrines across the map spawning 1 soul wisp.
open notch
open notch
#

!feedback

common item: shatter crystal

critical hits release 3 shards dealing an additonal 50% (+50% per stack) base damage each. gain +5% critical hit chance. shards have a 0.4 proc chance.

halcyon storm
#

!feedback
Additional animations for getting all rewards from Chance Shrine or interacting with Mountain Shrine
(similar to RoRR where one breaks and another makes fist)

open notch
#

!feedback

R_Pocket_ICBM buff:

now launches 3 missiles every 7 seconds for 300% base damage per missile. Missiles do not get upgraded from the triple missile thing, but they do get upgraded from extra damage

open notch
#

!feedback

L_Gesture_of_the_Drowned nerf

Old downside removed, Your equipment now has a 15% (hyperbolic) chance to JAM, not working

open notch
#

!feedback

Make L_Light_Flux_Pauldron reduce firerate by 40% (+40% per stack)

Make L_Stone_Pauldron reduce speed by 40% (+40% per stack)

make L_Transcendence increase shield regen timer by 15% (+10% per stack)

open notch
#

!feedback

New white item: backstabber

While out of danger, gain +15% (+15% per stack) critical hit chance

halcyon storm
#

!feedback
Laser scope log is missing space '_' between dmg value and (+/per stack)
every other item is 'x% (+/per stack)' but scope is 'x%(+/per stack)'

halcyon storm
#

!feedback
make player be able to inspect with already looted/opened objects
like inspect key is still available if you already opened golden chest or got all stuff from chance shrine

open notch
#

!feedback

Void death mark: positive effects get stripped from enemies when attacked, marking them for +30% damage for 8 (+8 per stack) seconds

analog ice
#

!feedback

Void themed skin for railgunner based on the pistol shrimp, similar to the Void Jailer. Her railgun is a special extendable claw that snaps closed when fired

open notch
#

!feedback

white item: Strawberry bomb

Enemies have a 10% (+10% per stack) chance to drop a bomb on death for 50% of their max hp as damage AND healing allies for 20% of max health when caught in it. 8m explosion range. 0.0 proc coeficcient

shadow sand
#

!feedback

As items are added to the game, the item pool gets so large that it becomes hard to stack a single item many times unless you find a printer.

What do people think of set item pools that can be toggled on and off? Items in a pool with synergize with each other to ensure the proper balance of item types (mobility, damage, healing, survivability, etc).

This essentially would allow the devs to add unlimited items to the game, and players can determine which pool(s) they feel like playing with.

Item blacklist mods exist, but I like the idea of integrating the concept into the base game so devs have more freedom with item creation.

open notch
#

!feedback

red item: Cursed croche doll

enemies hit share 10% (+10% per stack) of their damage taken with up to 3 other enemies in a 12m radius. damage taken from this is shared again, at 10% of the damage.

little barn
#

can you add more characters that are easier to get for new players?

open notch
#

!feedback

new green item: quickshield

reduce barrier decay rate by 30% (+5% per stack) when running, gain +3.5% (+1% per stack) of your max health as barrier every second while running.

my reasoning for the "bad" stacking is because the first stack is worse as it combats the natural shield decay which sits at 2.3/s, so the first stack is actually only 1.2%, and every stack after gets better as the decay rate gets worse over time aswell.

open notch
#

!feedback

nerf barrier decay to 2%/s or less, its currently 3.3% per second which makes every barrier item not work

  • C_TopazBrooch's 15 barrier decays within 0.5 seconds assuming you have 800 hp

  • R_Aegis needs 6.6% max health per second to work, which is really hard to gain passively, you need 4 V_Wungus for that

  • R_Bens_Raincoat 10% will always decay within 3 seconds, now i'd say this might do a little against stuff like burn or bleed, except oh wait, this item makes you immune to those. (ps: buff braincoat to 25% or rework it.)

  • :unstabletransmitter: has an 8 second duration, the barrier gain is 50%, which is a lie cus that 8 second duration makes you invincible, so that 50% after 8 seconds turns into 25%, less if you kill enemies with transmitter

Survivor_Loader scrap barrier is irrelevant, its loader and she's already op af. If this change goes through, please nerf her scrap barrier.

open notch
#

!feedback

Bubble shield

Fuck the shield part, allies inside of it passively gain +10% barrier per second it ends there. Lasts 10 seconds, 15 second cooldown.

open notch
#

!feedback

engi default pressure mines buff:

no longer activates when an enemy gets close if it isnt done charging yet, can have up to 5 instead of 4, but still have 4 charges max.

fallen loom
#

!feedback

create a free claptrap skin for mul-t to celebrate gearbox fixing the dlc in a similar way to the prisoner skin for mercenary (at this point its just ragebait).Also have the skin yell out the stage names similar to the way claptrap yells out mission areas in Borderlands 1.

turbid sinew
#

!feedback

The warden unused survivor?

random moth
#

!feedback

Within the lobby before a run in multiplayer, you are able to see every other player's load outs?

halcyon storm
#

!feedback
add one more artifact and line them up in row of 10s
currently there are 19 but with 1 more we will be able to create equal rows

open notch
#

!feedback

artifact of the survivor

eclipse 8 without e1-7

open notch
#

!feedback

New equipment; scavenger’s backpack

When used, gain 2 random items (90/10/0) item rarity increases for every stage you have the scavenger bag.

1 stage; 80/20/0
2 stages: 55/35/10
3 stages: 0/80/20
4 stages: 0/60/40
5 stages (gotten stage 1, opened on the moon) 0/0/50/50(boss)

consume on use

open notch
#

!feedback

New equipment: DNA extractor

Stores DNA from enemies killed, when used after enough DNA is gained, grant all ready to obtain boss items, and go on a 90 second cooldown. If used without enough dna, fail and set a 60 second cooldown. Does not consume itself. Dna is shown.

B_TitanicKnurl dna is gotten from golems, titans and halcyonites
B_QueensGland dna is gotten from beetles, beetle guards and beetle queens
B_GenesisLoop dna is gotten from jellyfish and wandering vagrants
B_MiredUrn dna is gotten from clay templars, clay apotharies, or clay dunestriders
B_Defense_Nucleus dna is gotten from alpha constructs or xi constructs
B_HalcyonSeed dna is gotten from false son, auriolinite and halcyonite
B_MoltenPerforator dna is gotten from magma worms and scorch worms
B_ChargedPerforator dna is gotten from overloading worms and SPECIFICALLY overloading scorch worms.
B_Planula dna is gotten from children, parents and grandparents
B_Shatterspleen dna is gotten from imp overlords and imps
B_EmpathyCores dna is gotten from solus probes, and all the solus probe bosses
B_LittleDisciple dna is gotten from wisps, greater wisps, NOT soul wisps, and grovetenders
B_Pearl B_IrradiantPearl dna is gotten from lunar chimera’s, and mithrix. Wether pearl or i pearl is gotten is 1:5 chance

glacial basin
#

!feedback
make an eclipse only lfg channel

open notch
#

!feedback

New equipment; gup in a bottle

When used, release 2 gups that last for 10 seconds (health decay) and spawn geeps each and then gips which both have a 10s cooldown aswell. All killed/decayed friendly gups explode in a healing aura of 30/20/12m healing 50/25/12.5% of max health. Gups have 200% health, 100% damage. Gups have a chance to be elite

120 second cooldown

halcyon storm
#

!feedback

Make large category chests vanilla and not SotV exclusive

open notch
#

!feedback

make R_NkuhanasOpinion a green item and make them always obtainable from wetland aspect like bands are, but at a 90% health damage cost.

halcyon storm
#

!feedback

After nerf to invisibility in Bandit update (to make his utility not broken) U_Stealthkit became much much weaker
I think it would be justified to add new invis buff (which would function identically to old one) and give it to U_Stealthkit so it would do its job better

maiden prairie
deep drum
#

!feedback

Add a 3D render resolution option separate from monitor resolution so that lower end devices suffer less performance issues without sacrificing UI text readability :)

open notch
open notch
#

!feedback

New item; can of ringles

For every 1 coin gained (scales with time) gain +2% block chance on your next hit for a maximum of 75% block chance. Rolls after tougher times.

Does not consume block chance until hit is blocked

open notch
#

!feedback

new green item: cracked knucklebusters

increase critical hit chance by 10%, gain armor equal to 100% (+100% per stack) of your critical hit chance.

open notch
#

!feedback

new red item: critical hits hard cripple enemies for -30 defense, -60% movement speed, +40% cooldowns, and -30% firerate. 2 second duration, stacks by resetting cooldown.

maiden prairie
raven walrus
#

!feedback

Make the threshold for something to be in #top-feedback-archive lower, because nowadays there are way less people on this channel, even the most liked suggestions never exceed 15 upvotes. I have seen the suggestions much earlier in this channel, and suggestions were often exceeding 30 upvotes. Back then there were likely more people viewing and liking the channel, so there were more upvotes. Nowadays the only consistent suggesters are Gary and DEX, and other people sometimes will make a suggestion and leave. I have seen suggestions far superior to some of the ones in #top-feedback-archive that only got 10-12 upvotes because there are simply not enough people. I'm not saying lower it to 10 or something, just make it somewhere that actually seems attainable, like 25 or 30.

Edit: this is completely invalid that is an archived channel mb

shadow sand
#

!feedback

Equipment that temporarily slows down time or stuns enemies. Would be super fun to be able to get out of hairy situations such as titan lasers, wandering vagrant genesis loops, false son boss lasers, or any time you are getting swarmed.

Offensively, it could potentially be used to stun enemies in a specific location while you line up a big hit.

shadow sand
#

!feedback

umbral berry
#

!feedback

Equipment: Uber Super Glue™️ Sprayer

On use, fire a glob of Uber Super Glue™️. On contact with any solid object (enemies included), it detonates and creates a 10m radius area where enemies within are slowed by 66%. The area lasts for 15s before dissipating. Enemies hit by the initial detonation are additionally stunned for 2s.
Inherently has 5 maximum charges. 25s CD.

open notch
#

!feedback

Green item; Gnome hat

Increases speed by 10% (+0 per stack), and by 1% (+1.5% per stack) for every second you stay out of danger up to +15% (+22.5% per stack) extra speed.

halcyon storm
#

!feedback
new equipment
Mili-tech ability printer
Copies Skill that isnt in your loadout, Prioritizes 1. Special 2. Utility 3. Secondary
CD is equal to that skill CD

rough ferry
#

!feedback

Make it so if you have both Risk of Rain Returns and Risk of Rain 2, you can just load either game from the main menu of the other that way you don’t have to close the game or tab out to load the other one

rough ferry
#

!feedback

A “Reset/Restart Run” button for both Risk of Rain Returns and Risk of Rain 2 for faster run do-overs

rough ferry
#

!feedback

Add the “Razor Penny” from RoRr to RoR2

(+3% (+3% per stack) Critical Chance. Gain gold on Critical Hit)

sick abyss
open notch
#

!feedback

white item: moisterizer

gain +5% (+5% per stack) critical hit chance. Critical hits moisterize enemies for -50% attack speed for 2 (+2 per stack) seconds

coarse mauve
#

!feedback

Simply have epic games crossplay disabled by default

eager goblet
#

!feedback

Make It so where seekers third shot isn’t slightly higher than the first two, it bugs the hell out of me and I hope others agree with me

halcyon storm
#

!feedback

New interactable gilded scraper
Takes 1 stack of selected item and removes it from item pool, it wont be seen again in this run
can be activated only once, then breaks
only appears on stage 1-3 and doesnt spawn on loops

rough ferry
#

!feedback

New Interactable: Gilded Printer

Takes entire stack of selected item and holds it

The Gilded Printer will then show up every stage, and 1 item of that stack will be added to the printer each stage (so if you put 3 C_Soldiers_Syringe’s in on stage 2, there will be 7 of them in the Gilded Printer on stage 6)

Each player has their own slot

If item stacks aren’t taken out at the end of the run, the item stack count is reduced to 1, then will appear in the Gilded Printer on the next run (only if the same players are in that run again), then increase by 1 per stage like normal

halcyon storm
#

!feedback

Rework Aurelionite, Alloy Worship Unit, Kipkip the Gentle, Guragura the Lucky, Wipwip the Lucky and Twitwip the Devotee

I know the fact that those are mostly reskins of regular bosses gives charm to it, but like making them actually unique enemy would be so much more fun
False Son rework was very good and free update that makes that gang better would be great addition for gameplay loop

open notch
#

!feedback

add an achievement for the secret obliteration bosses, either like a lunar item unlock or like a character skill

crude elk
#

!feedback

Accessibility features for controller and disabilities on PC

  • Lock-on for people with controller, where it tracks the enemy for them and just requires steering to hit the target
  • Any rapid double button input should be ignored (Toggleable Feature), to give intention to each button press (For people with the shakes like me, be sure to take note of the intention over the button press. [For example pressing up on seeker rapidly when there's 3 ups allows the input to pass through])
  • I've thought about people using remote desktop functions to delay when certain button timings need to be pressed to make up for latency, (Such as rail gunner's required button timing to reload)
  • Slight guiding towards hitting a target for controllers, which is a toggleable extension of the lock-on.
  • Add high pass or deepening filters for people with injuries that make them uncomfortable around higher pitch sounds
  • Enable better rumble support for controllers for attack warnings and physical feedback to the game
  • Auto run
  • Screen darkening for people with epilepsy to prevent bright flashing lights
  • Accessibility HUDs
  • Directional Subtitle HUD for hearing disabilities
  • Game narrator
  • Font options (For dyslexia)
  • Color Blindness modes
  • Perhaps extend lock-on to mouse and keyboard for general accessibility for motor function disabilities

I've been working on these ideas with a Modder for a short bit, they haven't coded anything but these ideas would be nice to have base game.

open notch
#

!feedback

Some new achievement concepts i came up with

“At death’s door: survive a hit dealing over 500% of your max health” achievement registers only after 1 second
“Suited up” obtain 700 armor at once
“False son: venguanced” as false son, defeat the final boss without dropping below 50% max health.
“Chef; hells kitchen” as chef, apply burn or stronger burn to 1 enemy 100 times
“Seeker: illusionist” as seeker, defeat 3 teleporter bosses in a row without getting hit by them.

coarse mauve
#

!feedback

NERF GESTURE OF THE DROWNED

With less cooldown the less chance the item activating, -50%(-15% per stack) cooldown reduction +50%(+15% per stack) not activating or jamming it, keep the auto activate equipment, or can retune it so statistically it still auto activate equipment with less cooldown but with downside of jamming or not activating, and luck should affect it (purity and clover).

Personally just dont want to wait 5 minute every newt visit because someone want to reroll gesture, game design wise it just dont have any downside at this moment unlike other lunar items and easily abuseable with hacked in lunar coins especially with spinel tonic.

open notch
#

!feedback

Actual gesture nerf.

Equipments trigger 2 (+1 per stack) times on activation, but activate automatically. Cooldown increased by 30% (+30% per stack)

raven walrus
#

!feedback

What if gesture's only function was the automatic activation? It would be like mercurial rachis and eulogy zero in that their function is both good and bad depending on the situation. Or would it be too weak?

Edit: lol i just realized that this doesnt stack

maiden prairie
#

I'll get in on this gesture nerf wave, why not

-50%(-10% per stack) equipment cool down
+25%(+5% per stack) skill cool down
rough ferry
#

!feedback

New Artifact: Artifact of Emergence

Shrines of Rebirth will be guaranteed to spawn at least once per stage

If Artifact of Chaos is active as well, it will change the guaranteed Shrines of Rebirth into Shrines of Chaos

Shrine of Chaos: Costs 5 Lunar Coins and the gold equivalent to a legendary chest on that stage to activate. Not guaranteed to spawn once per stage, are slightly rare

When activated, will apply the effect of all Shrines, at once (besides Shrine of Chaos)

open notch
#

!feedback

new artifact: artifact of the survivor

damage dealt and max health is reduced by 20%, enemies spawn 20% more frequently, credits per stage are reduced by 10%, and difficulty scaling is 20% faster (monsoon = 60% scaling now.) ALL lunar coins earned with this artifact on are doubled.

rough ferry
#

!feedback

New Artifact: Artifact of Your Mom

Your mom’s now in the game criticizing every move you make

raven walrus
cobalt quarry
#

!feedback

Complete set of commencement pillar inspired artifacts

Artifact of Mass

Most items have 'Weight', reducing the bearer's movement speed proportional to rarity (⬜️0.25%/🟩0.5%/🟥🟨1% each). movement speed items have greater benefits.
(🟦Lunar/🟪Void items unaffected)

Artifact of Design

Players may vote items on the ground by 'Praise' or 'Scorn'.
Praised items have greater chance of appearing for their rarity
Scorned items have reduced chance.
If Command is enabled, this applies to rarity instead.

Artifact of Blood

Gold-cost interactables now instead cost flat amounts of health.
(HP cost = 1/2 gold price rounded - ie small chest = 25 gold --> 12 HP)

Artifact of Soul

Unchanged from vanilla game.
Defeated enemies spawn a lesser wisp.

eager dagger
#

!feedback

Have Gesture nerfed to -35% equipment cooldown on first stack (everything else remains the same)

open notch
#

!feedback

new lunar: lost echo

attacks apply echoing, but base damage is reduced by 33%

echoing: deal 100% (+50% per stack) TOTAL damage over time over 5 (+5 per stack) seconds

plain phoenix
#

!feedback
false son alt secondary idea

Lunar Storm
Lunar Ruin. Throw all of your current Lunar Spikes for 75% damage each. Gain additional Lunar Spikes through Growth.
halcyon storm
#

!feedback

L_Gesture_of_the_Drowned nerf ig

cap increase at 4 stacks of item like L_Focused_Convergence at 3, so U_FuelCell wouldnt get replaced
L_SpinelTonic combo probably can stay because a lot of people like it

rough ferry
#

!feedback

New Artifact: Artifact of the Lame

-20% Movement Speed, but +20% Attack Speed, for all characters

coarse mauve
#

!feedback

Simply make rerolling lunars in the bazaar not a thing

(Fixes everything wrong about the current state of people abusing hacked lunar coins)

open notch
#

!feedback

Make U_DeathMark debuff stay until the enemy has 2 or less debuffs and afterwards trigger the 8s timer

compact zinc
#

!feedback

make the glowing mushrooms on sundered grove (that point to the legendary chest) appear at any distance

eager goblet
#

!Feedback

Fix louder’s thunder slam sound, the sound effect was never that bad to begin wit
!edit

Just Loudon in all of louder sound effects and add a little bit of rumble for when her abilities fit something when playing on controllers

coarse mauve
#

!feedback

Rework bloodshrine (the money one) so it doesnt take shield to account, only take max hp

inner epoch
#

!feedback Please make the tos less invasive it really hurts because i love this game

plain phoenix
#

!feedback
Allow scaling of UI elements and disabling specific UI elements
Edit: Also add a feature so HUD elements only appear when needed (eg: the items list appears when you pick up something, the objective list appears when something changes, etc)

plain phoenix
#

!feedback
Allow the deletion of profiles (require multiple confirms)
Edit: You do can delete profiles, however make it clearer that you can do that / add a button for deleting profiles

open notch
#

!feedback

makeE_ForeignFruithave a 30 second cooldown and be able to overheal 50% of healing into barrier like aegis.
make E_Super_Massive_Leech have a 45 second cooldown, and last 14 seconds instead of 8, but make the healing 12.5% of damage instead.

open notch
#

!feedback

E_Sawmerang 45s > 60s
E_OcularHUD 60s > 45s, now also passively converts all additional crit chance past 100% into crit damage
E_Jade_Elephant 5s > 8s effect

open notch
#

!feedback

E_Preon 120s > 90s
Make tendrils deal 200% damage every 0.25 seconds instead.

halcyon storm
#

!feedback

Make Sundered Grove / Siren's Call color palettes more different, they kinda look the same in screenshots and I think similar colors is not an issue for separate stages but both of them are stage 4s so making both stick out more would be really nice

open notch
#

!feedback
E_DisposableLauncher cooldown 45s > 25s
damage 300% > 250%
E_Forgive_Me_Please now passively grants you an on kill slowing effect that deals 80% damage in a 8m range and slows by 80% for 3 seconds. also activatable without FMP by normally killing.

open notch
#

!feedback
new lunar equipment: blooded venguance.

45s cooldown. apply bleed on hit, but every enemy killed during the duration also applies bleed to you. 8s duration.

open notch
#

!feedback
new red: golden knucklebusters
damage is increased by 2.5% per 25 (scales with time) gold up to an increase of 100% (+100% per stack)

rough ferry
#

!feedback

New Green Item: Bottle of Liquid Space

Increases Teleporter Radius by 10% (+10% per stack). Killing an enemy inside the Teleporter Radius charges the teleporter by 1%.

compact nebula
#

!feedback

New Void Item: Rampaging Lash

Killing an enemy increases your movement speed by 30% (+15% per stack). Each additional kill (up to 5) increases your movement speed by 5%. Leaving combat for more than 5 seconds disables the effect (Corrupts all Red Whips).

CLARIFICATION ON THE GIMMICK:
When I say up to 5 kills from the initial kill, I mean (30% + ≤ 25%).

rough ferry
#

!feedback

New Yellow Items + Bosses:

Freezing Perforator: 10% (+10% per stack) chance on hit to freeze enemies
(Drops from Glacial Worm which acts the same as Magma Worm except it uses ice attacks that slow survivors)

Ifrit’s Fang: Gain a shield worth 20% (+20% per stack) of your maximum health. Recharges outside of danger. While the shield is up, any enemy that deals damage to you is set on fire for 5s (+5s per stack)
(Drops from Ifrit which acts the same from Risk of Rain Returns)

Add the Nematocyst Nozzle (Shoot out 6 nematocysts that each deal 700% damage) equipment from Risk of Rain Returns as an alternate drop item from Wandering Vagrants.
Each nematocyst counts as a ‘missile’, so this equipment is affected by R_Pocket_ICBM Pocket ICBM

compact nebula
#

!feedback

Just make a scrapper have a chance of spawing in the Bazaar Between Time.

open notch
#

!feedback

New uncommon item: stonks parameter

For every 25 gold you gain (scales with time), your current gold count increases by 10% (+5% per stack)

Does not activate with gold earned from this item

plain phoenix
#

!feedback
Artifact idea: Artifact of Forbid
Every minute, temporary disable a random skill. Another random skill temporary gains a 20% cooldown reduction.

coarse mauve
#

!feedback

Artifact of endless
Locks every ending so you loop endlessly

rough ferry
#

!feedback

New Artifact: Artifact of Continuance

Only activates after defeating all 3 bosses (False Son, Mithrix, and Voidling)

Continue looping, can end the loop by obliterating or defeating the Twisted Scavengers

open notch
#

!feedback

New red item: haunted treasure chest

Every stage, a treasure chest can be found close to the teleporter. This treasure chest is locked until the teleporter boss has been defeated and rewards you based on how fast the teleporter boss was defeated.

Killed after 99%: 95%/5%
Killed after 90% 85/13/2
killed after 75% 65/30/5
killed after 50% 40/45/15
killed after 35% 10/60/25/5(boss)
killed after 25% 0/40/30/20(boss)
killed after 10% 50/50 (boss/red)

i meant before not after

this item consumes itself after 3 uses, but the treasure chest doesnt have to be opened. Treasure chest costs gold equal to % of teleporter left x2 + 25 scales with time.

thorny hazel
#

!feedback
Remove the enemy level cap.
It just doesn’t make sense that the game allow the player to scale infinitely but not the enemies.

rough ferry
#

!feedback

New Equipment: Risk of Rain

On activation, 50% chance to make it rain/snow and 50% chance to do nothing

floral needle
#

!feedback

Give chef's M1 animation 3 animations, going 1->2->3, rather than the single M1 animation that he spams (it looks strange when you just click M1 a lot)

twin flax
#

!feedback

Relatively simple voidling improvement:
The voidling has a chance to spawn void potentials nearby when using its skills. The best way to get through its ridiculous health bar is quickly picking these up in the middle of the fight without dying.

A guaranteed newly hatched zoea spawns after completing void locus, which may help distract the boss.

rough ferry
#

!feedback

For the live action Risk of Rain Movie, the cast should be;

Commando: Jack Black

Huntress: Zendaya

Bandit: Steve Blum (Dempsey, Black Ops Zombies)

Engineer: Grant Goodeve (TF2 engineer)

Mercenary: Tom Holland

Artificer: Holly Hunter (Helen Par, Incredibles)

REX: (no voice, only noises)

Acrid: (no voice, only noises)

Captain: Dwane “The Rock” Johnson

Loader: Scarlet Johansson

Mul-T: Neil deGrasse Tyson

Railgunner: Lauren Synger (Alice, Bendy and the Ink Machine)

Void Fiend: (no voice, only noises)

Seeker: Jason Momoa

Chef: Ryan Reynolds

Providence: Frank Welker (Megatron)

Aurelionite: Jennifer Cody (Charlotte, The Princess and the Frog)

Mithrix: Josh Brolin (Thanos)

False Son: James Spader (Ultron)

Voidling: (no voice, only noises)

crystal silo
#

!feedback
Allow for console players to use other controller types (namely keyboard and mouse). Many console users have their reasons to prefer keyboard and mouse, perhaps the stick drift on their controller is too unbearable or they were a pc user who broke their pc and was then forced to console (both applying to me). Point is, us folks don't have a way to play the game we bought.

unborn walrus
#

!feedback
If possible it would be good to have an option to reduce certain effects like the twisted buff from wake of vultures, on some maps it can act as a flashbang and can sometime cover up areas players may be looking at

bleak folio
#

!feedback
They should add a boss rush mode. You get to pick a certain number of keys to open chests with before each boss: Small chests costs one, large chests 2, equipment 1, etc etc. You'll fight 3 bosses before either Mythywithy, False Son, or Voidling, and after you beat all three major bosses, then start throwing in elite bosses like Blazing Stone Titan or something.

warm fable
#

!feedback
Chef's part in the new update made "Yes Chef" stop your "Roll" ability immediately in use. Previously you could "Roll", use "Yes Chef," and while still rolling then use one of your enhanced abilities. Doing this made it feel very smooth and fun to combo with. The new update removed this, and I believe Chef would be a lot more fun, with more combo potential, if "Yes Chef" didn't stop "Roll" on use.

rough ferry
#

!feedback

I forgot a few characters for the Risk of Rain live action Movie;

Miner: John Ratzenberger (The Underminer, Incredibles)

Sniper: Bryan Cranston (Walter White)

Pilot: Aaron Paul (Jesse Pinkman)

Drifter: Laura Post (Emma Frost, Marvel Rivals)

Han-D: Giancarlo Esposito (Gus Fring)

Enforcer: Gary Schwartz (Heavy, TF2)

Heretic: (no voice, just noises)

Robo-Mando: Jack Black, but a higher pitch

valid violet
jolly hollow
#

!feedback

I beg of thee, please sync the logbook achievements for steam.

ebon patrol
#

!feedback

please add steam achievements for seekers of the storm. There's already 3 and a bunch of achievements in the game, it'd be nice if they could be made into steam achievements as well. I feel more motivated to engage with stuff in game knowing that I can easily brag to my friends about it via steam achievements, please consider adding them 🙏

tight kiln
#

!feedback

CHEF's abilities should say customers instead of enemies for parity with ROR1 / RORR

mystic obsidian
#

!feedback
Revive mechanics in singleplayer needs to be tuned or removed as they make the game a little too safe without meaningfully making it more interesting. Shrine of Shaping needs to be removed outright from singleplayer since it takes up too many credits and there's no reason not to activate it once it spawns in the stage. Likewise, Seeker's self-revive takes away a lot of the risk and challenge, making it so that the player always has an insurance policy should they make a careless mistake.

valid violet
mystic obsidian
bronze oxide
#

!feedback

For Chef, the new changes are better but there are still issues. I am not a fan of needing to not hold the mouse button to have Dice auto-return. Can we add a toggle to disable holding the mouse button to freeze the cleavers mid air for those that do not to engage with it? Or add and alternate primary that is Dice without the holding feature? I personally would rather hold the mouse button for just to use auto-return like old RoR1 Chef (also bonus for less clicking). Reason why is when the run gets late or gameplay speeds up, there is no point of holding the cleavers mid air. It's, currently, better to keep clicking Dice instead of aiming the held recall while running. I like the changes to Roll, it's more fun now. However, there is a looming problem. If you try to emulate classic Chef with Dice, Sear, Roll, and Yes, Chef!, there is no way to place oil. Can you add the function of leaving a trail of oil in his Roll ability? With these changes, this will fully bring back the original RoR1 Chef. While I admire the new abilities, the original kit of RoR1 Chef is still, imo, overall better and more fun.

quiet yacht
#

!feedback

Bot broke

untold flame
#

!feedback

Once again asking for us to be able to use Captain’s pylons and air strike in hidden realms. The lore already doesn’t matter with War Bonds working in them. Locking away half of a character’s abilities because of lore that isn’t even consistent will always feel shitty.

open notch
#

!feedback

New lunar item; portal dimension transporter

On pickup, all abilities turn into 1 of the alts of that ability. Reshuffles every 60 (-50% per stack) seconds.

vernal lantern
#

!feedback

I have 3-4 points:

Please fix pot rolling, return the pot rolling mechanics to pre-DLC physics (if you can but pls).

  1. I personally liked the old M1 for chef better, it let you deal two cleaver hits with a single cleaver in a small amount of time and felt much better and more satisfying for me personally - it let you very quickly deal 2 hits without having to sit and wait for the cleaver to return for you as you could just click again and it would come back (was satisfying).

  2. I think having a public stance towards H0st skips would be good too (skipping to mithrix on moon with safer spaces or any other fall damage negating mechanic, where if you fall down at a specific angle it can launch you up to mithrix), this was removed with the new physics and I think having a solid stance on it - such as saying you do not want H0st skips, or if they were removed coincidentally because of the physics changes and u r open to adding them back, would be good for the community. H0st skipping is a well known tech in certain parts of the community such as RiskofResources (racing risk of rain 2) and a definitive stance could help racing servers like that one to be able to have a definitive ruling if h0st skips should be allowed or not.

  3. I personally would like to see h0st skipping come back - as well as the old physics coming back for the vast majority of cases (just my personal opinion though), old physics just felt better to me.

Thanks for the new update gearbox, you guys are kind of goated for fixing the DLC

cobalt owl
#

!feedback

The game is over all satisfying, but I would enjoy a base game character now and then, or character from rorr like minor, pilot or enforcer

rocky pine
#

!feedback

Ok so, this was in my head for a while
It's about the back thrusters on Commando being kinda underused
I had a skill idea due to this

Skill: Boost

Can be toggled, boosts your speed (+30% or 50%) and jump height (probably +25%, up to them)
Keeping the jets on for 5-10 seconds (or longer) will overheat, dealing damage to yourself.

-# optional, make that so when you overheat you fire incendiary rounds.
-# and please add iframes to Tactical Dive

rough ferry
#

!feedback

New Lunar Item: Pulsing Tentacle

“What doesn’t kill you will try again later.”

Each stage, 1 (+1 per stack) random enemy becomes marked

Marked enemies have +100% (+100% per stack) maximum health, +50% (+50% per stack) damage, and always spawns with 1 (+1 per stack) Elite Type

When marked enemies are killed, they drop +100% (+100% per stack) gold and exp, and always drop 1 (+1 per stack) item, at regular chest drop rates

Guaranteed Legendary at 5 stacks

ripe moon
#

!feedback

Menu mechanic : Random character Button

Similar to the random character selection in smash, choosing it and pressing ready will start a run with a random unlocked survivor (dlc or not).
You'd also be able to opt out characters of the random selection by right clicking their icons so you can have a specific pool of characters to play as.

Good if you're uncertain (like me) on which run to start and if you just want to spam the ready button without thinking too hard on who to play, plus it freshens things up to not get stuck playing the same character for hours and getting burn out.

(As for the artifact of metamorphosis, either remove it and replace it with this mechanic, or change the artifact to allow you to opt out characters as I said)

rough ferry
#

!feedback

New Artifact: Artifact of Alphabetization

The Director will always spawn enemies in alphabetical order from 2 different lists:

1). Normal / Big enemies (I.E. Beetles, Jellyfish, Stone Golems) before and during teleporter event
2). Non-Story Bosses (Story bosses being; Mithrix, False Son, Voidling, Twisted Scavengers) for teleporter event bosses

*** this artifact will spawn enemies in different orders depending on what language you play the game in ***

halcyon storm
#

!feedback

Make mithrix and false son immune to freeze

viral jacinth
#

!feedback

A setting to turn off the Wandering vagrants spawning/dying visuals

Reason: I was minding my own business got pretty far and started the boss then almost 20 Wandering vagrants spawned blinding me since I had a lot of stuff they all died at once blinding me again. The thing that made it worse was it was 1 am

round lotus
#

!feedback

I feel like the animations for the new survivors need a bit of a touch up, especially in the character select screen (except for chef, his animations look good, and maybe seeker too but I'm not sure).

light rivet
#

!feedback

Add more achievements tied to the new content

reef rune
#

!feedback
A equipment that is a grapple hook

open notch
#

!feedback

New item: frost grenade

Throw a heavy big grenade at enemies, bounces once before exploding after 0.3 seconds for 500% damage in a 12m radius and applying freeze. 60s cooldown

halcyon storm
#

!feedback
make tutorial mode option appear if you choose Rainstorm not only Drizzle

halcyon storm
#

!feedback
Artifact of swarms should double elder lemurians on Abandoned Aqueduct cage and double U_SquidPolyp

halcyon storm
#

!feedback
Move B_HalcyonSeed into special category like Artifact Key so it wouldnt get corrupted by V_Newly_Hatched_Zoea

eager goblet
#

! feedback

Make it so where I can hold down lunar stake and it will continuously fire

hearty peak
#

!feedback

Engineer skill alternatives

M2: Command dart
Damage 50%
Effect: Launches a projectile that if it hits a entity gives them a debuff that makes your turrets more likely to target them if able, and give non player allies a 20% increase in likelihood of targeting that entity. Lasts for 7 seconds.
Cooldown 10 seconds.

viral jacinth
#

!feedback

Lunar Shard (Uncommon SOTS DLC item)
10% chance to fire a Lunar Shard that deals 200% (+200% per stack) total damage.
Note:
This inflicts Lunar Ruin which causes enemies to take +10% more damage and have their healing reduced by 20% for each stack.

cursive stump
#

!feedback if you ever touch up sotv content, id hope for a rework to either opal or safer spaces. too many bubbles

cobalt owl
halcyon storm
#

!feedback
more tp bosses, last added was Xi construct (which is arguably pretty bad and not really fun to many players) and last one added to base game was Grandparent
both are pretty old and with newer spawnpools which make a lot of tps choice of 4 bosses instead 3, there should be 1 or 2 new tp bosses since I think tp bosses bring a lot of variety

open notch
#

!feedback

Add more family events with the new enemies (blind family fe)

unique pilot
#

!feedback

valid violet
#

Why greatest wisp when we have ancient wisp

Personally I would like some nkuhana or 'her' themed DLCs, exploring those 2 would be rly cool

tight saddle
#

!feedback

Make day/night cycle on all locations.

open notch
#

!feedback

Add more stage 4’s. We currently have only 3 of them and stage 4 is by far one of the most important stages of a run especially with the guaranteed legendary. It would be cool to see what other gimmicks we could have for a legendary on stage 4.

open notch
#

!feedback

Create a “endurance shrine” which creates a radius around it when activated, and starts spawning enemies that dont give gold. It will keep spawning enemies, and only after leaving the radius it’ll kill all the spawned enemies and give you a reward.

15s endurance (minimum): 1 white item
25s endurance: 80/19/1
35s endurance; 50/42/8
45s endurance; 30/60/10
60s endurance: 2x 80/20
90s endurance: 2x 70/30

costs 30 credits, leaving radius instantly grants a reward, or nothing if under 15s

hearty peak
#

!feedback

Engineer skill alternatives

Skill 4 variant: M74-Surface missile turret
This turret fires a barrage of dumb fire missiles towards a target.
Damage: 250% x 8
internal cooldown/reload: 8 seconds
Proc co: 1.5
This turret shares all items that the Engineer has.

cobalt owl
#

!feedback

Add characters from rorr, this may include Pilot, Enforcer, or Miner

cobalt owl
#

How do u add the emoji reactions

cobalt owl
#

!feedback

Add characters from rorr, this may include Pilot, Enforcer, or Miner

valid violet
#

Forgoring drifter

hearty peak
#

!feedback

New Hidden Character

Name: Vo??ling

Transformation conditions: Enter the void fields with void corrupted items, and interact with a Void Cell. This will consume one of a void encrusted key if you have one, or a random item if you don't.

Changes:
Base health 300(+60 per level)
Base Damage 12(+4 per level)
Base Armor 10(+0 per level)
Base jump height (Twice as much as all other characters)

Skill one: Tendril strike
Damage 160%
Proc co 1.0
Hitting an entity causes them to be pulled towards the player slightly

Skill two: Rooted charge
Damage 120%
Proc co 1.0
cooldown 6 seconds
Launches an orb in front of you that stays attached to you that is affected by gravity. Upon landing roots entities hit in a small radius and pulls you towards the landing point dealing damage to all hostile entities in the way.

Skill three: Void Haze
Heals you and any ally for 1% max HP per second.
Lasts for 8 seconds
Cooldown 12 seconds
Creates a small void fog field around you that heals you and any ally within it.

Skill four: Infestation
Launches a voidling infester from you and infests a entity, this new void infested creature is friendly towards you and only you.
cooldown 20 seconds

halcyon storm
#

!feedback
make R_ResonanceDisc shoot through walls, like Survivor_Commando phase round

open notch
#

!feedback
Red item idea: all on kill effects have a 10% (+10% per stack) chance to trigger on hit. Internal cooldown of 0.2 second.

Kill effects include; C_MonsterTooth C_Gasoline C_TopazBrooch Survivor_CHEF passive if conditions are met, U_Bandolier U_BerzerkersPauldron WilloWisp U_GhorsTome U_Infusion U_Hunters_Harpoon R_FrostRelic R_Brainstalks R_WakeOfVultures (if enemy is elite), R_SoulboundCatalyst R_ResonanceDisc B_Defense_Nucleus (if enemy is elite)

Chance to trigger is multiplied by actual chance to trigger, so ghor’s thomb is 0.4%, bandolier 2% etc

compact solstice
#

!feedback

Palm blast needs its own unique buff at 7th stacks, the revive from meditation is just too good to let palm blast be any competitive
It could have an offensive buff instead of a defensive one (revive)

open notch
#

!feedback

Please dont create any more items that are exclusive to elites for the next dlc as they usually dont end well
R_WakeOfVultures R_Brainstalks U_Guillotine B_Defense_Nucleus

analog swift
#

!feedback

Risk of Rain 2 needs split-screen for pc, is that at all possible? Please and thank you??

amber moss
#

!feedback
Add a new worst/'bad'/challenge character
While I do really like the changes and improvements to CHEF, one thing I feel was lost is him being a more 'challenging' character, and I personally feel like a lot of the DLC survivors (both SOTV and SOTS) are very strong, so having maybe one weaker character would be interesting, or at least one that's on the same level as some of the base characters

compact solstice
#

!feedback
CHEF's jump animation sometimes desyncs with the jump itself, "pushing" the wheel downwards when he is already mid air
(For some reason the animation fixes itself but only when using the utility skill and the arms are on the roller, then stops working again)
Also seems to replay the jump animation midair sometimes when you change direction using your utility

open notch
#

!feedback

new lunar item: Mercyless blade

upon taking damage, obtain pitiness. Pitiness reduces all your stats by 5% (+5% per stack), and gets removed after 5 seconds. Stacks by increasing stat reduction and resetting cooldown. Stacks for a max of 6 times for -30% (-30% hyperbolic per stack) stat reduction. When not having any pity stacks, increase your damage, attack speed, speed and critical chance by 15% (+15% per stack). critical hit chance is increased exponentially based on your current chance, so it isnt added. attack speed is also exponential.

eager goblet
#

!feedback
add the mace replica from ror returns to ror2

pliant brook
#

!feedback
Saw someone say dlc 3 should be called schemes of the alloyed to match the others, keeping the theme of SOTV and SOTS. I thought that made much more sense.

valid violet
#

!feedback

Collective items: When solus-related enemies die they can drop a new type of scrap, use these on a (new type of printer) they can be turned into a "collective" item. These would typically affect drones/allies or spawn new ones.

This would remove the fear of too much clogging up of the item pool as the previous dlc did. New items are always fun, but the more we add the more diluted the item pool becomes and the harder it is to for example, get 10 glasses.

compact solstice
#

!feedback
Getting hit by the new "yes, CHEF!" area of effect explosion should count thowards CHEF's kiss double skill requirement since the other special (oil spill) does count

brave linden
#

!feedback
swap press and hold for chefs primary so that the cleavers return when holding and stay in the air when not held

compact solstice
#

!feedback
Feels strange to see Soul spiral getting its damage increased by half despite being already the more popular option instead of unseen hand.
Unseen hand also has little synergy with the rest of her kit, having 3 other moves which use barrier instead of self heal, aditionally its the only skill whose ofensive capabilities arent boosted by tranquility stacks, instead just boosting the healing effect.

If soul spiral gets both more armor and more hits per orb, unseen hand should also get both more healing and more damage (or at least size).

valid violet
#

!feedback

New DLC maps should be parts or areas on a giant machine progenitor solus unit (think earthmover from ultrakill), with the final boss stage being against the motherboard unit of the machine.

shadow sand
#

!feedback

New Equipment: Remote Control

Double Pinging an enemy or interactable now commands your drones to attack, guard, or heal that ping (if an ally).

Activating this equipment sends drones into a frenzy, increasing their movement speed by 100% for 10 seconds and reducing drone skill cooldowns by 60% for 10 seconds to allow for faster attacks and healing.

Will work for Engineer’s turrets.

maiden prairie
# shadow sand !feedback New Equipment: Remote Control Double Pinging an enemy or interactabl...

double pinging an enemy
Add a ping wheel like marvel rival’s/valorant’s/probably other game’s wheel where holding your ping key brings up some options.

Options may include need healing, go/attack/look here, and a special ping that is permanent for that stage. For instance, pinging the teleporter boss so you always know where it is, pinging the legendary chest so new players can find it easier, pinging a scrapper or printer you like, etc

rose silo
#

!feedback

Add some way of making the loot pool less inflated while still having access to each DLC.

The chances of getting the items you want with all the DLCs enabled is really low. Considering that Alloyed Collective will add 15 more items, further diluting the loot pool, this will become a bigger problem as the game continues to be updated.

Think of mechanics like ‘banish’ in Vampire Survivors, where you can straight up remove a limited number of items you don’t want from the loot pool to increase your chances of getting the items you do want.

Maybe, add some sort of system where there is a draw back for each item you banish, ramping up the more items you remove.

halcyon storm
#

!feedback
remove fall damage in Bazaar
Right now on E8 Survivor_Captain and Survivor_Engineer just cant go to False Son sometimes because geodes in Bazaar can spawn so low that they will always die to fall damage

maiden prairie
#

New game mode similar to artifact of rebirth:
completing the game gives you credits per stage completed. In the main menu, you have a new module accessible under artifacts that lets you buy stacks of items. You spawn with these items. You can choose if they’re temporary (only for one run; 50% cost) or permanent (kept between runs). Cost exponentially increases per additional stack you want to start with.

At any time, you can reset or turn off your previously bought items. Temp items bought can be refunded before starting a run.

vernal lantern
#

!feedback

I beg please change the new DLC title to match the other DLC names, all of the other DLC names are 'Something of the Something', and I think it would be best if the name of the new DLC matched the old ones to keep the theme going

old rivet
#

!feedback

Please, please consider looking onto base game items (Bison Steak, Old War Stealth Kit, Infusion etc) to make them more useful and not just scrap source

tight saddle
#

!feedback

Make weather conditions (rain/sandstorm/blizzard/...) on all locations.

open notch
#

!feedback

Allow more stuff to trigger aquaduct buttons, like:

E_Remote_Caffeinator, E_Forgive_Me_Please E_PrimordialCube

tribal flame
#

!feedback

Add a gamemode where a player can control a boss that he chooses (False Son, Mithrix, Queen or any type of boss) and the 1 to 3 other friends take survivors and have to kill their friend by cooperating. It could be balanced by giving money each time a player deals damage/heals, and drones and items could spawn all over the map to keep things equal. The boss could summon enemies, also spawn drones, use the main attacks of the boss and new features could be added to this gamemode.

cursive stump
#

!feedback boss logbooks should drop more like in risk of rain returns

wide fern
#

!feedback

The name Alloyed Collective seems to imply an inherent connection to the alloy vultures, but from the trailer I get the idea that whatever is happening has been going on since before any Solus units got to Petrichor. A rename might be a good idea, (for example "Solus Collective") depending on if that is the case.

ember warren
#

!feedback

A few tweaks for MUL-T

  • Increase acceleration to the standard survivor acceleration (while you're at it do this for arti as well).
  • Allow rocket jumping with Scrap Launcher for fun mobility on an often overlooked primary option. Also, give it the same attack-speed-based cooldown reduction as Artificer's M1
  • Make Power Saw constantly apply a forward force while in use for closing the distance easier, as well as general mobility, and grant barrier on hit.
maiden prairie
graceful oasis
#

!feedback

ADD A CAR TO ALLOYED COLLECTIVE
ADD A CAR TO ALLOYED COLLECTIVE
ADD A CAR TO ALLOYED COLLECTIVE
ADD A CAR TO ALLOYED COLLECTIVE
ADD A CAR TO ALLOYED COLLECTIVE
ADD A CAR TO ALLOYED COLLECTIVE

...or a plane?

thorny hazel
#

!feedback

What if you could ride one of the new drones in the dlc?

compact solstice
#

!feedback

Considering how rare they can be, i think the chat could announce if a Cleansing pool spawned in the current map, similar to halcyon shrines, mini halcyion geodes or family events.
It can be quite frustrating when you are precisely looking for one and you really dont have much time to spare to find a minuscule prop which only appears on certain maps when egocentrism is feasting on your red items, or want to get rid of a corpsebloom because is hindering you late game

cobalt owl
#

!feedback

Like in rorr, on character death you should come back as a simple drone. This will let the players play more instead of just watching. This doesn't have to be in the base game but would be a cool artifact to unlock.

cobalt owl
#

@everyone

cursive stump
#

!feedback unify the credits on the stage 1s to be closer to each other. theres such a huge difference on a run if you get shattered abodes or siphoned forest compared to distant roost or titanic plains. not saying they need to be exactly the same, but ... theres a bit TOO much loot on a stage like shattered abodes, if it stays a stage 1 which it seems it may

thick ginkgo
#

!feedback chefs second ult has you “cook” bison (the monster) we should be able to do this with the bison steak to cook it and buff its effect a bit 🙏🙏🙏

open notch
#

!feedback

Allow more survivors to be benefited by R_Pocket_ICBM like:
Survivor_MULT scrap launcher and secondary
Survivor_Railgunner primary

valid violet
#

!feedback

Reposting cuz I forgot to slap feedback on it
My quick concept for a revised version of HAN-D for the AC speculations

glossy matrix
#

!feedback

Give Commando’s Tactical Dive some I-Frames so it competes better with Tactical Slide for his Utility slot

sly kiln
#

!feedback

Chef sear needs a damage buff
It simply cannot compete with how absolutely insane icebox is

I feel 750%-900% would feel better

open notch
open notch
#

!feedback

New green item: pompom berry

All explosive effects have their radius increased by 50% (+25% per stack) and HEAL for 5% (+2.5% per stack) of their damage in their radius.

Effects: WilloWisp, R_BrilliantBehemoth, C_Gasoline, B_Shatterspleen, Survivor_Commando nade, Survivor_Engineer bounce nades, Survivor_MULT scrap launch, Survivor_Void_Fiend both secondaries, V_Voidsent_Flame, runic lens

maiden prairie
open notch
#

!feedback
new lunar equipment: soulbound

Passively applies SOULBOUND to you. When activated, applies soulbound to a targeted ally. 30 second cooldown. Reapplying soulbound to an ally dispells them of it instead.

SOULBOUND: Shares all items between all allies afflicted with SOULBOUND. If any soulbound ally is killed, all soulbound allies will be killed.

empty silo
ember warren
cursive stump
valid violet
#

!feedback

made a goofy ah concept for the new solus wing boss fight and what I hope to maybe see idk...
https://docs.google.com/document/d/1dH9Bi8776otLWlG15H2uC1ZLf5c3_g1ue4p3iUKEyIs/edit?usp=sharing

dry cosmos
#

!feedback

No matter how good the next dlc is, Risk of Rain 3 should be started in the next few years

light rivet
#

!feedback

Add more achievements tied to the new content including the skins

rough ferry
#

!feedback

New Survivor: The Lost Daughter

Lore: After creating Aurelionite, Providence wondered what would happen if a vessel was made with 99% soul. Soon after trapping Mithrix on Commencement, Providence went to work. He gathered as much soul as he could, but without mass, design, or blood, there was no life. So Providence decided to use his own. Taking pieces of his own body, he merged them with the massive amount of fragile soul, and created a being that was almost exactly like himself. Providence named his new daughter Kismet , knowing she had enough soul within her to do what needs to be done, should Mithrix ever return to the planet.

Stats:
Health: 130 (+39 per level)
Health regen: 1.5 (+0.2 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 0

Optional Passive: A Daughter’s Vengeance: Deal 10% less damage to all non-Lunar Enemies. Deal 25% more damage to all Lunar Enemies. (Lunar Enemies being Lunar Chimeras (Exploders, Golems, and Wisps), Mithrix, and the Twisted Scavengers)

Primary: Assault: Swing a massive sword dealing 150% damage. Every 2nd swing sends a piercing wave that deals 75% damage up to 20m away, increases with attack speed.

Secondary: Bombard: Forcefully stab the ground with the sword, launching you upwards and dealing 200% damage to nearby enemies. Activate while in air to slam downwards instead.
Cooldown: 7s

Utility: Siege: Dash forward, dealing 200% damage to every enemy hit, with a 50% chance to stun. 3 uses.
Cooldown: 12s

Special: Overrun: Turn invisible and summon 3 Black Mirages that deal 33% damage and have 33% health. They attack enemies you ping, otherwise attacking random enemies. Each mirage has 1/3 (rounded up) of each stack of your items. Mirages last for 15s. Stay invisible as long as every Mirage is alive.
Cooldown: 25s after all Mirages are dead

“…and so she left, having done what her father didn’t have the heart to do.”

quartz pilot
#

A super rare legendary that gives all of your abilities 1 extra charge (+1 per stack)

rough ferry
#

No ocean Druid, you’re not allowed to have ideas

light quail
#

!feedback
Seekers of the Storm feels much better than release, and I'm very happy to be playing the new survivor changes. However, I think CHEF and False Son could use a bit of an improvement animation-wise. CHEF feels a little.. stiff, I guess? I know he's a robot but I feel he could benefit from a bit more life- maybe some rattling, door-flapping or arm movement, also the torso rotating independently from the rolling pin somewhat. I.e. just little things to make him feel less static.
False Son's (both survivor and boss) club attacks feel awkward. Specifically, I don't think they convey the power/force they ought to, because his body doesn't follow through very much. Compare him to Mithrix's hammer slams. Not entirely relevant to the survivor, but the general point is that he has a big weapon and it doesn't entirely feel like he does. The air slam is better, its mostly just the regular primary that feels off. I know its probably especially hard to nail this while the character is moving, but I do feel it could be improved.

hollow moon
#

!feedback

Catalytic converter (lunar item):

75% (stacks like alien head) lower damage while sprinting, +300% (+300%/stack) speed while sprinting

open notch
#

!feedback

green item: spicy citrus

upon healing more than 10% of max health in 1 second, apply SPICE to yourself

SPICE: increases the next attack's damage by 200% (+200% per second)

slow ivy
#

!feedback

Halcyonite should react to stun/freeze like he does when using the Halcyonite Tweaks mod by Jeffdev found on Thunderstore.

open notch
#

!feedback

New captain m2:

Reinforcement drone

Summons a drone that attacks applying shock and dealing 100% damage for 3 seconds to an enemy, has a 0.6 second attack cooldown, lasts 10 seconds, ability has a 14 second cooldown.

cursive stump
sand lance
#

!feedback

Please put the Artifact of Prestige from Risk of Rain Returns in Risk of Rain 2

brave linden
#

!feedback
A way to tab into the alternate gamemodes from singleplayer, like an arrow on the side of the screen

open notch
#

!feedback

shroom status effect: when an enemy stops taking damage for 3 seconds, they tick down shroom by 1 every second. Take damage for 100% base times the amount of shroom left. so if theres 3 shroom stacks on an enemy, they take 300% damage, 200% damage, and then 100% damage, then it gets removed.

green items:
Toxic shroom: your attack has a 5% (+5% per stack) chance to inflict a stack of shroom,

spore missile:
your next secondary attack applies shroom. 5s cooldown.

tight saddle
#

!feedback
add achievements from sots dlc to Steam

open notch
#

!feedback

Hellburn status effect: when an enemy has less than 5%xamount of hellburn of their max health left, explode for 140%xamount of hellburn damage in a 14m radius, and destroy all hellburn stacks. It is posisble that the enemy survives this explosion

valid violet
#

!feedback

Overburn: applies an execute threshold (in teal) on target's healthbar (stackable and represented by dmg numbers eg: 100% overburn). When hp reaches at or below threshold, the target is executed and blows up in a 15 meter radius dealing damage equal to 100% of current Overburn.

Items: Beepop Mask: gain beepop follower. On death Beepop applies 300% overburn to attacker. Respawns every 30(-3 per stack) seconds.

Azul skull: On kill spread 100%(+100%per stack) overburn to the closest target within 15(+2 per stack) meters.

Non-luminous charm: attacks apply 9%(+1% per stack) overburn

Sacrificial battle axe: attacks have a 10%(+10% per stack) chance to apply 100% of overburn.

Infernal token: every 10(-1 up to 5) non primary abilities apply 1% overburn. +10% overburn per activation (resets on stage completion).

Extras:

Luminous Vase: doubles the non-100% chance effects on proc. Eg: 10% bleed now applies 2 bleed on proc

Just goin with the flow of wildfrost stuff.

sour wharf
#

!feedback

Perhaps a graphics or accessibility setting to make visibility better on certain stages? I love helminth hatchery as a concept but its dark colors on dark colors on dark colors... the eye strain from trying to spot chests and navigate gives me headaches lol, so in vanilla i just avoid it outright or use mods to increase the saturation. It would be a much more enjoyable stage to explore, and be way easier on the eyes too, if there was a little more contrast in the terrain. I've had this issue with abyssal depths too. I get the darkness on these maps is a cool environmental effect but being able to toggle between that and a brighter version would help immensely

halcyon storm
#

!feedback
remove acceleration from Survivor_Artificer and Survivor_MULT movement, it is not fun and only adds more annoying moments in gameplay

rough ferry
#

!feedback

New Red Item: Exponential Growth

For every item in your inventory, +0.2% (+0.2% per stack) to all stats

rough ferry
#

!feedback

New Lunar Item: Sonorous Shouts

Every enemy has 50% (+50% per stack) more health, but 50% (+50% per stack) less Movement Speed
Every enemy has a 1% chance to drop a Lunar Item on death

rough ferry
#

!feedback

New Red Item: Sub-Standard Duplicator

On item pickup, 10% chance to create 1 (+1 per stack) Scrap of the same item rarity

(Excludes;
•items from rarities that don’t have a scrap in that rarity
•any Item Scrap)

compact solstice
#

!feedback
Please fix the item drops into ledges issue for once, its been in the game for so long and its not funny anymore
I take the path of the colossus on most runs and Treeborne colony always throws between 1-3 items off the ledge into the void, guaranteed

final echo
#

pls add the Ravenger and Sorceress as part of the ficial game, it could come on the dlcs with a very unique way to unlock them. But those are really good characters who deserve to make part of the oficial game and not only in the mods 🙂

terse smelt
#

So trying to get ahold of a moderator for a bot what’s the best way to get ahold of them?

midnight plume
#

!feedback

Just a simple one but Keyboard & Mouse support on the console platforms of Ror2 would be highly appreciated And the ability to use the developer console would be nice too (you can open it like you do on PC with ctrl alt ~ but you can't type in it)

fallen loom
#

!feedback

New Artifact: Artifact of Alliance
Every stage, spawn a random ally that inherits your items, including bot survivors, drones and allies from items.

light lily
#

!feedback

I understand how this may sound, but I think that the original characters need to be buffed, for example, Akrid or huntress, as for huntress, she should generally add a passive ability, because there are no complaints about the character and gameplay itself, but the fact is that at first she simply does not have enough strength to cope with enemies,especially on high difficulties or combos, but it's especially disappointing for Acrid, since the character himself is incredibly funny and enjoyable in the game, but almost all of his gameplay is "ran away and spat and maybe spat again, he really lacks hp recovery, for example, you can add an effect to his main attack healing when hitting a poisoned enemy or something like that,or add poison on he's basic attack, the poison itself and its varieties should be buffed or redone the principle of their action, since it feels like they are useless in places and once again all the characters are great, but it really seems to me that they need to be strengthened, especially before the upcoming DLC and current state of the game

cobalt quarry
#

!feedback

Specify elite types in the 'DEFEAT' screen after losing a run;
for example
'Killed by: Blazing Golem'
'Killed by: Twisted Lemurian'
It would still count towards all deaths from that monster type, but it would help narrow down which was the actual perpetrator in particularly confusing deaths.

lament drum
#

!feedback

i don't know if it's something that appeared with the new update or i just took insanely long to pin this down, but please, either change or remove the high-pitched ringing-esque sound from rex's vine special, it's genuinely headache inducing

brave cedar
#

!feedback
Please/ / / / PLEEEASE
Fix arrow Rain!

eager goblet
#

!feedback
A new alternate special for void fiend, in his controlled form it removes 25% corruption and shoots a projectile which deals (insert appropriately balanced number) and in his corrupted form you lose 25% health and it shoots a projectile which deals (insert appropriately bigger number) so essentially you’re trading your ability to heal and to prolong your corrupted state in exchange for more damage

compact solstice
#

!feedback
As more content pours into this game, more incentives are given to loop more often to ready for challenges like false son, to take advantages of new items that generate other items like sale star, regenerating scrap or sonorous whispers, or to find some loop content like the alternative stages or purple portal, or taking a look at new elites like twisted ones.

However i dont think looping "proper" has been properly balanced yet, stuff like the economy being instantly broken past stage 5 (if you played ror1 or rorr you must have felt how even in stage 25 gold scaled properly and economy items were always good), or stuff as silly as enemies reaching their max level (99) as early as mid-way through a sigle loop, leading to a weird plumit in dificulty anywhere past the 1st loop.

Dying past stage 6 is really hard, if you survive the spike caused between stages 5 and 6, you are very likely to continue steamrolling through everything with ease, specially when enemies stop scaling their stats.

I think if the 3rd DLC will add a new final boss which "reshapes the endgame" and customizable drones, it will only further add an incentive to keep looping, so i hope Gearbox at least considers giving a balancing revision to looping as a whole in since it has been untouched for ages.

brave cedar
#

!feedback
steam workshop mod support
mods with new characters/items/maps or gameplay tweaks have achievements disabled
Main menu mod manager
Option to "download host's mods" when joining a lobby
warning about "mods will disable achievements/ game progression"

peak arch
#

!feedback
Bring back keyboard and mouse support for console?

compact solstice
#

!feedback
Seekers of the storm had some amazing item reworks, however feels like this was just because the community was quite vocal about it, some older items in this game are quite atrocious (specially some greens) but we have grown used to them and ignore their flaws.

Gearbox should dare to rework older items and systems instead of just adding content and letting the old to rot.

I want to live in a world where i dont want to cry each time i get Lapton daisy or a Stealth kit

If these items were to relase today we would complain about them, i dont see why we tolerate them just because they are old.

Aniversary is still my favorite update ever for this reason, because hopoo dared to severely rebalance both items and survivors leading to the game feeling quite fresh to play

I dont want systems, items or characters to remain obsolete because they had been like that for an eternity already

brave cedar
#

!feedback
Auto-sprint toggle slider in settings

dry cosmos
#

!feedback
To balance Lunars in eclipse, start the player with 0 Lunar Coins, and double their drop rate

open notch
#

!feedback

Either officially discontinue/archive this channel or start looking at it dont give false hope to us gearbox

maiden prairie
# compact solstice !feedback Seekers of the storm had some amazing item reworks, however feels like...

Lepton daisy rework
While in charging areas, and warbanner, heal 1%(+1% per stack) max health per second

This would include teleporter areas, pillars, void cells, warbanners dropped by the player, deep void signals, activated halcyon shrines, assessment foci (simulacrum beetle guy)

But would not include void seeds, or bubbles that appear from items around the player

Edit: changed stat wording to be a bit clearer

compact solstice
# maiden prairie Lepton daisy rework While in charging areas, and warbanner, heal 1%(+1% per stac...

!feedback
yeah there are a ton of possible good reworks for Lepton Daisy that keep it on pair with other items

-The nova could be triggered manually by disengaging and leaving the teleporter radius with low HP instead of scripted at % thresholds (more novas per stack)
-Instead of a nova it could be some "buffer HP heal" that is steadily applied to you while inside the radius until its depleted (more buffer or/and faster heal per stack)

There is so much that can be done with it, is such a quirky item and one of the few healing green items and its sad to see one of the OG items in such a sorry state and just universally considered green scrap along items like stealthkit or hunter harpoon

brave cedar
#

!feedback
Allow players to chat during multiplayer pause and end credits.

sick abyss
dry cosmos
#

!feedback
I don’t know how feasible it is to ask but the dead cells collab was cool and I want more. Don’t really care what the crossover is but bloons or sts2 would be cool 👍

compact solstice
# dry cosmos !feedback I don’t know how feasible it is to ask but the dead cells collab was c...

!feedback
If they are to make more collabs, i hope this time they put some hidden quest to unlock the content instead of just being "sitting there" from the start.

It will never not be weird to unlock mercenary for the first time and the prisioner skin being already there waiting for you withouth any sort of unlock quest or anything

A quest would be fun, would make it feel more earnt, would pay a better tribute to whatever is collaborating with and also make its implementation feel more thoughtful than just a random skin

open notch
#

!feedback

mercenary prisoner skin unlock:

"the prisoner" as mercenary, take the prisoner's place in the void fields

underneath the map, not at the place where the logbook is, but on the other side, there will be a locked prisoner. when interacted before the void fields is completed, the prisoner gets freed of its chains, but right as that happens, the chains lock onto you and you instantly die, unlocking the skin. This HAS to be done while the cells are still uncharged.

if you ever revisit the place, there will instead be a skeleton thats un-interactable.

vale urchin
#

change the normal ending skins, some of them is just a diferent color of the normal characters with just a little diference.

like ''mul-T'' is just another color, and give the void ending a void skin.

rough ferry
#

!feedback

Minecraft Movie collab

compact solstice
#

!feedback
Despite their similarities, The elemental bands show their cooldown as a numerical debuff, but Breaching fin doesn't and just greys out

compact solstice
#

!feedback
I feel like stacking Unstable transmitter should do something more than just adding extra uses per stage, you wont realistically ever use more than 2 or 3 per stage, at that point you are risking enemies bypassing over the 25% HP threshold in a single hit way too often each stage and are about to get killed eventually.

Or leave it the way it is but give some reward for each one that remains unconsumed at the end of the stage (maybe start the next stage with more money, or gain a very small amout of permanent HP similar to an infusion or prayer beads)

I just really dont want to carry like 4+ of these that i wont use, and i cant scrap them because 1 or 2 are super useful to have, the utility of this item falls drastically the longer the run goes, it simultaneously gets harder to not get an enemy to bypass it in a single hit, while also having way more than you need as you spend less time in each stage as the run speeds up, contributing nothing to preventing some enemy from doing 90% of your HP in a single hit and just skipping all of them

maiden prairie
valid violet
cursive stump
#

!feedback
replace using green portals repeatedly on the path of the colossus with rerouting the teleporter (ie primordial tp) by finding an interactable similar to a newt altar

eager smelt
#

!feedback

True Mastery or Archmastery skins for every survivor after completing eclipse 8 on each one. Would be quite rewarding.

waxen wharf
#

!feedback pause option so runs don’t end every time you have to go/leave and scrap the run entirely, I’m sure I’m not the first to recommend this but idk

open notch
#

!feedback

Mercenary alt trait: parry

Your sword and dash can parry bullets, reflecting them to the target with 3x damage and applying expose to them.

maiden prairie
#

add a ghostly gibbus-like cosmetic that is given to 1000 (active) people in the community, and then other people gain the cosmetic by playing games with them. If y'all also want to make it halloween themed, it can be a ghost that floats around your character like an item (with no effect)

I think this would be a fun way to encourage people to play multiplayer

maiden prairie
#

Speaking of seasonal events,
It would be great if each year there was a repeated event for both Halloween and Christmas, and each year it adds 1-2 skins per event that is unlockable in-game 14 days prior of Halloween (October 17th-October 31st) or Christmas (December 11th - December 25th) respectively. Then, if you miss unlocking the skin, you can unlock it again next year at the same time.

This would be the best middle ground for both the developers and players, because players don't experience fomo, the developers don't have to create 13 skins every year just for a seasonal event, everyone will eventually get a skin after a couple years, and they're permanent unlocks that show you've been around for a while.

Also, because these are seasonal events (and not DLCs), I wouldn't even mind if all the skins were recolors. Having an orange acrid with black gradients or a bleached out Commando representing arctic armor would just be impeccable.

open notch
compact solstice
#

!feedback

The golden shrine needs some rework, it costs a massive 8 normal chests, and is outrageously rare to spawn sometimes
Meanwhile:
-Halcyon shrines basically in half the stages
-Lunar seer redirect in half of the bazaars

If i make it into the guilded coast, 99% of the time is not thanx to a golden shrine, i dont even find them at all, let alone pay their outrageous prize
These shrines feel like an obsolete/vestigial feature in the current state of the game

sick abyss
#

!feedback
Make aurelianite not corruptible with newly hatched zoea

storm gull
#

rename false sun to providaurelionthrix

waxen wharf
#

!feedback crossplatform play online

brave cedar
#

!feedback
Shattering justice applies 1 curse (+1 per stack) to enemies.
10% chance on hit

timid onyx
#

!feedback Please add Artifact of Prestige in the next DLC Pretty please

maiden prairie
#

Armor damage coefficient should be changed from
1-x/(100+|x|) to (100+|x|)/(100)^sign(-x).
For those that don't know what this means, it means calculating stuff in your head will be a hell of a lot easier, and negative armor (shattering justice and symbiotic scorpion) will be significantly stronger in most cases.
In the current version, 42 armor is +42% max health, but -42 armor is +29.5% damage.
With this new formula, -42 armor is +42% damage, which is much easier to think about in your head, and it buffs negative armor as a mechanic

tight saddle
#

!feedback add scrapper, radio scanner and printer icons in game when using radar scanner. This icons already in game on tab

tight saddle
#

!feedback And revert chest icons to chest instead items (sack)

little barn
waxen wharf
#

Like to pause runs tho

tough berry
halcyon storm
#

!feedback

Make Survivor_MULT Nailgun and Survivor_Engineer Carbonizer turrets' laser beam automatically shoot all U_Shuriken shurikens if Skill is firing constantly

for example Survivor_Commando Double tap automatically releases all U_Shuriken shurikens, but these 2 skills have to be deactivated and activated again to shoot U_Shuriken shuriken

finite surge
#

!feedback

Remove Chef's Roll ability giving you extra height on first instance of going airborne. Imo not a fan of the lack of consistency it provides

open notch
#

!feedback

New equipment; juice

Throws a juice puddle thats 18min radius on the ground that heals allies by 10% of max health per second while inside the puddle. The puddle lasts 10 seconds. 45s cooldown

plain phoenix
#

!feedback
Make it so when you ping an ally instead of saying "<name> wants to attack: <ally>" it says "<name> wants to support: <ally>"

night orchid
#

!feedback

Prime Meridian skins for new survivors added by SOTS

it’s weird how every survivor including SOTV DLC survivors has one except for the ones that came with the DLC that the skins are added in

slender forge
#

!feedback

Skins for completing eclipse 8

forest dome
#

!feedback

More Void Items

night orchid
#

!feedback

Shrine of Obliteration

-new shrine that survivors may put items in for XP (must use 1 Lunar Coin)
-XP gained is depended on rarity and scales over time
-from least to most:
Common (White)
Rare (Green)
Lunar (Blue)
Void (Purple)
Boss (Yellow)
Legendary (Red)
-items that are put in the shrine get obliterated, which means they can no longer be spawned by any means. (chests, printers, etc.)
-this shrine can’t spawn with the Artifact of Command enabled
-can only obliterate 2 items per shrine
-Items obliterated display in chat
example: “X has obliterated Bison Steak from existence.”
-can’t obliterate Item Scrap of any kind

whole charm
#

!feedback

Defeating the False Son should give you 5 Lunar Coins every time, ignoring the ones you get from challenges.

twin flax
#

!feedback

Symbol of dominance (void uncommon): when killing a boss enemy, heal 50% (+50% per stack) of your hp. Healing past full adds charge to the teleporter (during the event). Corrupts all prayer beads.

twin flax
#

!feedback

Dimensional rift (equipment): use to store an interactable (maximum of 1), use again to place it. A stored interactable can be brought to another stage, but its price is readjusted to the current difficulty.

open notch
#

!feedback

XP system

For every game you win, lose or end, you gain xp. Xp doesnt do anything really, just a small flex. Theres also winstreaks, with multipliers attached to them.

hollow moon
#

!feedback
White item: tire pump
Increases the size of all allied zone radiuses by 10% (+10% per stack)(includes hellfire tincture)

leaden radish
median bloom
#

!feedback
For the love of God, make heretic pickable from the start if you already got her (or won as her)
Maybe make her cost like 8 coins to play

maiden prairie
#

Crippled growth [Lunar]
Removed 50%(stacks exponentially) of base stats. 10%(stacks exponentially) of removed base stats becomes level up stats.

notes: character stats that don’t usually increase on level up are also affected.
20 base armor becomes 10(+1 per level)
7 base speed becomes 3.5(+0.35 per level)
Jump height becomes 7.5(+0.75 per level)
Etc

cursive stump
#

!feedback

chef too fast 😭 i flew into a wall and took damage with a few speed items

rough ferry
#

!feedback

Add a “Game Test” Gamemode for people that want to test funny stuff

Basically Minecraft’s Creative Mode with command blocks

brave linden
twin flax
#

!feedback

Corruption unchained (lunar equipment): use on an enemy to give it a copy of a random lunar item (equipment doesn’t count) from your inventory (or just a random lunar, if you have none). 30s cooldown.
For example, if your only lunar item is a light flux pauldron, using this on an enemy is guaranteed to give them a light flux pauldron too.

bitter schooner
#

!feedback

This may not be true for epic games or other platforms, but I find it strange how there are no steam achievements for the sots/dlc2 survivors other than their unlock.
Wouldnt it make sense to add steam achievements for their alt skills and mastery unlock like railgunner has with: Railgunner: Marksman, Railgunner: Annihilatior, Railgunner: Trickshot and Railgunner: Mastery, (this also includes V??oid Fiend’s Mastery steam achievement)
I’m sure I’m not the only one who’s noticed this and while it’s not a glaring issue, it doesn’t make sense for sotv survivors to have steam achievements for their mastery and skill unlock challenges, but not sots survivors,
On a similar vein, shouldn’t there also be steam achievements for the “[Survivor]: Cleared Prime Meridian” challenge?

waxen wharf
visual dove
#

!feedback

The upcoming DLC should have more sources of critical strike chance chance, ideally a handful – items/ attacks that only interact with crit like Predatory Instincts, Laser Scope and Huntress' Volley will become hard to get good use out of otherwise

rough ferry
#

!feedback

Add the Ifrit boss and its item from RoRr to RoR2

maiden prairie
#

Earned luck [uncommon]
+0.1 luck per level per stack

compact zinc
#

!feedback

R_Aegis buff:
+30% barrier gain from all sources
-50% barrier decay

timber jewel
#

!feedback

Survivor_Commando buff:
Phase Round can now be charged for extra damage and size
Grenades can be shot to make them explode, grenades have lower gravity and a generous hit box to help with airborne targets.

dry cosmos
#

!feedback

Change for R_Pocket_ICBM :
All explosive attacks fire out 1 (+1 per stack) additional explosive

This would include items like C_Stun_Grenade & C_StickyBomb, as well as skills like commando grenades and mul-t bombs. I count an explosive as anything that can be logically held, and explodes

compact zinc
#

!feedback

E_BlastShower buff:
on succesfully showering a debuff, gain barrier or some buff

compact zinc
#

!feedback

a battle pass which buffs all items, for example:
C_Pauls_Goat_Hoof from 14 to 20% speed boost

honestly it's too obvious

compact zinc
#

🤮

halcyon storm
#

!feeback

Make shrine of order give +1 stack of each ordered item, since it costs 30 credits and should give positive amount of passive items

For example equipment barrels/trishops only cost 1/2 because they give replaceable items and dont really impact in long term

tight quarry
#

!Feedback Void skin for the survivors in seeker of the storm? Like a void false son and eldritch seeker and butcher chef. It would be super cool since sotv survivors have prime maridian skins

crystal silo
#

!feedback
Keyboard and Mouse support for console ror2. Pc has controller support, we should have the exact same.

gleaming kite
#

!feedback
When the artifact of rebirth has no specific item you can pick the white item it gives you, as currently if you want a specific item from it you can just reset until it gives you what you want.

timber jewel
#

!feedback
Several people have suggested we add multiple new crit based items in the future to help combat the now bloated item pool, here are my ideas for some

common
Brass locust
"dangerous in large numbers"
increase crit chance by 5% (5% per stack), crits deal an additional hit of base damage with 0% pro coefficient (damage increases with each stack)

uncommon
Cybernetic Eye
"focus them down"
Your attacks now apply 1 stack of "focus", for each stack of focus gain 5% (+2% per stack) crit chance against that enemy (can be spread with noxious thorn)

Legendary
Gilded Rapier
"deal damage to charge up for a critical hit"
for every 100 damage you deal increase crit chance by 5% (+5% per stack) until you crit. (useless on its own but pair it with some gasoline, tri tips, or damage increasing items to speed up the recharge, allowing you to reach high crit chance even if you don't find any other crit themed items)

ashen tree
#

!feedback
Add a modhub for console players, we want StatsDisplay too 😔

rough ferry
#

!feedback

New Void Item: Primary Directive

Corrupts all C_BackupMagazine Backup Magazines

Primary Skill gains increased range and accuracy (increases with more stacks). Primary Skill gains Auto-Target at 5 stacks

crystal silo
#

!feedback
Antarctic Oscillation should continue playing even after the tp charged fully. I have no idea why this was changed to not persist, but it was better before.

cursive stump
tight quarry
#

!Feedback
A mod menu like how Bethesda has for fallout and Skyrim would be nice. Would add a lot of longevity to the game with retroactive user content while we wait for dlcs and updates

reef rune
#

!feedback
New green item
Gain crit based on your current amount of money. Losing or spending it will also reduce amount of crit recieved from item

lament inlet
#

!feedback
V_Lost_Seers buff:
-triggering on bosses deals heavy damage rather than killing (value could be, say, 5000% base. number can be tuned up or down for balancing purposes)

lament inlet
#

!feedback

Logbook should have expanded options FOR:

  • viewing available elite aspects on enemies

  • viewing each survivors’ alternate skins

  • viewing alternate enemy forms (iirc this only applies to final phase Mithrix)

  • viewing alternate versions of items (used tricorn/seed of life)

All of this could be achieved with a toggle menu in the entry.

compact zinc
#

!feedback

V_Lost_Seers can kill bosses under 30% hp

plain phoenix
ionic mauve
#

!feedback
adding an item that can increase survivors pulling range would be good
it can make C_MonsterTooth and U_Bandolier more preferable and also it can help chef to get his heals when he killed an enemy that is far

maiden prairie
# ionic mauve !feedback adding an item that can increase survivors pulling range would be good...

Change all items that drop a thing to pick up such that the entity doesn’t despawn after a while, and it floats towards the nearest player at a consistent pace.

  • The despawning of items has never made sense to me. We’re not in the age of cramming full games into kilobytes of storage anymore. We have machines that can keep track of an extra hundred ammo boxes, glowing orbs, and hunks of gold.
  • if you do want to make this about performance, then force them to disappear in such a way that benefits the player!
  • I agree with blue aura. Pick up range is annoying… so why does it need to exist?? Scythe heals immediately, leech heals immediately, medkit heals after a buff disappears; why does monster tooth, whose healing is significantly worse than medkit’s, need to also require the mechanic of a player being close by to benefit?

Gearbox, pls fix

timber jewel
#

!feedback

V_Singularity_Band Buff: lower cooldown to match U_RunaldsBand U_KjarosBand .

muted parrot
#

!feedback
add demntia as an item that makes you forget you have an item but you still have its effect or the other way around

twin flax
#

!feedback

Add logbook entries for drones (maybe they'd fit in the monsters tab?)

halcyon storm
#

!feedback

add 1-2s cd for gilded elite gold steal on hit (like how Kjaro/Runald is 10s)

so it wouldnt infinitely generate money by hitting allies or delete your gold by using multihit

*amount of gold steal can be increased

eager goblet
#

!feadback

Some sort of alternate Preferably slightly easier way of completing the mercenary ethereal challenge, the first suitable challenge (in my Opinion at lest) that came to my mind is something like “ kill 20 enemies with one use of a eviscerate” or something achievable like that

trail fiber
#

!feedback
I imagine it has been brought up before, but for some reason all 3 Seekers of the storm characters' ending quotes are not written the same way as the rest of them and I think that should be changed.

"..and so he left, with dreams of good food and a peaceful night." - Mercenary
"And so it left, unchanged in every way." - CHEF

I'd report it as a bug since I doubt it was intentional, but it is pretty inconsequential.

feral jewel
#

!feedback

Make leeching seed overspill (each 100% base damage dealt heals for 1 more hp) (edit: maybe make it 0.5 extra heal per 100% damage dealt cuz it may be too strong at 1)

currently its based on proc coefficient instead of being flat healing for whatever reason

this makes slow fire rate high damage survivors, like railgunner, get more hp on hit and balances it out with the rapid fire survivors that currently get the most out of it

fallen loom
#

!feedback

Introduce crossplay multiplayer for all platforms

old mist
#

!feedback

add pilot to Risk of Rain 2
i lve him

surreal knoll
#

!Feedback
Make it so that acrid can eat dead lizor for hp

analog swift
#

!feedback

add split-screen to pc

twin flax
#

!feedback

Double the maximum hp increase from bison steak, infusion, and titanic knurl

maiden prairie
# twin flax !feedback Double the maximum hp increase from bison steak, infusion, and titani...

bison steak change: +10 base health per stack. This allows for +3 health on level up, similar to cautious slug's +0.6hp/s on level up

knurl: replace +40 health with +40 armor. This will scale significantly better at all times except for huntress at level 1, so it's net positive for everybody.

infusion is alright imo. It's not an amazing item, but I don't immediately look for a scrapper when I find it.

cursive stump
#

!feedback remove osp :3

twin flax
#

!feedback
(Reposted with the right command)
If bison steak is changed to scale with the player's level:

Pearl: increase base health regeneration by 2 hp/s (passive)

fallen loom
#

!feedback
Either reduce voidling's damage and health stats or remove voidling's adaptive armor

feral jewel
#

!feedback

Change planula to heal 10% hp (+5% per stack) on getting hit rather than the measly 15 health

hollow moon
#

!feedback

Item rework: infusion

Removes health boost limit (like the first game) BUT is reduced to .5 (+.5/stack)

crystal silo
#

!feedback

Nauseous Core

Void Item

The next 4 (+3 per stack) chests you open will have 1 (+1 per stack up to a maximum of 10) extra items. Extra stacks gained while in use extend how many chests you can buy before it expires. All stacks become consumed after the final chest. Consumed Nauseous Cores do not regenerate after entering a new stage. Corrupts all Sale Stars.

Meant to trade the long term benefits of the sale star, that being guaranteed green and/or red items, for the short term benefits of the Nauseous Core, being a item that gives you 4 extra items but expires afterwards.

sick abyss
#

!feedback
Change bison steak so it's 25 health and 5% health like monster teeth

twin flax
#

!feedback

Adaptive pauldron (void uncommon): detects which item category (damage/healing/utility) you have the least of and increases a corresponding stat (base damage/armor/movement speed) by 15(%) (+15(%) per stack). Corrupts all berserker's pauldrons.

rough ferry
#

!feedback

New Void Item: Enlightenment

Corrupts all Transcendence L_Transcendence

Increase Shield by 100% (+100% per stack)

*** BUT ***

Shield begins regenerating after not taking damage for 7 (+1 per stack) seconds

sick abyss
#

!feedback
Add cleansing pools for void items

drifting aspen
#

!feedback
Please add a way to transfer data from console to computer

plain phoenix
#

!feedback
Update RoR2 Dedicated Server to make it work with seeker of the storm

wintry bridge
#

!feedback
Release ror2 into gog

empty silo
#

!feedback

Make the laser from the statue in False Son’s boss fight visually bigger to make it cooler.

swift bobcat
#

!feedback
Give players the ability to save quit runs. This can save players runs in the event of crashes, power outages, and getting around unfortunate softlocks.
It will be especially helpful for players doing challenge and those who enjoy longer run

halcyon storm
#

!feedback
Add optional portal to commencement after Artifact trial
Right now there are a lot of artifacts and getting them kinda feels grindy and it forces you to loop which takes even more time
If you could do a quick unlock before ending run it would make process much less tedious

brittle totem
#

!feedback split screen
This would allow multiple people to play with friends or family at home

jovial knot
#

!feedback
please let us save and quit while in the bazaar between time

vapid reef
#

!feedback
Please can we have a skin or some sort of reward after beating voidling with a character kinda like the falseson

crystal silo
#

!feedback

Void Fiend should have a void reaver death explosion. It wouldn't impact normal gameplay, you're dead anyways, but it would make for funny moments in multiplayer.

halcyon storm
#

!feedback
Make Voidling immune to Unstable Transmitter teleport while performing spinning laser attack
sometimes he can teleport in location where laser hits you and kills you immediately

rough ferry
#

!feedback

Add a way to drop Equipments so they aren’t in the way of other interactables cause I can’t hit the teleporter due to this stupid Jade Elephant E_Jade_Elephant being directly on top of it
It keeps making me switch out my missile launcher with it instead of activating the teleporter

rough ferry
#

!feedback

New Eclipse Levels;

Eclipse 9: Ally Attack Speed -5%

Eclipse 10: Enemy health +50%

Eclipse 11: Ally Movement Speed -10%

Eclipse 12: All enemies start with 3 random white items or 1 Green item (randomly selected items, and not from both rarities, altered Artifact of Evolution)

Eclipse 13: Enemies spawn wisps on defeat (Artifact of Soul)

Eclipse 14: All enemies spawn as Elites (Artifact of Honor)

Eclipse 15: Every 10 minutes, your doppelgänger will attack. Killing it drops 1 red item. (altered Artifact of Vengeance)

Eclipse 16: Each Teleporter has 1 of 4 Moon Pillar effects; Mass (no change from normal, 20% chance), Design (shockwaves, 30% chance), Blood (drains health up to 50% max hp, doesn’t activate Eclipse 8’s permanent damage effect, 25% chance), or Soul (zone shrinks, if not being charged will lose charge and increase zone, 25% chance)

hazy willow
#

!feedback
Make a button to clear all the notifications so I don't have to go through every individual thing in the logbook

glass kiln
#

!feedback
Keyboard and mouse support for consoles would be great. Going from PC to console and being forced to use controller is definitely a hinder to mobility or general ability to play the game to some

wild raven
#

Make a cat survivor like acrid but cat

unique pilot
crystal silo
#

!feedback

An eclipse rework meant to speed up the pace of the game, encourage speedrunning, and increase overall difficulty (making it harder to not get hit) rather than increasing the punishment for getting hit, due to the fact that current eclipse difficulty comes mostly from punishing you for getting hit, which most veteran players don't get hit very much.

Eclipse 1: 10% [E8: 25%] faster scaling. 25% more gold gained.
Eclipse 2: Every 3 minutes [E8: 2 minutes] spent on stage, the director gets a token. This token can be spent to turn 1 enemy into a tier 2 elite.
Eclipse 3: Enemies become 15% [E8: 30%] faster after 4 minutes.
Eclipse 4: The director gets a % increase to his credits the longer you stay on a stage. This caps out at 50% [E8: 75%] at 5 minutes.
Eclipse 5: Every 2 minutes [E8: 1.5 minutes] spent on a stage, trigger the effects of a combat shrine. This modifier is disabled during the teleporter event.
Eclipse 6: Every 5 minutes [E8: 4 minutes] spent on stage, trigger the effects of a shrine of the mountain.
Eclipse 7: After 10 minutes [E8: 8 minutes] spent on any given stage, lock all chests remaining.
Eclipse 8: Buff all previous modifiers. You only celebrate in the light... because I allow it.

Note, all modifiers that trigger every X amount of time spent on stage reset their timers and effects upon entering a new stage

halcyon storm
#

!feedback
Accessibility option to replace Railgunner zoom on M2 to not change camera angle
for example, holding M2 just reveals other HUD and reveals all weakpoints on enemies, No camera shift

It kinda feels disturbing when ability constantly shifts 3rd person perspective and fps

proper aspen
#

!feedback

Increase the damage of fireworks with each stack as opposed to the amount of fireworks launched when using Remote Caffeinator. Same with Glass Frog.

rough ferry
#

!feedback

Make the wisps from Elusive Antlers C_Elusive_Antlers not absorb your pings
Trying to ping a location and the wisps keep getting pinged instead even when I’m not looking at it

rough ferry
#

!feedback

New gamemode: Three Moon Flood

The 3 moons orbiting Petrichor 5 all line up, causing massive tsunamis which change the surface of the planet

All stages are now replaced by their Flooded Variant (except on the moon). The Flooded Variants of stages give a slower fall speed to most characters, with the exception of Acrid, Mul-T, Seeker, and all amphibious enemies. Most fallen over debris is either moved from where it would be originally, or if it’s light enough will float on the water

Flooded Variant stages also have returning enemies; the crabs and Whorls from RoR1 and RoRr

Completing this game mode gives you a water-themed skin for the character you beat it with

Acrid gets an orca skin :]

sour coyote
#

!feedback

Artificer Primary rework:
Make Plasma Bolt attack as a normal primary without cooldown.

Since Flame Bolt has a passive ignite on hit and Ignition tank can boost the damage output further Plasma Bolt seems less viable even with the added +4m radius to the attack.
By removing the reload cooldown Plasma Bolt would work better than Flame Bolt with items that increase the rate of fire and the choice between the two Primary attacks would be more balanced.

maiden prairie
# sour coyote !feedback Artificer Primary rework: Make Plasma Bolt attack as a normal primary...

Remove Arti's primary "passive" effect of the cooldown scaling with attack speed from flame bolt, making it a plasma bolt exclusive.

Firstly, I never really enjoyed this being an addition, because Arti is not a fast-paced character. She's methodical, and the cooldowns on her skills were intentionally so to reduce her spamability.
Secondly, even if we are keeping this effect, putting it on flame bolt is immensely overkill given how strong it is, as Morgan above has mentioned. Making this effect a plasma bolt exclusive allows for more actual choice, and reduces the immense power of flame bolt by an amount that shouldn't matter anyways.

rough ferry
#

!feedback

In addition to what Morgan, the Popped Bloon and DEX, the Math God have said, give Artificer more alt abilities

An ice primary that doesn’t fully freeze but instead just slows a little bit (for fairness), a fire secondary, a fire and electrical utility, and an ice special

All balanced so they aren’t the obvious choice over another (electrical primary has no reason to be picked at the moment)

rough ferry
#

!feedback

New White Item: Plastic Spork

+1 (+1 per stack) base damage

halcyon storm
#

!feedback
Auto sprint option in settings, whenever W is pressed character sprint automatically

plain phoenix
#

!feedback
Make the fires in Siphoned Forest actually deal damage instead of being decoration

pliant valve
#

!feedback
Make saving and loading please 😭

rough ferry
#

!feedback

Change the way we get to the fight with the mini-bosses, Fire and Ice Elder Lemurian, in Abandoned Aqueducts, for us single-players that don’t have friends to play with

One change would be to make it so there’s like 1 or 2 more pressure pads, but they stay down forever (or at least for a long enough time to press down the other ones)

Another change would be to just remove the pads, then having destructible ground like in RoRr to get to them

Or a tiny, almost completely hidden tunnel from that tar pit right outside the gate

opal drift
#

!feedback

Add back the fade effect that you get when looking up so your screen isn't obscured by your character.
I had to find an old youtube video for an example.

open notch
#

!feedback

add some transportation to void fields. doesnt have to be much, some jump pads or sky meadow flight transporters are fine

zealous sierra
#

More tar related stuff items or enemies or maybe even a new tar character

rough ferry
#

!feedback

New Red Item: Señor Rat

Gain 1 (+1 per stack) “Señor Rat” companion during the teleporter event that deals 10% (+10% per stack) damage

“Señor Rat” dies once the teleporter has become charged

On death, “Señor Rat” summons 2 “Señor Rat Jr.”s that deal 5% (+5% per stack) damage and have 5 (+5 per stack) armor

If “Señor Rat Jr.” survives to the end of a stage, they grow up into “Señor Rat”

open notch
#

!feedback

add a way to see the amount of items we picked up on the stage we're on

cyan apex
#

If we get Miner then might i suggest for him to have a similar ability to the scorch worms ranged AOE? I know him getting a similar movement skill would probably be to much but that would also suit his skill set

open notch
#

!shit

Red item; Death laser

All damage dealt to you is stored, after taking 100% of max hp as damage, release a death laser around you for 450% (+50% per stack) base damage.

neon walrus
#

one of my biggest which is for a lot of games is a take a break mode which lets a bot fight for you or puts you into limbo yeah ik maybe not the best but humans get busy out of nowhere so im waiting for this to be a basic feature in gaming but idk

sick abyss
neon walrus
#

underground desert like caves caverns with dirt ores and mines

opal geyser
#

!feedback
I was thinking about how the new DLC was focusing on drones. And I considered what sort of equipment item would be neat for interacting with large drone armies. I didn't want a simple "buff all drones" equipment cause that would probably be busted, but I came up with this:

Equipment Item: Drone Assembler. 120s cooldown. If you control 2 or more drones, conglomerate all your drones into a Mega-Drone-O-Tron. The M.D.O.T. is a bipedal robot with a simple punch and a dash. The M.D.O.T.'s size, health, speed, and base damage increase with the number of drones that constitute it. It can use all of the drone's cooldowns. If you use the Drone Assembler while a M.D.O.T. is deployed, it will repair and also absorb any new drones. If the M.D.O.T. is destroyed, all of the drones emerge from its corpse.

Kind of like a Goobo but it's a drone gundam made of your drones.

hazy willow
#

!feedback

Add a filter.

So what I mean is I am not that experienced of a player and do enjoy the game but never really learned every item in base game and got both DLC'S at the same time and very confused which came from where, I would like to filter it through base game or either of the DLC's and it would only show what is from there, or even add a section where you can look at one of the two DLC's depending if you own it or not and it would tell you everything that is in it, ranging from items, to challenges, to monsters, to environments, ect.

topaz marlin
#

New survivor idea: a Druid or shapeshifting class, another mage class because the only one is artificer (or Rex if you count him I suppose) and it could either be organic like a gup little slime that can shapeshifting or a robot that uses nano machines like iron man or something and can fit the theme of being a duo with Rex and uses shapeshifting ability’s and magic ones too

unique pilot
#

!feedback
I would love to see the final boss of the new dlc to be like a stationary boss with multiple hard to dodge projectiles, lasers and a barrier protecting it, not directly moving around or interacting with the player, and from time to time, when hitting the barrier enough times/hard enough or when you disable some beacon like interactables (just 1 of these is enough, not all 3), the will boss have a moment where they will get close to the ground (if they are gonna be high up in the air), lose the barrier and not fight back, I don't know if I made my idea clear, but I think it would be cool, since all bosses now are just "beat them with non stop fire power/burst", the first stage of the final boss from roboquest is what I have in mind

compact solstice
#

!feedback
The new content looks quite awesome, tho i hope this 3D model is just a placeholder and is not the new "art direction" for item designs (refeering to the quality of the 3D model, not the item design/appreance itself)

sly patio
#

!feedback
‼️ YOU SHOULD SEE THIS‼️ Hello, I'm translating this using Google translate, I'm going to ask you to do something about the enemies from the void. Drones have been dying like flies because of them since the FIRST DLС. One explosion, and the packs of your drones are gone, as well as the cells that sometimes appear on the levels, and you need to kill a certain number of mobs. PLEASE, if you don't do anything with them, any improvement to the drones will be useless already at stage 6, because of the void.

halcyon storm
#

!feedback
Make it so drone activates owner's on kill effects if it manages to land final hit, like in RoRR

olive forge
#

!feedback
Updated drone targeting is great. Having them target what you want them to is helpful. However, sometimes you want cover on things other than what you're attacking, like when you're surrounded by enemies doing the teleporter. Instead of always targeting what you are, have them target enemies you ping. Gives it a use in singleplayer and gives more flexibility.

maiden prairie
#

Add in the ability to force activate an equipment drone's equipment by pinging it as the owner.
I had a game yesterday where an equip drone had a radar scanner, and it wouldn't activate it unless I was in direct combat (My assumption is because equip drone AI is made to only activate the equipment when an enemy is nearby as to not waste lots of the equipment activations)

this led to me and my friend having to wait minutes for an equipment that should've activated every 10 seconds.

compact solstice
#

!feedback

I dont think is hard to see how the new Spurs item will just be an improvement over the Red whip
Both offer mobility out of combat, but the spurs does it more consistenly and also aids in dealing damage, also both green items (and ironically cowboy themed as well)

Its a recurrent problem that the devs seem forbbiden from making more void items because it would require owning 2 DLCs
But considering the target audience, i think most ppl would want a more balanced item pool since having all the DLCs is suposedly the intended way to play the game.

You cant talk about not wanting to bloat the item pool in the devlog and then for the 3rd time deliver a good item that is suspiciously similar to another item in the same quality but for some reason is not a void variant for some bureaucratic reasons

halcyon storm
#

!feedback
remove recycler cooldown on stages with paused time
U_WarHorn R_Bottled_Chaos wouldnt really be broken or much stronger because all stages with paused time give you very limited amount of items to use recycler on

umbral berry
#

!evil feedback
disable recycler on stages with paused time

rough ferry
#

!feedback

Fix the Director’s inter-actable spawning

Sometimes I find like 2-3 scrappers on the same Stage right next to each other

Also sometimes it’ll spawn multiple 3-D printers that all give the same item (one time I was on Stage 7 and there were 4 C_StickyBomb Sticky Bomb printers)

Those credits could be used for other things

And make scrappers have predetermined locations like Newt Altars that way if they do spawn, they aren’t hidden on some random ledge behind everything and aiming off a cliff

olive forge
#

!feedback

with 'the greatest team' working on this new expansion, I think it could finally be done, with luck: make printers/scrappers/multishops/anything shoot items into petrichor V's frequent bottomless vats (prevent items from going off the ledge).

gleaming wadi
#

!feedback

glossy matrix
#

!feedback

Make Artificer’s Ion Surge skill be able to swap between being either her alternative Special or Utility skill. This would give her greater build variety, as it would allow her to potentially have more mobility when Flamethrower is selected as her Special, at the cost of not having access to Snapfreeze’s Freezing when Ion Surge is selected as her Utility.

keen glade
#

!feedback

would be nice if dlc2's content was nerfed a bit.

  • Shrine of shaping is an automatic pick, it would be good if it has some sort of choice (maybe taking an item, etc.)
  • Changing seeker's revive to only work on 1 person, and not on themselves. Meditate is already crazy good, it doesn't need an automatic dios along with it
  • Changing Chef's frost ability to take more stacks (10 or so), my reasoning being that he doesn't need crazy damage AND a freeze (please arti needs something)
  • Changing false son's dashes to feel more fluid. Coming from mercenary, his dashes feel very offputting to use

guys PLEASE don't overuse strong mechanics like freeze and revive. They are both rare and powerful mechanics for a reason

cursive stump
#

!feedback i beg of thee, tweak the credit amount on maps. way too much discrepancy between stage 1 loot amounts

austere kernel
#

!feedback With the new expansion I think it'd be nice to include a higher official difficulty than Monsoon too, maybe one that uncaps monster level from 99

glass osprey
#

!feedback

Now i really dont want to make assumptions about a dlc that hasnt released yet
but from the dev diary 2 i just wanna point out 1 thing
and thats the enemy that removes your items for a significant time
Now think about this,
your items are the most thing in this game
your defence your speed hp attack your build is in there and taking that out is really bad

That will kill your loop run

Now i can see what you guys are going for i think
when you dont have items your drones are the plan B
you are relying on them to make you stay alive and kill the enemys
But that would mean making drones at the same power as items ,witch is good
sure a drone can give health and kill stuf but can it give defence or movement speed
So eather we are getting a drone that increses base movement speed and armour but if not we might be in trouble
Or you can make it so that the enemy removes a portion of your items or decreses item effects but removing all items is a bit harsh no?
Sorry for the text bomb and thank you gearbox for not letting us down with sots dlc we belive yall

gleaming wadi
#

!feedback

Add newts dialogue into the game. He had dialogue that never made it into the game. It was very simple texts like, “More growth. Good good good.” Since i started the game newt has been my favorite thing in the game. It sucks he has no personality. Adding this small thing would be super cool.

sick abyss
#

!feedback
Have the enemy only take away half(insert balanced percent here) of your items. Taking all of them is diabloicle

cursive stump
inland sphinx
#

!feedback

this is kind of an odd request, but could you guys add some kind of accessibility option to see interactables and chests on the darker/more saturated stages, like a highlight around them?
it is actually like, completely impossible for me to see chests in stages like wetland aspect, sundered grove or the rocky parts of abyssal depths, and it would be massive to have a vanilla way to reduce the eyestrain that comes with scanning these stages for items

pictured: sundered grove chest in the top right, like impossible to see

compact zinc
#

!feeback

U_Stealthkit buff:
5% chance on kill to give you the stealthkit buff
increases the lower health you are

flat cypress
#

!feedback
Buff Twisteds, they're super weak.
They shouldn't lose their elite ability for a whole 10s and the projectile shouldn't be so easy to destroy.
No other elite loses their ability entirely or is as easy to circumvent as this ones.

halcyon storm
#

!feedback

decrease Survivor_Artificer Ion Surge movement speed scaling, like C_Pauls_Goat_Hoof would add only 3.5% distance instead of 14%, it is quite annoying when you hit skybox with surge or just push yourself too high up

twin flax
#

!feedback

Mechanized items: essentially void items (purple outline, corrupts all copies of its counterpart), but part of a separate item pool obtained through different means. (They are distinguished by the AC icon instead of the SoTV one in the top-left corner. They cannot be obtained through pluripotent larva.)

From least to most annoying but creative, they might be obtained through:
- Chance to drop from chests in the new stages
- A new scrap pile interactable: interacting with one drops the item, but also causes an explosion of shrapnel that applies the permanent armor reduction effect to anything it hits
- When a solus enemy corpse falls within ___ meters of a chest, the chest is destroyed and drops a mechanized item

Regarding power creep, I'm fine with unscrappable items being a bit better than scrappable ones. So, Faraday spurs might work as a mechanized counterpart to red whip.

flat cypress
#

!feedback
Don't make Squid Polyp or Happiest Mask ghosts spawn at half health in Eclipse, because it makes them last half as long.
It only affects items already considered bad but like I guess eclipse nerfs all healing items anyways but I think it's lame

cobalt quarry
#

!lol

Grav-Warp Gearbox

Void Uncommon

Jumping while airborne causes you to dash in an inputed horizontal direction 1 (+1 per stack) time, granting a small window of immunity per dash.
Corrupts all Hopoo Feathers

austere kernel
#

!feedback
I would be happy with some classic RoR items returning too with the new expansion, part of me misses items like:
Tough Times (Armour), Thallium, Golden Gun, Ancient Scepter, Rusty Jetpack, Lost Doll

I'm sure there are others that could make a solid comeback too

true zenith
#

Two new artifact suggestions:

  1. Artifact of solitude: prevents drone spawns
  2. Artifact of the faithless: prevents shrine spawns (of any kind)
leaden radish
#

!feedback

V_Newly_Hatched_Zoea Newly Hatched Zoea is a very cool item, providing a very real risk of removing your boss items, but also being so rare and late into runs that it will either not be taken or just not seen all together

I think it'd make for a very, very cool mechanic if infecting TP bosses guranteed them to drop a Zoea as a reward

this would be in itself quite risky as not only you're fighting a voidtouched boss, but also since you'll be picking up a Zoea much earlier in the run where you don't know if you'll get something good such as B_LittleDisciple B_Shatterspleen B_ChargedPerforator B_MoltenPerforator which I think would provide for very intresting decision making, and I belive that strategically using a void cradle to infect tp boss, by protecting it from other enemies and leading it to the boss would just generally be able to enrich the gameplay on a stage, aswell as being a very cool detail
This would also help with acquiring the logbook for Zoea by making it much much less rng involved.... If you know what to do. I think tiny nieche interactions like this can really make a lot of difference

sage helm
#

!feedback
So unlocking things by getting achievements is cool and all but I never know my progress on some of them (such as CHEF’s alternate special, dying 20 times, etc.), or my best attempts or high scores on others (hitting 30 consecutive weak points or hitting 1000000 as railgunner, healing for over 1000 health with REX, etc.).
Maybe in settings have an option for a progress bar or something?

cursive stump
twin flax
#

!feedback

Make void cradles, void infestors, safer spaces, needletick, singularity band, tentabauble, and polylute appear when any DLC is enabled. Then other DLCs could add new void items, while still keeping most of the void stuff exclusive to SoTV.

random yoke
#

!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.

Couple shrine ideas to go with it:

Shrine of Devouring
-Converts all of one item into one of another of same rarity. Would be selectable

Shrine of Mechanisation
-Creates a random drone ally in exchange for gold

Shrine of Brotherhood
-Creates a random non-drone ally in exchange for an item. Higher the rarity, the better the ally.

cursive stump
#

!feedback sirens call loop variant where the door in the cave is open

floral plank
#

!feedback

I noticed that using the Artifact of Chaos as Railgunner shows weak points of all the survivors expect the ones added in the SOTS (Seekers of the Storm) update.

This may not affect the main gameplay loop of risk of rain 2 at all but I really appreciated this attention to detail nonetheless and I would love to see the unique weak point placements that Seeker, CHEF, and False Son could have, I really love all the small meticulous and interesting details in this game even for something that maybe only a few people would really discover.

fringe anchor
#

what if mithrix was turned into a void monstr like how void fiend was a currupted commando and you go back to the moons in the void

hazy atlas
#

!feedback

Please make Acrid's neurotoxin skill fire when the input is held, like ravenous bite does.

One purity makes both secondary skills spammable at a half-second cooldown. Also, I believe it worked this way in the console version before it was brought up to parity anyways.

maiden prairie
#

Revert the "bug fix" back during sotv where holding a skill bind now DOESN'T use all skill charges in a row, automatically.
I still don't understand why this was a forced change and not a toggle, AND why it was added because one character out of a roster of 14 is impacted positively when everyone else is impacted neutral/negatively.
It was not thought out well, and shouldn't have happened in the way it was.

rare wasp
#

!feedback :
When you have unlocked an artifact, it's possible to change the values of the artifact.
For example :
Artifact of glass : you can change the health from 10 % to 100 % and your damages from 100 % to 1000 %

It allows you to adjust the difficulty and try new gameplay :)

glossy matrix
#

!feedback

Add an optional / toggleable mini-map with a top-down view of the stage that displays any interactables your survivor has gotten really close to or pinged. This would make it much less time consuming (and, consequently, less frustrating) to go back and track down that one chest you didn’t buy as you were exploring the stage.

Additionally, the Radar Scanner would specifically not reveal the interactables on the mini-map as that would make it overpowered.

cursive stump
#

!feedback can i pleaaase let the music continue when tp is finished (as a toggle)

tidal creek
#

one of the railgunner's special abilities says 'fire A piercing round' and the other say 'fire piercing round'
highly disturbing pls fix 👍

compact zinc
#

!feedback

B_Defense_Nucleus buff:
gain an orbiting alpha construct (same stats)
on elite kill, gain another follower
construct limit is 2 +1/stack

xi construct:
at 50% hp lowers to the ground and turns into majour construct
does not do shield move in air

compact zinc
#

!feedback

an equipment which consumes others on interaction to grow stronger, for example:

shoot out 15 shards with slight aim assist, dealing 100% damage each

+1 shard and 10% dmg per consumed equipment

blissful matrix
#

!feedback

i wanna be able to pet the drones. not for any real perk or upgrade or anything, but just to show my appreciation for the little guys that're helping me.

rough ferry
#

!feedback

Buff Commando’s Alt Special (Grenade) so that there’s an actual reason to use it

Right now there is only 1 reason to use it instead of the rapid fire, and that reason is to show how cool you are in being able to hit enemies with it, but even then it does barely enough damage to warrant using it

Needs a buff

twin flax
#

!feedback

Increase the amount of credits required to spawn blind pests. Change hunter's harpoon to give aim assist against blind enemies in addition to its on-kill effect.

flat cypress
#

!feedback
If I have an elite aspect my minions including drones become elite, because it's funny and fit the drone update that dlc3 will bring.

pastel venture
#

!feedback
Either ramp up the games initial spread of spawn credits or simply force there to always be an enemy on the map somewhere. It’s very boring in the first 15 minutes of a run, and especially in the first 8-ish, when you’re just sitting there waiting for single beetles and wisps can spawn so you can open loot. This happens consistently on Monsoon and is a huge drag on early run momentum.

sick abyss
#

!feedback
Add console commands to consoles

twin flax
#

!feedback

Increase the cooldown of a blind pest's attack

rough ferry
#

!feedback

New Artifact: Artifact of Continuance

The Teleporter can become fully charged even if the boss is alive, but any enemies still alive in the stage get transported to the next along with you

This doesn’t work or activate for the Primordial Teleporter if it is aimed at the moon

Artifact of Kin will not change the enemies between stages

plain phoenix
compact solstice
#

!feedback

An enemy disabling ALL your items for a period of time sounds like just a die imediately enemy if you are post loop or a "does nothing" enemy if it cant catch you in a vulnerable situation, this seems like too inconsistent of a difficulty value for a common enemy

I think it would be more interesting if it disabled a few items per hit, but for the entire stage duration (items disabled could scale with stage number or max items held)

rough ferry
#

!feedback

New DLC idea: Execution of the Sovereign

Adds a few new items that I’m not gonna list here, but the main point is that when reaching the Primordial Teleporter you can set it to a third destination: Petrichor’s Star

You can also teleport there after beating Voidling rather than just ending the run

*** The Primordial Teleporter aligns with the Star ***

After going through, arrive on the Hall of Melchior (Mithrix and Providence’s father), where flames are everywhere, Magma Worms attack randomly, and at the end lies Melchior.

Uses a weapon that shifts between a sword and a hammer, fires lunar and solar spikes, creates Umbral clones, and summons chimeras. Able to take items and lock skills, but not all of them (items or skills) and not both at the same time. Has periods of forced rest due to being locked up so long where he takes double damage.

Beating him unlocks a sun-themed skin for the used character. (R.E.X. gets a PvZ sunflower :] )

Is an available alternative to Mithrix fight in Eclipse (you’re unable to end an Eclipse run on False Sun, or skip Mithrix to fight Voidling through the Void Fields)

sharp junco
#

!feedback

Add an autosave feature for a single player runs. It helps some people with a low-perfomance pcs if the game suddenly crashes

unique hull
#

!feedback

Sometimes when i'm playing on my PC using a bluetooth controller (i disconnect my mouse and keyboard) and my bluetooth loses connection, the game continues and I watch my run end. If there could be a feature that pauses the game if it detects a sudden loss of any controller, that would save some. Thank you for your consideration.

twin flax
#

!feedback

Clam buckler (void uncommon): When moving backwards, increase armor by 20 (+20 per stack) and movement speed by 30%. Corrupts all rose bucklers.

topaz quartz
#

!feedback

Elite equipments that have a death effect (glacial, mending) have an ability. When the ability is used, it triggers the death effect as if you just died.

This gives glacial a more useful use than a very rare chronobauble, and mending, some more healing for your friends.

(The cooldown could be something like 15-25 seconds)

dusky umbra
#

!feedback

When you play alone you can save the progress you made.

tight saddle
#

!feedback

When you play in coop, if host is disconnects, game redirect host to one of connected players. Disconnected person can re-connect to session but he can't be host

sonic shuttle
#

!feedback Make the dlcs available offline, on the xbox one you cannot play the dlcs offline. Playing offline makes my console run better and it would be a nice QoL change, as I won't have to download the dlcs every time I boot up the game. How does that even work?

past plover
#

In Coop if one disconnects,not only allow rejoin but with random items that amounts to the highest item holder currently in game,or maybe be able to give use the items back when we reconnect

magic wasp
#

Hey so the last time I played multiplayer, it seemed a bit wonky (specifically the chests being shared) is there a way (or mod) that makes it so either everyone get a copy of it (there would have to be less chests) or so the one who opened the chest is the only one who can see it (there would have to be more chests). Potentially make it so all players are assigned a colour, not one the players could see and split the chests into groups of those colours (essentially, teams where only the green player can open green chests) I want multiplayer to feel more "full".

sand barn
#

!feedback
Nameless item idea
-Uncommon or legendary item
-select one item that can't be used by cauldrons or 3d printers
-egocentrism works normally
-this item can be scrapped and used normally

maiden prairie
# magic wasp Hey so the last time I played multiplayer, it seemed a bit wonky (specifically t...

Add the ability for players to drop items in multiplayer exclusively.
This would be way too strong in single player, given there’s no other reason to use it than to optimize items getting printed, but at least in multiplayer, it’s incredibly useful to be able to move items around to players based on the character/s they’re playing and builds being used.
This would also put less stress on folks to open a chest and not immediately pick up the item, saving it for their friend half way across the map.

Two ways this could be balanced:

  • items dropped by players cannot be picked up again by that player, even if it was given to someone else and dropped again.
  • only items gathered within the stage you’re on can be dropped
    • some other limiting factor, like a number of items can be dropped per stage
broken garden
#

!feedback
since suncles killed the sots feedback channel, im taking this here.
please give the sots characters their own prime meridian skins. the fact that they dont have them is kinda silly to me

pastel venture
#

!feedback
Boost Gilded Coast’s base enemy credits. Going to it at 10 minutes or even at 15-20 is a massive slog because of how long it takes just for things to spawn and give you money. It doesn’t effectively add challenge because at that stage of a run the only enemies that spawn are in small packs, and it only serves to discourage going there due to the tedium of waiting in a time-frozen Hidden Realm.

rough ferry
#

!feedback

Make it so when you die to having 128 or more Shaped Glass L_ShapedGlass in your inventory, the death message says “Killed by: Unintentional Game Design” instead of “Killed by: The Planet”

sterile grove
inner delta
#

Stop items from falling off the map pls

pastel venture
sterile grove
#

Artifact of the Curse

Reduces max health in 5% for each stage, maximum -60%?? -70%?? health (for more difficult run, I'm masoquist)

Would be interesting for an achievement, beat the game with this artifact
!feedback

trail linden
#

!feedback

a mod catalogue for console

maiden prairie
#

!feedback
Artifact of Delayed Gratification
Level up exponentially faster, but level ups happen at the end of a stage

Formula is xp needed^(0.67)

sonic shuttle
#

!feedback

flamethrower should just be one giant burst of damage, like sear from ror1. Just a cone in front, just pop and go

gleaming kite
#

!feedback

Change the artifact of rebirth so that instead of giving a random white item when empty or the item you put in it, make it so that you can start a run with any item you've previously stored and allow equipment to be stored as well (if they can't be stored currently)

maiden prairie
#

Artifact of Rebirth II: Artifact of Resurrection
Items stored for rebirth are copied over for this artifact. You can store as many items as you'd like at once.

Within the artifact menu pop up, you can toggle rebirth vs resurrection, and also choose to reset the items stored by resurrection.

I really want the artifact tab to be more fleshed out, with additional artifacts that are close, but not the exact same (for instance, artifact of potential: replace command essence with void potentials), so I'm throwing this idea out there

sterile grove
#

Void Fiend:
Another option for void fiend ultimate; The Void, create a Blackhole, if you hold it, the blackhole will expand more and more, pushing all the enemies around you and dealing damage (Void Radiation Damage) and when you stop holding the blackhole explodes and deals a lot of damage

(I'll improve this idea later I'm on mobile rn)
!feedback

foggy bough
#

This is the first part to my post, i had to split it between two parts because of Discord's character limit.

!feedback
There are some aesthetically displeasing aspects to SoTS that hinder the experience of the game for me. I have made a list of them. I know you guys receive a lot of feedback about the way that the new survivors and their animations look and whatnot. I will not bore you with that stuff (It would be cool to see improvements in that area of the DLC too, however). Instead, the list i've compiled consists only of minor aesthetic issues and inconsistancies. As minor as they are though, they can be quite irritating. So i ask of you, The Risk of Rain 2 Team, to have a look at them.

Items

  • The sound effect of Elusive Antler orbs spawning gets spontaneously cut off when picking it up. Very annoying. Honestly the reason why i scrap it. I think the sound should continue playing even after the orb is picked up. Also, in the steam post about the item rework, there was a pick up animation for the orbs. Now it doesn't seem to be present. What happened to it? Is it bugged? Can it be brought back?

  • Growth Nectar plays quite the sound effect when gaining buffs. It's very loud and not justified imo for how frequently you gain and lose buffs. I think the sound should be removed entirely.

  • I could say the same for Chronic Expansion as well. The sound is too loud and "in your face" for how frequently it plays. The sound should be quieter in my opinion.

  • Breaching Fin's cooldown debuff is white while all of the other cooldown debuffs (safer spaces, bands etc.) are grey. I think The Fin's icon should be grey too.

foggy bough
#

Part Two
!feedback

Survivors

  • Seeker's tranquility leaves overlap with the skill charges. I think the leaves could be pulled upwards a bit and it would look nicer.

  • The icons of the abilities that Seeker got in the Survivor rework look different compared to her old ability icons. Their backgrounds are cleaner, while the older ones' backgrounds are more black-ish and dirtier. Once you see it, you can not unsee it. It would be cool to see the new ability icons edited to fit in with the old ones.

  • Same goes for False Son. His Stake icon's background is darker than The Spike's background.

  • False Son's Burst Laser icon, and I'm sorry to say this, just looks bad. Could it be remade?

  • CHEF's unique skill debuffs (The ones that are for CHEF's Kiss) create visual clutter and aren't necessary at all in my opinion. Besides, no one plays around CHEF's Kiss anyways. I think it would be better if the skill debuffs were hidden. They don't count for Death Mark anyways.

I know a lot of the complaints I've listed here are very nitpicky, but i really think that they hurt the DLC's overall quality and integrity. I'll be really really happy if they are looked into.
Thanks in advance, and thank you for the great DLC.

pastel venture
#

!feedback

Make pinging a enemy cause its HP bar to appear.

sterile grove
#

!feedback

  1. Option in the esc during run to save run and load it later (able to save 5 or 10 runs simultaneously)

  2. If the host looses his connection the run stop and saves to avoid loosing the whole progress (keeping the players items)

rough ferry
#

!feedback

More accessibility settings/quality of life improvements:

**•**numbers on enemy and/or ally health bars

**•**drones and/or turrets attack pinged enemies

**•**drop equipment by holding “Q” (or whatever other button y’all incorrectly use to activate equipment)

”Guaranteed Spawn Locations”. Guarantees certain interactable spawns’ locations like Scrappers and Cleansing Pools so that if they spawn they’re always in a certain spot. Would also avoid creating 8 Scrappers on stage 13, like come on game give me a different interactable.

”Reset” and/or “Restart” run buttons. “Reset” would re-roll randomness like Kin and which stage you start on, “Restart” would not.

inland musk
#

Make it possible to defeat all the bosses in a single run. Provide a portal to continue the run on what are currently run-ending bosses.

Also make it an achievement to do so.

pastel venture
#

!feedback Have Oddly Shaped Opal, Red Whip, and Cautious Slug actually list the conditions for their effects rather then the unclear descriptions of "outside of danger" "outside of combat" "when leaving combat" etc.

zinc hearth
#

!feedback

please never introduce something like the family bonding achievement again... 💔
/hj
im going insane

floral needle
#

!feedback

Please give chef 3 m1 animations, since he has 3 cleavers that shoot quickly, its kinda wack and not fluid seeing him chuck them out with one single animation each time.

Think like mercenarys m1 animation 1 -> 2 -> 3, its the same each time but its fluid, I think chef needs something similar

stuck aspen
#

!feedback

Maybe revisit the original characters and add more abilities to them, for example, a new ability for captain that replaces his taser. Maybe something like a dragons breath shot that burns the target instead of stunning them

rough ferry
#

!feedback

Survivor Changes;

Commando: Buff Frag Grenade Alt Special, it’s useless

Huntress: Add an Alt Secondary, maybe something that utilizes burn, bleed, or freeze

Mul-T: Fix glitch with power mode Special + saw Primary. You can make your nail gun have 99.99% accuracy if you use saw as Primary or Secondary and have nail gun as the other, I forgot

Engineer: Change nothing, he’s perfect. But maybe a crossover skin, like Engineer from TF2

Artificer: More elemental Alt abilities

Mercenary: Change nothing, he’s perfect

R.E.X.: Needs a stat buff, feels weaker than every other character

Loader: Change nothing, she’s perfect

Acrid: Buff or remove Blight Passive so people don’t think it’s a good idea to use it. It’s basically Commando’s Frag Grenade

Captain: Add a movement-based Alt skill

Bandit: Buff Desperado Alt Special, feels underwhelming compared to Lights Out

(Basically make some minor changes to everyone except the DLC characters, Engineer, Mercenary, and Loader, they’ve been fine tuned and feel really good to play compared to everyone else)

pastel venture
#

!feedback Make Sear’s fire match its hitbox.

formal moon
#

!feedback
The code hint for the Artifact of Command does not stand out enough; unless you've got specific tv settings, it's all but invisible, especially on Switch.
We need some in-game way of logging these things.
Maybe items that drop from the tablets once we get close enough to them that logs the codes into our logbooks for future reference.

leaden radish
#

!feedback
To any people, developers, gods, that may be listening; I humbly request a dead zone setting for controllers, all controllers get stick drift sooner or later and it becomes a necessity. I would love to still have a good experience even if the flimsy produced controller starts disintegrating after a year

Sincerely,
me 🙏

rough ferry
#

!feedback

New Void Item: Golden Fishing Rod

Corrupts all Hunter’s Harpoons U_Hunters_Harpoon

+10% Attack Speed on kill. After 3 (+1 per stack) seconds of no increase, effect fades over 1 (+0.5 per stack) seconds.

rough ferry
#

!feedback

Add another way to get out of Gilded Coast

If you have Longstanding Solitude, are at max level, and run out of free purchases, you literally can’t leave cause Aurelionite becomes completely immortal and you’re stuck there forever

maiden prairie
# rough ferry !feedback Add another way to get out of Gilded Coast If you have Longstanding ...

Rework how leveling works
Currently, levels cap at 94, yet xp hitting the integer cap is no longer an issue since the formula was changed.
It would be nice to uncap the level up to 999.
Additionally, specifically for longstanding solitude, it would make sense to either destroy the item or otherwise remove the effect if you are max level.

I could also see a system where you lose xp going to different areas, like the bazaar or looping or something, thus slowing down your progress towards capping out your level.

edit:
after doing some math on Desmos, I have found that you can get up to about level 1610 with no changes to the formula, so getting up to level 999 should be a very easy change. And if it's not an easy change, devs gotta refactor their code lol.

elfin helm
#

!feedback Mac OS support please 😭🙏

pastel venture
#

!feedback Make the gilded shrine’s Halyconite Blessing not be guaranteed to give a SotS item. Due to the prevalence of stage 1 Gilded Shrines this makes SotS items more common then all others overall, and makes the blessing feel very samey. It’s especially strange as the DLC items have no throughline and thus no real reason to be guaranteed here other then to artificially inflate how often they appear.

white reef
#

!feedback Make cheeseburger item.
On enemy kill there's a chance they drop a cheeseburger that can lure enemies in and maybe d.o.t but that doesn't seem needed
Edit: with how awesome this would be, it would probably be a red

rough ferry
#

!feedback

New Void Item: Cheeseburger Summoning

Corrupts all Interstellar Desk Plants R_InterstellarDeskPlant

On kill, plant a Hamburger Seed that grows into a Hamburger after 2 seconds. The Hamburger either heals allies that pick it up for 15% (+15% per stack) of their max health, or explodes when coming within 5m (+5m per stack) of an enemy dealing 200% (+200% per stack) damage in a 10m (+10m per stack) radius

brave linden
#

!feedback
lunar coin count somewhere in the lobby before starting a run

pastel venture
#

!feedback Make Molotov shatter on hitting a enemy instead of bouncing off of them. This detail makes it incredibly difficult to deal damage with an equipment that would already be mediocre without it.

mellow field
#

!feedback

New Void Item: Shell Box

Corrupts all Bandolier U_Bandolier

On kill, 10% (+10% per stack) to drop a box of shotgun shells that on pickup, reduce current equipment cooldown by 3 (+2 per stack) seconds

frail topaz
#

!feedback
So, I had an idea to turn the worst best lunar item usable even better.

Egocentrism no longer consumes:
•other lunar items
•consumed regenerating scrap
When egocentrism consumes a regenerating scrap, the scrap is consumed as if used normally.
Egocentrism gains +1% damage per stack

This would make egocentrism a lot more fun as an item. I'm not sure how much spaghetti would have to be introduced to make this work... but I think it'd be a really worthwhile change.

frail topaz
#

!feedback
Heritic should become unlockable from the menu after defeating mythrix/voidling/false son as them.

Dang, people are really torn on this... the reason I say so is because PC players will just choose to mod this in, but console doesn't get that option. It's an ease of access thing designed to just make the game more streamlined and enjoyable for heretic mains. Besides, there's still merit to collecting their items since they improve effectiveness and ability charge count. I understand the interest of having a unique character that's only accessible through items... but like Chef, it should just be an unlock requirement to enjoy them indefinately.

rough ferry
#

!feedback

New Green Item: Box of Quarters

Gain a small chest’s worth of gold (current stage equivalent) upon picking up this item

Increase damage by 5% (+5% per stack) for every 200 gold you have, up to a maximum of 1000 (+75 per stack)

woeful wedge
#

!feedback

Add a short demo-like selectable if you don't have the DLC so you can try some items and maybe one survivor.
It can be short, maybe 2 stages max, and it can only use things seen in trailers, so it doesn't spoil the DLC.
This would be cool to see for Alloyed Collective because a trial of the new drones would make anyone want to buy the DLC
If you have any suggestions to this idea, let me know so I can improve it

boreal warren
#

!feedback

Nerf gups, I had a run where i got gups horde of many, anf got swarmed by like 40 because of how many spawned, make them do less damage or decrease their health, pleaasee

rough ferry
#

!feedback

Gamemode where everyone’s suggestions here get added

Chaos chaos chaos

pearl cairn
#

!feedback

make ror2 cross platform i beg of you

frail topaz
pastel venture
#

!feedback Allow Scavengers to appear pre loop on Siren’s Call like they can on Sundered Grove, perhaps with a slightly higher likelihood and within a more generous window then they do on Sundered.

Siren’s is currently far and above the worst stage 4, an issue compounded by the addition of Sale Star. It’s a gorgeous stage with a well designed map for k kiting enemies, but it’s strictly worse then its counterparts unless you really want the reds in multiplayer— It doesn’t have a chest to Sale Star, the map is smaller then the other two and can put you in bad situations a lot more easily, the boss drops are worse then Abyssal’s, and AWU becomes a nightmare past e7 (which is a niche part of the game but still notable). Allowing Scavs to appear here before looping would make it less objectively worse, without directly buffing it, And the small size of the map would also mean the scav presents more of a active threat to the player then it does on Grove, where the larger map means you can avoid engaging a Scavenger at all until you’re ready to fight.

also scavs are funny

rough ferry
#

!feedback

New Boss and Boss Item: Goop, Slime Queen and Slime Essence

Goop, Slime Queen: Very tanky, but immobile. Has one-shot protection (it’s important for the lore, trust). Summons 2 Gips upon reaching every 1/6th of max health left, a Geep every 1/3rd, and a Gup once reaching 10% health left (these summons do count towards total boss health and enemy count, so you have to kill them all). Can change shape to mimic ranged Bosses when survivors are outside a certain distance, mimics melee Bosses when within melee range. Boss Item dropped is Slime Essence

Slime Essence: [Boss Equipment]
Transform into a massive slime which stops you from using certain abilities (things with guns or bows, but not things like melee attacks or Acrid’s spitting) Sprint or activate a movement ability to roll over enemies and absorb them, which heals health and makes you larger. Explode once duration ends, dealing more damage and to a larger area the bigger you were.

Duration: 15s
Cooldown: 30s once duration ends

Dex, The Almighty Math God was a big contributor to this idea

umbral berry
#

!feedback
Red item: High Roller
For each $500 you have (scales with chest cost) gain +1 luck
Caps at +2(+2 per stack) luck

brave linden
#

!feedback
ping menu/wheel when holding the ping button, that would affect how drones and turrets behave as well as telling teammates info
attack, stay here, follow me, cancel, etc...

for mobile engineer turrets "follow me" could make the turrets stays within an area around you either making them sprint to catch up with you or have them sprint when you sprint making sprint items more reliable with the turrets, and "stay here" could make the turrets defend a general area around the ping

elfin helm
#

!feedback Mac OS support please

brave linden
#

!feedback optional setting for teleporter to be a vote in multiplayer

maiden prairie
# brave linden !feedback optional setting for teleporter to be a vote in multiplayer

!feedback
To expand on this,

  • teleporter count down should start when 50% of players in the lobby vote to start. 60s at 50% and counts twice as fast at 75%
    • the percentages (rather than numbers) are for the folks that play with >4 lobbies
  • if you are the last 25% to vote, a pop with an arrow towards the tele will allow you to vote to start the event from a long distance
  • tele event starts immediately if >80% vote to start
compact zinc
#

!feedback

lunar drone item

+30% attack speed and cooldown reduction
-30% speed and health

shell cedar
#

!feedback
We should be able to access and use text chat while in multiplayer pause

thorn anchor
#

;

neat drum
#

!feedback
Hear me out, hawkeye (Marvel Rivals) as a ror2 character.
Primary:Just Hawkeye basic attack, it can headshot for crits
Secondary:A explosive arrow that explodes after 3 seconds, if it hits something, it will take 50% of what the halfcharge arrow does, and then explodes dealing 75% of what fully charged arrow does
Utility:Shoots an arrow and swing like a grappling hook, very similar to loader's
Special: Shoot an scattershot arrow, which basically means that when the arrow impacts something it will scatter, on impact releases 5 arrows going in random directions that does 50% of a halfcharge arrow. On impact it will deal what a fully charged arrow does
This isn't really fully thought through I just came up with this I thought it sounded cool

ember warren
#

!feedback
Remove the +50% hp bonus granted by Transcendence
Transcendence is already such a powerful item by itself, with the shield mechanic consistently able to be played around by skilled players to just basically never die. it functions like a safer spaces (which is pretty much the best defensive item in the game) except instead of blocking one hit after a while, it completely refills your health after a while.
So, I believe Transcendence would easily be able to stand on its own without this extra little bonus, and as a lunar item it should be a sidegrade with tradeoffs instead of a pure upgrade.

pastel venture
#

!feedback Include Hermit Crabs in the Viscous Falls spawn pool.

(So that Demon and the Crabs doesn't force the player to fight for a 1 in 5 stage.)

sand mango
#

The Solus Invalidator (abbreviated to S.I.) is a fundamentally flawed enemy design. (in my opinion)

It's clearly meant to make drones more appealing, because they aren't disabled when you get hit by the S.I.'s attack. But this punishes the player for not purchasing drones, which I think will decrease the variety in runs.

The S.I. is also way too polarizing. Either you dodge its attack and destroy it easily, or you get hit. And if you get hit, it either is just annoying because enemies are now slower to kill, or you have lost all your power to avoid attacks and fight back. So the S.I. is either as weak as a Beetle, or as devastating as a Malachite Elder Lemurian. It gets even worse because in order to get hit by this attack you would have to be very distracted. The telegraph for it is obvious on its own. But if you are surrounded by enemies it would be much easier to get hit. And losing all of your items in an instant while you are distracted... That does not sound fun to me. And even if you did have drones as backup, you lose the items you had that help them.

And the effect doesn't even make sense to put on an enemy in the first place. There are reasons that only ||Mithrix can take your items. It happens over time, with a clear visual, and with no other enemies around. And it's the last stage of the final boss.|| It's like if you gave a Jellyfish ||False Son's skill removal.|| It just feels so wrong!

So the S.I. punishes you for not wanting to use drones, is sometimes very weak but other times very strong, and it has an attack that feels like it shouldn't have. Is it fun to not be able to move or fight back because you got hit once? Is it fun for that same enemy to have next to no gameplay interaction if you aren't getting hit by it? I haven't even fought it yet and I already think the answer is no.
twin flax
#

!feedback
Artifact of corruption: unlocked by owning SoTV and at least one other DLC. When enabled, changes some DLC items to void tier. For SoTS: warped echo --> void opal, chronic expansion --> void watch, unstable transmitter --> void stealthkit, regenerating scrap --> void sale star, breaching fin --> void shuriken, sonorous whispers --> void brainstalks, electric boomerang --> void resonance disk

rough ferry
#

!feedback

Make more achievements only accessible while having multiple DLCs, but make it so they don’t show up as “not acquired” if you don’t have all DLCs associated with that achievement

That way we have achievements for multiple DLCs, but the poor plebeians that whine “bUt WhAt AbOuT uS pOoR pEoPlE tHaT cAnT aFfOrD tHe dLcS?!?!?!” don’t have a reason to whine

celest forge
#

!feedback

If that's even possible, I beg for logbooks/unlocks to save from where you didn't have the dlc to when you do have it, an example:you killed voidling and got his logbook but didn't have the sotv dlc, when you do buy it, you'll instantly unlock the logbook and void fiend, same with sots

unique pilot
#

!feedback
Please, in the new DLC, don't obligate us to do more of the "stand inside an area to charge something to get to the boss" for the new final boss on the DLC, make us get a code somewhere in the map, kill a special enemy, anything, but a reskin of pillars, PLEASE
-# even false son's route has you charging the halcyon thingy

pastel venture
#

!feedback The health scaling of the Halycon Shrine Gilded Halcyonite is genuinely absurd past stage 1. It becomes tedious levels of tanky entirely too quickly.

shell cape
#

!feedback Add extra optimisations which allow you to turn on or off extra settings. E.g. projectiles, money drops, unnecessary things

lapis bone
#

!feedback
Red item idea?

trim geyser
#

!feedback

An option in the settings for the camera to be over the shoulder

quaint crane
#

!feedback
Make Rex's self damaging abilities not apply permanent damage to Rex on Eclipse 8

barren furnace
#

!feedback

Please for the love of god let Palm Blast get access to Saving Grace

little barn
#

!feedback

I just want to thank the creators and developers of risk of rain 2 for making the game. it is brilliant.

strange river
#

!feedback

Lunar Item idea: Shattered Clock
Every stage, multiply your speed, health, or base damage by X2 (+1 per stack) or… ½. (decreases per stack by ⅓, ¼, etc) for that stage.

compact zinc
#

!feedback

going to the cave in wetland aspect before activating the teleporter gives you R_NkuhanasOpinion permanently and -70% max hp for the stage

maiden prairie
#

Gladiator's Delight [Lunar]

Lose 33% max health per stack exponentially
On kill: Gain 1(+1 per stack) armor for the stage
lapis bone
#

!feedback not sure how useful this white item idea would be, but I thought it was kinda interesting

maiden prairie
#

Thick skin
Multiply armor by 2(+1 per stack)
Gain 1 armor per stage completed

maiden prairie
#

Thick skin v2
Upon completing a teleporter event, gain the stage’s number in armor plus 0(+1 per stack) additional armor

compact zinc
#

!feedback

B_Planula rework:

upon getting hit for more than 40% of your health, gain 150 armo(u)r for the next 1 + (1 for every 25% of hp you got hit for) times you get hit

quaint crane
#

!feedback

Give us an option to customise our controls for individual characters

quaint crane
#

!feedback

it would be really cool to see you work closer with the game's mod developers to bring more content to the game, maybe as even an officially endorsed fan dlc like Slay the Spire did back in 2022 (https://store.steampowered.com/app/1865780/Downfall__A_Slay_the_Spire_Fan_Expansion/)

Downfall is a full-featured Expansion for Slay the Spire, including a 5th Character, an alternate campaign with SEVEN new characters to play, each with unique cards, relics, potions, and more.

The Hermit - The 5th Hero Character
What expansion would be complete without a new character? The Hermit is a complete, fully fleshed out character, incl…

▶ Play video
twin flax
#

!feedback

Add an alternative way to unlock alternate skills (play time? lunar coins? hidden setting?)

sick abyss
#

!feedback
Void Regen scrap/sale star
The first 3d printer you use give more rewards
Guarantees 3d printer

sick abyss
#

!feedback
Create a item recall system for items that fall off the edge

dusty canopy
#

!feedback
Read the feedback and respond to it. The only feedback that has ever been responded to are 3 messages on the day the channel was made. Or remove the part in the pin where you say you'll respond with reactions

late rain
#

!feedback
Red item idea: carbon-plated shoes
“Increase movement speed during the teleporter or while fighting a boss”

While charging the teleporter or fighting a boss, gain 30% (+30% per stack) movement speed.

The item would work with: standard TP bosses
final bosses
secret bosses (AWU/Aurelionite)
Standard teleporters
Pillars
Deep void signals
Umbrae

The stacking/amount of speed given could definitely change based on how balanced the item is, but it would definitely be nice to have a red speed item beyond growth nectar. It could also introduce more “speed macro” where you start a pillar or summon AWU to get the bonus speed but don’t finish the pillar/kill the boss until you’re mostly full-looted

halcyon storm
#

!feedback

it would be nice if B_IrradiantPearl and 🧃 also gave +10%/+4-16% boost to Critical strike dmg (stat from R_Laser_Scope) and Missile dmg (stat from R_Pocket_ICBM after first stack)

lapis bone
#

!feedback just another item idea, idk if it would be good but it would be really cute

dawn gale
#

!feedback clug and rose buckler should be considered buffs and appear above the health bar (interacts w growth nectar by proxy too ig)

brave linden
#

!feedback
beating the game in any way as heretic unlocks a hidden shrine in newt's shop where spending 10-15 lunar coins instantly give all four necessary heresy items to turn into her so you can play her from almost the start reliably.

pastel venture
#

!feedback Display your final equipment, and equipment picked up through the run, on the run end screen.

elfin helm
#

!feedback Mac OS support please (no I don’t wanna emulate it through wine)

halcyon storm
#

!feedback
Make voidling freezeable just like False Son and Mithrix

zinc hearth
#

!feedback

Please do something about radio scanners. I have been searching for multiple hours just to get my full completion of everything...and yet not a single scanner on either Disturbed Impact or Viscous Falls. I've looped so many times now I've lost count. I think that this has always been a problem with Risk of Rain 2 in general. There should be an increase in chances of getting it, or several predetermined locations (like how a newt altar works).

I just think it's very unfair for people who are trying to complete the logs.

Also same with monster logs, I had to fight voidling about 120 times before getting its log. Not exaggerating about the number either.

Just do something. If you can increase the chance to get an irradiant pearl, it makes no sense to leave the rarity of radio scanners how it is.

twin flax
#

!feedback

Hunter's harpoon change: the buff only activates (and only decays) while sprinting. The buff both increases movement speed and attracts nearby pickups (monster tooth orbs, bandolier boxes, elusive antler orbs, etc.).

fallen relic
#

!feedback

Can we get a ps5 dynamic theme already?
PS4 had one and I happily paid for it. Would easily do it about

inland copper
#

I've been waiting for a huntress buff before hopoo even sold the game to gearbox, will there ever be plans of that? I don't want to tweak her with mods, her kit is so fun but her damage output is so dull

halcyon storm
#

!feedback

Change lunar coin system or add something more to make Lunars more accesible
it is not really satisfying to grind them and current system gatekeeps Heretic for Console players for no reason, not because puzzle is hard but because it is unrealistic to find 4 heresy items early enough so you can enjoy the character itself gameplay wise and not after 10 loops where any action will cause instant clear of all enemies
like I am pretty sure most of the people who know how to cheat coins just do it

Maybe the best solution is Artifact, which would give you unlimited amount for a run or allow to choose up to 5 any lunar items at Bazaar for free

Though it is not perfect but I dont think current Lunar coin system is enjoyable or interesting

fading basalt
#

!feedback

Unlock: Defeat False Son as Seeker.

Sprinkler 2.0 - Equipment -

Activating the equipment while targeting a point on the ground will summon a geyser of water to launch anything beneath it into the air. Enemies will take damage and be launched far enough to some fall damage. Chests, equipment barrels, void cradles, scavenger sacks, and lunar pods can all be launched into the air to deal extreme damage and will break open if they make contact with an enemy. Using the geyser on yourself will launch you a significant distance into the air and deal no damage to yourself. 10 second cooldown.

Item Description: I pitied the mailman. But they should've known... You cannot go to war against the sea.

fading basalt
#

!feedback

Unlock: Defeat False Son as False Son.

Forgive Me Never - Gilded -

Gain a 110% increase to a random stat (damage, attack speed, speed, jump height + fall dmg resistance) for each stack of Curse you are afflicted with. You take Curse damage even while not on Eclipse 8. Curse damage is NOT removed between stages.

Item Description: What have I done?

broken grail
void lodge
thorn anchor
#

I just came up with a stupid but fun artifact idea. An artifact that could make elite enemies have multiple elite types at the same time. In Example, you COULD get a "Perfected Blazing Glacial Overloading Mending Gilded Malachite Celestine Twisted Voidtouched Lunar Chimera"

frank mulch
#

!feedback

Please tweak the animations for some of the new robots shown in the promos for the Alloyed Collective DLC. Specifically, the drill and item thief robots have somewhat wonky looking movement animations

fading basalt
#

!feedback

Unlock: Defeat False Son as CHEF.

Butcher Rack - Uncommon -

Shoot a piercing knife straight forward whenever you use a cooldown ability (the knife deals [50% x Cooldown] damage).

BONUS SYNGERGY: If you have Sacrificial Dagger, the Butcher Rack will gain the homing effect.

Item Description: I fear most the man who prepares the cuts I eat.

dusky umbra
#

!feedback

Lunar shrine

You use 1 lunar coin to get 1 random lunar item. The more you use the more it costs. Can appear on the map

willow peak
#

!feedback I don't need a full replay on the entire run because I know that's probably cost efficient for devs, I just think maybe the last ten seconds are recorded to show where I died from.

Alternatively maybe names for what attack was used as well as the boss

green scarab
#

!feedback

Changing The Back-up to work slightly different when giving it to an Equipment Drone

When you give The Back-up to an Equipment drone, the Equipment could act like a Queen's Gland, Newly Hatched Zoea, or Empathy Cores. where the drones spawned by The Back-up from the Equipment Drone will not runout but the drone will not spawn more unless a Strike Drone dies like how the other Items work, it would synergize with the new AI and new drone based items with the upcoming dlc, as well as Spare Drone Parts,

Note: The Back-up already has more then 100% uptime when giving it to an Equipment drone as it sometimes can summon them again before the old ones dies, I just don't like the sound and visuals when they die, it makes me sad

maiden prairie
compact zinc
#

!feedback

make R_CeremonialDagger slayer

cloud onyx
#

Add Res and saving grace to palm blast, it feels noticibly worse than meditate to use, to compensate perhaps even give Damage resistance during the animation of meditate, as it is rn its not an alternative ability its a downgrade

graceful flame
#

If nothing else fix the inverted mouse while using a keyboard and mouse on Xbox. Obviously other keyboard and mouse related settings would be nice but I dont know the limitations.(please)

frank mulch
clear charm
#

!feedback

Add logbook entries of aspects, and make fuel cells buff passive equipments like card, or aspects

twin flax
#

!feedback

Unused shrines of shaping should drop a reward (pearl?) after the teleporter event.

maiden aspen
#

!feedback

Switch 2 edition of the game like PS5 and Xbox X/S

quaint crane
#

!feedback

make ping prioritize items and enemies over monster tooth and elusive antler orbs

sinful quartz
#

Buff proc coefficients up to 1.0 on certain multi target AoE abilities (Huntress Arrow Rain and Artificer Flamethrower are pretty good examples of abilities held back by their proc potential)

halcyon storm
#

!feedback

add setting to be able to change color of mechanical interactables (currently they are always blue) or setting to make them have outline when you get closer

tight saddle
#

!feedback

Add seed map generation to the lobby. You can enter your seed for new game or replay old seed. And add seed visibility on logbook.

iron gust
#

!feedback

buff rex proc coefficient to 0.75 or 1.0, other attacks like mul-t’s nailgun and corrupted drown both have higher fire rate and proc coefficient and rex’s low primary damage and attack rate already makes up for the powerful healing and debuff it gets

broken garden
#

!feedback

since alloyed collective is rolling around soon, i have a suggestion for the developers regarding the drone ui on the left of your screen, specifically in regards to equipment drones.

i have made a mockup example of my idea here. please excuse my poor editing skills lol
basically, the equipment that the drone is holding will show on the bottom right of the drone icon, so you have a better idea knowing which equipment its holding. this would be a simple quality of life change that would make life a little nicer for all drone enjoyers

twin flax
#

!feedback

Is it just me, or has the increased rarity of healing items with SoTS made stage 1 particularly difficult? I think AC should add another healing item---the most unique one I came up with is:

Silk bracers (common): increase health regeneration when your utility skill is off cooldown.

drowsy fiber
#

!feedback

It’s hard to memorize all the items while using the artifact and what they do so their should be a description that’s maybe unlocked from a log

fading basalt
#

!feedback

Unlock: Complete E4 on Commando.

Mercury Tempera - Red

You leave a 3m wide trail of deep-red paint behind you as you walk along the ground. While standing in it, all offensive items have a +1 (+1 per stack) increase to their OWN proc coefficients (this does not mean that AtG is more likely to proc, but rather that AtG is more likely to proc other items).
-# Enemies also might take poison damage while stepping on it out of logic.

BONUS SYNERGY: Items and abilities that affect the ground will SPREAD through the length of the paint for their own duration. This includes Acrid's poison puddles, CHEF's oil patches, Interstellar Desk Plant's healing effect, Mercurial Rachis' buffing effect, Effigy of Grief's weakening effect, Bungus' carrying effect.

Item Description: Thermostats were just the beginning.

amber wharf
#

!feedback
Please add an option to turn off the noise that the antler orbs make
I swear they are so annoying

heavy aurora
#

!feedback

Patch for switch 2 like the other new gen consoles pls!
I love ror2, and I'd love a patch like the other modern consoles have to improve graphics and other stuff :)

halcyon storm
#

!feedback
Idea to add custom vfx for skins
Survivor_Commando Mastery - Silver bullets and Bug shaped grenade, Prime - Green bullets and Golden grenade
Survivor_Huntress Mastery - Silver arrows, Prime - Golden arrows
Survivor_Bandit Mastery - Blue dagger, Prime - Laser bullets
Survivor_Acrid Mastery - Red slashes and Red poison, Prime - Poison with gradient (Yellow - Green - Blue)
Survivor_Artificer Mastery - Blue firebolts and flamethrower, Golden plasmabolts, nanobomb and ion surge, Prime - Green plasmabolts, nanobomb and ion surge
Survivor_CHEF Mastery - Black oil, Scythes instead of Cleavers
Survivor_Seeker Mastery - Golden effects instead of Green
Survivor_Captain Mastery - Blue bullets, White tazer, Blue orbital/diablo strike, Prime - Golden bullets, Green tazer, Golden orbital/diablo strike
Survivor_False_Son Mastery - Green lasers, Blue knifes instead of spikes
Survivor_Mercenary Mastery - Red slashes, Prime - Green slashes
and more for other characters (couldnt come up with stuff for them)

barren furnace
#

!feedback

Please let elites count as two enemies for the purposes of Seeker's alt special. I think if I hit 3 elites it should count as hitting 6 enemies

compact solstice
#

!feedback
Consider revising the moon and mithrix, its been untouched for years while the entire game reshapes arround them, mithrix was not designed with an item pool featuring 3 white items that mitigate a "first hit" for a boss which used to be famous for oneshotting you with either the pizza cutter or hammer slam attacks

What is there to engage with the moon nowdays?
-People are trained to prioritize pillar skips because they arent fun or rewarding
-Mithrix phase 4 has 1000 ways to skip it, many times even accidentally
-The escape sequence doesnt even feature the new void enemies of sotv which may offer a challenge

Dont even get me talking about voidling, another dissapointment, but arguably worse since it always sucked and was born in this meta already

For a final boss and final stage that you are meant to do EVERY run, it becomes monotonous and you sort of do it on autopilot
As bullshit as some of False son's attacks may be, his moveset keeps me engaged more than the other final bosses
The way the neew DLC hypes the Soul wing makes me think its also gonna be a considerably better boss

So why are the 2 mid game bosses getting more love than the 2 final bosses?

empty silo
twin flax
#

!feedback

Either the artifact reliquary shouldn't be able to receive healing and gain hp when leveling up, or the artifact key drop rate should increase with the amount of time spent in Bulwark's Ambry.

dusky umbra
#

!feedback

Scraper in the shop area

fading basalt
#

!feedback

Unlock: Complete E4 on Huntress.

S.P.O.T. Satellite - Green

Spawns a drone that detects the most dangerous threat on the stage and hovers a significant distance above it. It shines a beam on the threat that is noticeable from a distance. Every 15 seconds, it shoots a laser downwards that explodes in a large radius and deals 1500% (+500%) damage. Additional stacks add a stun effect that works on boss enemies, starting at 1 second at 2 stacks and increasing exponentially less with each further stack. It has a base health of 750 and gains 250 health per level. It has a base damage of 10 and gains 3 damage per level.

Item Description: Not an actual satellite. Do not send into orbit.

restive tundra
#

!feedback

Please add cross play between all platforms. Most of my friends are either on Xbox or Switch and I can't play with them. I really hope the next dlc introduces this feature.

dusky umbra
#

!Feedback

More use for lunar coins

graceful oasis
#

!feedback

make it so that squid polyps spawn close enough to the interactable used to spawn them and are more predictible with where they end up so that using captain's healing beacon + equipment beacon is a valid build to use

halcyon storm
#

!feedback

When you scrap or lose B_QueensGland, Beetle Guard should become an enemy and start attacking

iron gust
#

!feedback

have the green portal from halcyon shrines spawn further away as the fragments and portal can overlap in positions making it difficult to get your blessings without accidentally going to the next stage

unique pilot
#

!feedback
I have said this a billion times, but I still want scrap launcher to be better, like, it's definetively not bad, but it's kinda janky, specially the rockets hitbox, and before you say skill issue, it's actual jank, sometimes the rockets just go through enemies (somehow happens a lot with stone golems) and other times it explodes on the enemies face and only does splash damage for reason (usually happens with small flying enemies), so I want these problems fixed, it's literally just increasing the hitbox of the rocket itself, if splash damage problem isn't fixed by this, the one where it straight up goes through enemies will be, which is enough for me

-# of course I would love to see more changes, but I don't think gearbox wants to change hoopo's stuff

quaint crane
compact zinc
#

!feedback

makeC_MonsterTooth heal instantly, unless player is at 100% hp (then it spawns hp ball)

fading basalt
#

!feedback

Unlock: Complete E4 on Bandit.

Sharespace Backpacks - Equipment

Upon use, non-player allies gain a random selection of items from your inventory that equates to 50% of your item for 20 seconds. Player gain a random selection of items from your inventory that equates to 25% of your items for 20 seconds. 45 second cooldown.

Item Description: Please enjoy the convenience of a set of backpacks that all share the same storage space through wormhole technology. Warning: Placing a Sharespace Backpack into a Sharespace Backpack may void the warranty.

halcyon storm
#

!feedback

Lunar item idea - Bismuth Abacus.
Skill cooldowns are increased by 100%. Every time when you use any skill except Primary immediately Reset cooldown of random skill except Primary. Reset skill doesnt Reset again.

restive tundra
#

!feedback

QoL: Item hotbar sorting setting

Toggle a setting in the menus that sorts all items gained over the course of your game by rarities.

vagrant cape
simple pilot
#

!feedback

Why is it called Risk of Rain when the rain makes no risk?
That question hits different, right?

I think it'd be cool if actual rain events occasionally happened during a run — and when they do, they bring real danger. Here are some ideas to make rain risky:

Acid Rain: Slowly damages players unless they're under cover or have specific items (e.g., Umbrella-like item).

Thunderstorms: Lightning strikes randomly, targeting players or enemies. Can chain through wet surfaces.

Void Rain: A dark purple rain that spawns void enemies or corrupts items nearby.

Strategic Value: Rain could encourage players to move fast, stay indoors, or rethink routes.

Maybe some rare items can interact with rain too — "Rain Collector" for bonus regen, or "Shock Harness" to absorb lightning.

It doesn't have to happen every stage — maybe just a rare event or artifact-triggered effect.

This would add a cool atmospheric twist and give meaning to the name Risk of Rain.

restive tundra
twin flax
#

!feedback

Artifact of danger: completing a stage without falling below 25% health triggers a difficulty spike.

grizzled otter
#

!feedback

In the multiplayer lobby, only players in ownership of DLCs and specific artifacts can vote if they are in effect or not. At least make their decision take priority as opposed to the ones that don't have them, its a bit annoying how someone else can decide the way I'm gonna play with artifacts I earned and DLCs I paid for, when they themselves haven't.
Coming from a PS player and the game being added on catalogue recently, this happens too often.

grizzled otter
#

Also, this is meant in the context of playing without artifacts (of command to be specific), but someone who didn't get it yet turns it on.

lapis bone
#

Idk how useful this would be but I thought it was neat

unique pilot
open notch
#

!feedback

red item: 23x broken bone

Gain +5% (+5% per stack) critical hit chance, critical hits have a 50% (+50% per stack (50 > 75 > 87.5 etc) to apply break to a target for 2 seconds.

Break: all critical hits deal +10% total damage, +10% per stack of debuff. Stacking resets cd. Stacks infinitely, but the buff is linear.

Not to be confused with R_Laser_Scope %, +10% total damage means that a crit commando shot now deals 220% base damage compared to 200% which it would without this item.

heady crescent
#

!feedback

void item: lost quarter (void item of roll of pennies)

takes on the effects of war bonds old effect

start the round with 25 (+12.5 per stack) coins scaling with stage and level

I thought war bonds old effect was nice but not for a red item so why not reuse it for a void of a common item

lapis bone
#

Oh also I think barrels should have healing orbs again, I miss that from the first game

open notch
#

!feedback
New red item: tranquility barrel

When a status effect runs out on an enemy or is dispelled, it applies a different status effect once.

heady crescent
#

!feedback

new artifact: artifact of illusion

make it so it simulates more people in the run so more chest and enemies spawn

lapis bone
#

!feedback Neat Lunar item?

fair jewel
#

!feedback
More SOTS survivor balancing suggestions
Seeker
-Saving Grace should be reverted to what it was pre survivor patch. Having a free Dio's Best Friend every stage is just way too overpowered.
-Raise Proc Coefficient on Spirit Punch's 3rd attack to 1.0. There is no good reason for it to not be 1.0.
-Change Unseen Hand's Tranquility buffs from +4% lifesteal per stack to +1% lifesteal and +100% damage per stack. The overall healing would be lower, but it will be a far better tool for damaging enemies, making it more fun to use overall.
-Allow us to target flying enemies with Unseen Hand directly. Please. It's so goddamn annoying trying to target them when theyre high above you.
-Remove Sojourn's movement speed penalty from lower HP. Also, make it force you out of the ability automatically after some length of time so you can't stay in it literally forever.
-Add colour coding to the arrows in Meditate's quick-time-event so they're easier to differentiate at a quick glance. I would also heavily recommend toning back its tranquility benefits: +10% max hp healed per stack -> 5%, 200% damage per stack -> 150%, +2m radius per stack -> 1m
-Reduce Palm Blast's cooldown from 12s -> 10s, and either add Saving Grace to it, or give it a unique alternative to Saving Grace; perhaps one more focused on offense/defense than support.

False Son
-Make Lunar Stakes agile. The whole point of Lunar Spikes being agile is quality of life, so you don't have to constantly re-press the sprint key while running around the map. Lunar Stakes have the same problem, so they should be agile as well, but it's not a big deal given the longer cooldown.
-Make Growth reduce the cooldown of Step of the Brothers, and increase its damage from 200% -> 350%
-Buff the proc coefficient of Laser of the Father from 0.45 -> 0.7, and change its Growth scaling to be additional charges of the ability, just like Laser Burst.
-Additionally, make Laser of the Father scale normally with attack speed instead of at a reduced rate like it currently does.
-Nerf laser burst back to 30% lunar spike refill, as it completely outclasses LotF for spike refilling now.

Chef
-I would like to see an alternate primary for Chef that works exactly the same, but holding m1 automatically fires and catches cleavers like in the original game. I personally like Dice as it is, but I know a lot of people that would love to just be able to hold m1.
-Give Sear 2 charges just like Ice Box to make it more reliable for proccing Chef's passive and igniting oil pools and oiled enemies, but reduce its damage slightly to compensate.
I would also suggest making boosted Sear always inflict Stronger Burn regardless of if the enemy is oiled, much like boosted Ice Box always freezes.
-Give Ice Box a small explosion radius, like 2m, maybe? Not enough to be hitting multiple enemies often, but enough that if you hit a smaller enemy standing on top of an oil pool it will freeze the oil pool beneath them. It's rather annoying that you have to choose between freezing an oil pool or an enemy.
-Since (most) bosses can't be frozen, make reaching 6 stacks of frost on a boss inflict the 80% slow debuff.
-Boosted Roll should not need to be charged and should have a larger bleed radius so that it isnt completely useless.
-Boosted Oil Spill should not require timing your inputs correctly on re-cast.
-I think Glaze could maybe use a slight cooldown reduction? In my opinion it seems rather underwhelming compared to Yes, Chef. I could be wrong here, though.
-Using Yes, Chef should not cancel an active Oil Spill.

(also ig fix false son's lunar ruin and chef's yes chef bugs)

glossy matrix
#

!feedback
Make it so every hit of Flamethrower will always apply Burn (let us Flamethrower Artificer mains cook)

halcyon storm
#

!feedback

Survivor_Commando Phase Round should be multiplicative +40% dmg buff after each pierce and not linear, it is concerning because Survivor_Huntress Laser Glaive has pretty much identical description but its +10% dmg buff is multiplicative

So formula should changed from
300% * (1 + 0.4x)

To this, ||identical to Huntress||
300% * 1.4^x

x - amount of pierces

violet wagon
#

!feedback

Artifact of Gup/Goo/Slime
Gups take over every enemy spawn, and can be infinitely big.
This came to me in a dream, ik it sucks and wouldn't be compatible with other artifacts.

violet wagon
fading basalt
#

!feedback

Unlock: Complete E4 on MUL-T.

The Efficiency Machine - Equipment

On use, summon "Rattled Probe" and add 1 additional mechanical ally of each type you control. Rattled Probe appears similar to the Empathy Core with the same stats, but tries to stay behind you and fires rapid-fire laser blasts. Each ally increases the attack speed of Rattled Probe by 50%. Once 15 seconds have passed, Rattled Probe unleashes a powerful beam for (2000% + 250% per ally) damage and self destructs. All allies summoned with this item fizzle to sparks once Rattled Probe dies. 120 second cooldown.

Item Description: Just another battle. Just another day. Another mangled enemy. Another withering ally. Another part to replace. Another brilliant streak in the ashy sky.
Message for UES Bioengineer Team: Why did you make me feel?

fallen timber
#

!feedback

Void Item: Endothermic Ooze.

Description: Killing an enemy chills all enemies within 12m (+4m per stack) for 250% damage. Additionally, enemies chilled receive one stack of Frost. Corrupts all Gasolines.

thorn anchor
#

I think it would be cool if Mercenary had a secret skin for defeating the twisted scavenger in "A Moment, Whole"

rough ferry
#

!feedback

New Survivor: Conduit

Stats:
Health: 130 (+39 per level)
Health regen: 1.5 (+0.2 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 0

Passive: On-Kill, absorb all Static Charges applied to that enemy. Once 100 (+10 per level) static charges are absorbed, enter Static Frenzy. During Static Frenzy, gain +100% attack speed and skills have no cooldown. Static Charges aren’t applied during Static Frenzy. Using abilities during Static Frenzy shortens its duration.

Primary: Quickly fire a small electric ball that deals 75% damage and applies 1 Static Charge on hit

Alt Primary: Slowly fire a burst of 5 small electric balls that each deal 50% damage and apply 1 Static Charge on hit (each individual ball applies 1 Static Charge)

Secondary: Throw an electric grenade that sticks to surfaces and enemies on contact. Explodes after 10 seconds in air or after 5 seconds once sticking to a surface or enemy, dealing 400% damage in a 30m radius and applies 5 Static Charges on each enemy hit. During Static Frenzy, Static Grenades don’t stick to surfaces, but deal 600% damage in a 45m radius
Cooldown: 10 seconds

Utility: Dash a great distance forward, applying 10 Static Charges to any enemies you pass through. During Static Frenzy, instead deals 100% damage and stuns each enemy hit, but has severely reduced distance.
Cooldown: 20 seconds

Special: Explode all Static Charges applied to enemies, dealing 200% damage per Static Charge. Enemies killed with this do not give you any Static Charges. During Static Frenzy, instead releases a burst of energy that deals between 700% and 2800% damage (depending on how full the Static Frenzy meter is) and stuns enemies between 50m and 150m radius, then ends Static Frenzy
Cooldown: 35 seconds

“…and so he left, still quite shocked at the sudden turn of events.”

unique pilot
#

!feedback
I really feel like mul-t's power saw should be full on agile like both huntress' primaries and merc's primary, why?
Because you can already run while using it, but you always enter the walking state when pressing the primary, and unlike other skills that do this, like loader's punch, you aren't charging anything or getting any mobility out of it and you you're also spamming it, a lot, so this just feels really incovient, I don't mind the state it is right now, but I feel it should get the lunar spike treatment

spring skiff
#

!feedback
Add more Heretic lore, and maybe develop her character more. Maybe make it easier to play as her, seeing as there's no way to play her until you get to the lunar shop, and then you gotta spend 10 lunar coins (if all of the items are there without refreshing). It makes it difficult to enjoy the character, and she's too awesome for that.

fading basalt
#

!feedback

Unlock: Complete E4 on Engineer.

Centrifuge - Red

Gain a stack of the "Plasma" effect for each enemy you kill and slowly glow brighter with each stack you have, up to a maximum of 20 (+5 per item stack). When you make physical contact with an enemy, your Plasma stacks are removed and that enemy turns into an ally for 2 seconds (+1 second per item stack) for each stack of Plasma you have. The enemy will glow during this duration.

Item Description: Apply a centrifugal force to the blood, you separate the fluid into the cells and the plasma. This we've known for over a century. But what happens when you apply an even greater force to the plasma alone? It was only possible once we unlocked the Schwarzschild black hole. Now you can see that the plasma has resolved into it's finer components. We have the lighter molecules such as the water. Then we have the heavier proteins at the bottom. But this- at the top? This is what we only recently discovered. Even still, we've only managed to separate this substance to around 57% purity. But it's there. We call it 'soul'.

Condition: Happiest Mask is changed to an uncommon.

raven walrus
#

!feedback

Gearbox please look at this

New Survivor: The Hacker

Appearance: Main colors are grey and neon blue. Helmet looks like it was put together from scrap and resembles a Solus lens. Little metal thingamajigs are all over their suit.

Passive: Seeing Eyes
Begin the game with two Hacked Probes that inherit all your items. Hold Interact on a probe to switch to their perspective, and jump to switch back. Your entire party's damage increases by 3% for every ally.

Primary: Solus Orb
Fire a projectile from your lens identical to the Solus Control Unit's primary that deals 200% damage and creates a slowing circle on impact. Hold up to 3 charges.

Secondary: Tech Blaster
Fire a piercing laser from your lens with infinite range that deals 500% damage. 5 sec cooldown.

Alt Secondary: Stimshot
Fire a laser from your lens that pierces allies, healing 10% of their health and increasing their movement and attack speed by 50% each.

Utility: Short Circuit
Send out a wave that deals 300% percent damage to all enemies in a 25 meter radius and stuns. 10 sec cooldown.

Alt utility: Macropulse
You and all your allies send out a pulse knocking back all enemies in a 20m radius, pulsing 3 times in 3 seconds. 10 sec cooldown.

Special: 2830 DELTA Blast
Place a 20m radius on the ground that operates the same as
the Solus Control Unit blast, dealing 800% damage after a delay and knocking enemies into the air. 15 sec cooldown.

Alt special: Instant Defenses
You and all your allies gain a shield equal to 70% of your health for 5 sec. 20 sec cooldown.

twin flax
#

!feedback

Ichor (void common): Increase crit chance by 5% (+5% per stack) and armor by 5 (+5 per stack). Corrupts all mocha.

smoky vessel
#

!feedback

I like navigating ror1 and deadbolt's menus on ps5 with the dualsense touchpad, which makes me want it added to ror2 (alongside maybe motion controls) so i hope gearbox adds touchpad support to the playstation versions of the game

broken garden
#

!feedback

so ive been playing around with void fiend a lot lately and honestly, while his kit feels pretty solid to play with, he is lacking one thing that feels essential to characters in ror2.

alt skills.

gearbox, im not sure any of you are going to read this, but if you do, please consider giving void fiend alt skills after alloyed collective is done. it would make me and many many other people happy. i don't really have any concrete ideas for what those alts might actually be, but i would want there to be an alt primary, secondary, and utility. the special and passive feel too essential to his kit to give alts to.

i know im probably just talking to a wall right now, but i really want the people at gearbox to save void fiend from his little pit of forgotten characters that he is stuck in right now. i feel like at one point someone at gearbox stated that they dont really want to mess with hopoo content, but what im asking them to do purely adds onto old content, not changes it. i feel like with yes chef existing, the excuse of "oh well he has 2 kits in one so he doesnt need alts" falls flat.

please gearbox. please, give my purple boy alt skills. it would be a very good move on your end and would make people happy. (i apologize for not being the most persuasive person in the world i just really want to see this happen)

rapid owl
#

Feedback

Change/or add a option to disable Brainstalk effect

It is so eyestraining and just annoying

I don't wanna be blinded by a ugly pink tone everytime I kill a elite

Especially on hatchery dude it really sucks

Just changed it to wavey tentacles at the corner of the screen or just, remove it I mean the Brainstalk buff icon should already be enough to tell the player that Brainstalks is active

blazing marten
high tartan
#

I think a good idea would be in the gameplay tab of the settings add an option to turn off effects from utility and projectile utilities (plasma shrimp is an example) this would prevent lag and late game crashes and also open up the attempts for world records increasing the playing time of people who want to play competitively

analog crescent
#

And cheat codes on play station

rapid owl
analog crescent
#

Idk

pastel venture
#

!feedback

why does seeker have a self revive

halcyon storm
#

!feedback
When Survivor_Void_Fiend picks up V_Plasma_Shrimp, shield and hp bar colors are very similar, they blend a lot
for Survivor_Void_Fiend specifically V_Plasma_Shrimp could not change shield color from blue to pink

leaden radish
halcyon storm
#

!feedback
I think Artifact of Honor could get few changes to make it playable in more regular runs
Currently only few characters can pass first 2 stages with Honor and overall Artifact is mostly considered as meme challenge

But it adds more complexity to combat and it has more potential
The best solution in my opinion is to make elite stat modifiers less oppressive in early game
like they start out with no bonus stats on stage 1 and slowly grows up with each stage
and they can even go pass regular honor x1.5 DMG x1.5-2.5 HP on later stages

rapid owl
gilded falcon
#

!feedback
I think it would be nice if every character had the same amount of skins (mercenary being an exception because of the collab) but the SOTS characters only have 2 skins, and if AC has a similar philosophy, those characters will only have 2 skins while base game would then have 4 and SOTS would have 3.

To put it shortly
I want the SOTS characters to get 1 more skin alongside the AC skins
And for the AC characters to launch with 4 skins.

If you dont rule out mercenary for having the collab, imagine your favorite character having 2 skins while merc has 5

neat blade
#

!feedback
I Think it would be neat if void fiend could use his primary WHILE charging up his secondary. They literally happen in different hands.

raven walrus
#

!feedback

I think that in a future dlc (||imp dlc babyyyyy||) every survivor should get a new skill.

Survivor_Commando Passive: Resourceful
On-hit items activate more frequently (All proc coefficients except for Phase Blast are increased to 1.2).
Alt Passive: Quick Reflexes
All attack speed boosts give 10% more.
Commando: Lightning Fast Print 10 Soldier's Syringes on one stage.

Survivor_Huntress Passive: Nimble
Your base sprint speed is 50% faster.
Alt Passive: Precise
Your crit chance is increased by 50% (multiplicatively).
Huntress: Overkill Obtain 15 Lensmaker's Glasses in one run.

Survivor_Bandit Alt Utility: Ambush
Use while looking at an enemy to teleport behind them. Range 50m. 8 sec cooldown.
Bandit: Quisling Complete a Teleporter event with only attacks from behind.

Survivor_MULT Alt Primary: Thunder Conduit
Fire a bolt of lightning, on impact splitting into up to 5 bolts and hitting enemies within 10m. Slow-ish attack speed.
MUL-T: Shishkabob
Pierce 3 Ignited enemies with Rebar Puncher.

Survivor_Engineer Alt Special: 4256 Burst Turret
Place a stationary turret that charges up for 1 sec (scales with attack speed) before firing a blast dealing 300% damage with knockback.
Engineer: Protective Complete any stage 3 Environment without any of your allies dying.

Part 2 coming in 30 min, this post is too long

cobalt quarry
#

!feedback

Incandescence

(Red)

A glowing ball of solid light from the Petrichor system's star. There is a solid mass visible beneath the light, but its details are indiscernable. Simply radiates light and warmth, a miniature guiding sunlight.

5% chance on hit to fire an igniting beam of sunlight for 240% (+120% per stack) damage. The sun beam 'remembers' the last 3 (+1 per stack) chance based effects that triggered and force repeats each once if it hits an enemy.
Does not include itself as a repeatable effect.

grizzled otter
#

!feedback

I know this has probably been mentioned loads of times, but Gearbox, please.

Add unique settings and bindings for each survivor respectively.
Such a seemingly simple change would go a long way.

Pwetty pwease.

raven walrus
#

!feedback

Survivor_Artificer Alt Utility: Hellfire
Create a 20m radius on the ground that rapidly (3 times a sec) applies Ignite to all enemies standing in it. 12 sec cooldown.
Artificer: Pyromaniac Apply 15 stacks of Ignite to one enemy. (I don't play flamethrower so this might be too easy idk how many stacks it applies)

Survivor_Mercenary Alt Primary: Lunge
Agile. Charge for 1 sec and release to deal 300% damage in a piercing line and Expose enemies. Releasing the attack prematurely results in a slash that deals 100% damage. Moderate endlag and slow-ish attack speed.
Mercenary: Blademaster Expose 15 enemies in 3 seconds.
Survivor_Rex Alt Passive: Fight or Flight
The lower your health, the faster your movement speed. Buff Natural Toxins to balance.
REX: Death's Door Reach 1 HP and survive.

Survivor_Acrid Alt Special: Selective Strain
Poisonous. Spit a toxic projectile that deals 200% damage on impact and spreads to every enemy of that type within 75m. Same cooldown as Epidemic.
Acrid: Plague Hit 25 enemies with one Epidemic.

Survivor_Loader Alt Primary: Stunslam
Slam an enemy in front of you, dealing 150% damage and stunning. 1 sec cooldown.
Loader: Shackled Complete the first 3 stages without picking up any movement or attack speed items.

Survivor_Captain Alt Secondary: Disable
Fire a projectile creating a 15m radius that Disables enemies, not allowing them to move. They can still attack. 8 second cooldown.
Captain: Zap! Hit 3 enemies with one Taser.

Survivor_Railgunner Alt Passive: Pressure Points
All critical hit chance is converted to critical stun chance with a ratio of 3:1, stacking hyperbolically. (15% becomes 5%, etc.)
Railgunner: (idk)
Knock 8 enemies off the edge with a Concussion Device.

4 more survivors to go I'm out of space

cobalt quarry
#

!feedback

Survivor_Void_Fiend Void Fiend alt Secondary

RE??ND

Uncorrupt:
Shoots a polyp mine that pulses a 3m wide spacial rend where it lands once every 2 seconds (scales with attack speed) for 120%x3 damage each rend. The mine lasts for 6 seconds.
10 second cooldown. 0.5 proc coef.

Corrupt:
Shoots a lacerating whirlwind of void energy blades that slowly floats in the fired direction until colliding with something, starts at 5m radius growing to 10m once it collides. Deals 240% damage per second (faster with attack speed) and 20% chance to inflict a stack of bleed per damage tick. The whirlwind lasts for 12 seconds.
20 second cooldown. 0.2 proc coef.

Both forms of the skill can be 'stuck' to an enemy or ally.

raven walrus
#

!feedback

Survivor_Void_Fiend Alt Special: In??fluen??ce
Nullify all enemies in a 15m radius.
Corrupted: All enemies within 15m of you become your ally for 5 sec. (could exclude bosses to balance)
V??oid Fie??nd: Consu??med Reach a minimum corruption of 50%.

Survivor_Seeker Alt Secondary: Spiritbomb
Charge up a projectile dealing 200%-500% and throw in an arc that explodes in a 15m radius. Allies hit are healed for 5%-10% of their health, and multihitting 5 or more enemies heals you for 10% of your health. (Yeah this skill isn't great)

Survivor_CHEF Alt Special: Dinnertime
Slash in front of you for 5x100% damage. Enemies killed are dropped into a pot, yielding dropped buffs. Yellow = 5% mvmt spd for 5 sec, Blue = +2.5 armor for 5 sec, Red = 5% atk spd for 5 sec, and Green is the same as Chef's Kiss. All drops from your passive are 150% more. 15 sec cooldown.

Survivor_False_Son Alt Primary: Blade of the Betrayed
Primary does not change, but holding M1 and M2 charges up a Lunar Tempest (like the pillars of flame from the false son fight) dealing 400% damage per second.

raven walrus
#

!feedback

New void items (I think the next dlc should have some)

Pelagic Prick
Corrupts all Soldier's Syringes. Decrease all skill cooldowns by 10% (+10 per stack). Linear.

Dorsal Plume
Corrupts all Hopoo Feathers. Increase movement speed by 35%(+35% per stack).

Lustrous Leviathan
Corrupts all Brilliant Behemoths.
10% chance on hit to create a 12-15 m explosion, dealing 350%(+350% per stack) TOTAL damage.

rough ferry
#

!feedback

New Void Lunar Item: Midas’ Siphon

Corrupts all Longstanding Solitudes

Increase amount of gold received by 100% (+100% per stack)

*** BUT ***

Decrease healing by 50% (+50% [hyperbolic] per stack)

gloomy blaze
#

!feedback

i think it would be cool to buff/rework squid polyp, my idea is; upgrading it to a void item; something like 'gain a void squid ally' gaining healthy and rof per stack, functions like a mobile engineer turret.
what would it corrupt? the item taking its place 'junk turret', it functions exactly how the squid polyp functions now, just is considered a 'drone' so it can benefit from related drone items and cant be corrupted by infesters

analog crescent
#

What about mobile risk of r

rapid owl
cobalt quarry
#

!feedback

Temporal Hourglass

(Lunar)

A rock-made hourglass-adjacent device, eerily resembling human design. However being constructed of moon rock and dust acting as the sand.

Every 60 seconds (starts from pickup), swaps your movement and attack speed multipliers, to 100% (+25% per stack) of their effect.
The hourglass avails, so haste must beat temptation...

quaint crane
#

!feedback

let vision's of heresy's and Mul-T scrap launcher's reload be shortened by attack speed items similarly to artificer's primary

maiden prairie
sick abyss
#

!feedback
Remove the limit of three fmp

fair jewel
#

!feedback
I had an idea for a new survivor but it became very complex very quickly so I had to format it into a google document.
Don't feel obligated to read through the whole thing if you don't want to.
https://docs.google.com/document/d/1EmRAJ1WmgcPSgg_Fa0geyXNkpbYoo15_oxN8Kg9uwZ8/edit?usp=sharing

main badger
#

!feedback (I only now realized ppl put !feedback in their message so I’ll probably need to resend this cuz the edit didn’t work)
Optional drone targeting
In the upcoming dlc update they said they’re gonna improve drone targeting to do things such as attacking enemies you’re currently attacking but I feel like there should be an option to switch it off sense drones can pretty often be more useful as crowd control or just distractions to take things off you and I’d prefer them to do that then attack the boss
(maybe with spare parts but especially without them I’d want my gunner drone distracting other golems lumerians pests etc rather then hitting the boss for 10 dmg)

-edit: they’re adding an item giving drones bombs which would make their cc even better rather then hitting a boss

raven walrus
#

!feedback

Miner

The Miner is back, with all-new technology at his reach! Use drills attached to your suit to traverse the map in unique ways and make use of your Passive. Also, ever heard of mining with dynamite?

Passive: Grounded
While touching the ground, gain +5 armor and +10% health regen.

Primary: Excavate
Thrust your arm forward and drill, piercing enemies and dealing 3x50% damage. Alternate arms (cosmetic only).

Alt Primary: Demolition
Toss an explosive charge that lies on the ground until the ability is pressed again, dealing 200% damage in a 10m aoe and knocking enemies back slightly. Hold up to 4 charges. 1 sec cooldown (does not scale with atk speed).
Unlock: Miner: Explosive Specialist Obtain a Sticky Bomb, Will-o-Wisp, and Brilliant Behemoth all in 1 run.

Secondary: Drill Dash
Dash forward 25m, ending the dash early if an enemy is hit. Upon impact, drill in place for 6x100% damage. 5 sec cooldown.

Alt Secondary: Backblast
Dash backwards, dealing 200% dmg and stunning all enemies hit. Dash further while Scorching. 5 sec cooldown.
Unlock: Miner: You're Not Worth My Time Kill 30 enemies without looking at them, stacks across runs. Can be done with items.

Utility: To the Stars
Jump into the air and bombard the area beneath you in a 15m radius, dealing 3x200% damage to all enemies within. 10 sec cooldown.

Alt Utility: Burrow
Drill into the ground and burrow for 5 sec, leaving upturned earth in your wake. Movement speed is increased by 30% and all dmg taken is reduced by 20%. Press the button again to end the ability early. 10 sec cooldown.
Unlock: Miner: Get Dunked On Kill the final boss with To the Stars.

Special: Scorch
Engulf your body in flames for the next 5 sec. All your attacks apply Ignite for the duration, and your atk speed is increased by 20%. Dealing dmg resets the duration by 5% (A bar will appear next to your crosshair showing how much is left).

I think i did a great job : )

rough ferry
#

!feedback

New Survivor: The Minor

Stats: same as Huntress

Passive: Is underage, so no monsters are allowed to touch him

Primary: Punch enemies for 10,000,000% damage because they aren’t allowed to touch minors

glossy matrix
#

!feedback
Increase Flamethrower’s range considerably (would make it more competitive against Ion Surge for your Special slot)

cursive stump
#

!feedback make flamethrower temporarily change your m1 to flamethrower, so you can tap it a bit instead of having to hold it the whole time

gloomy blaze
#

!feedback

'Perpetual urchin' -void item
10% chance on hit to apply 'urchin spike', when an enemy with 'urchin spike' dies, or has at least 10 stacks, release spikes, dealing 100,+50% damage (perstack of 'urchin spikes' to enemies within 10,+2.5 meters.

the spikes created by the effect apply 1 stack of 'urchin spike' and have a proc co of 0.2

Corrupts all razor wire

neat blade
#

!Feedback
Not really sure if this would be a good item, but here it is anyways

A lunar item that buffs all of your drones and makes them inherit all your items, BUT your items no longer work. (as in the drones just take your items)
This might actually be better as an artifact though, I'm not really sure

halcyon storm
#

!feedback
I think teleporter node on this island on Treeborn Colony / Golden Dieback should be removed

because island is so small game cant spawn grounded boss and it often chooses Horde of Many Greater wisps or Brass contraptions
and it is guaranteed to be horde of many if you dont have Survivors of the Void

Some of the horde of many matchups are frustrating, especially on melee characters and charging teleporter is very uncomfortable here because there is very little room, I think it would be better if it was removed since it can be just straight run killer in some scenarios

rapid owl
#

!Feedback

Kinda related to treeborn colony but it is also the entire game

Either make items respawn after falling OR make it so objects that contain items can't spawn on areas where their loot falls

It is so annoying paying for a shrine of chance only to realise it's facing the ledge.

empty silo
#

!feedback

Let Huntress sprint backwards. Please.

gloomy blaze
#

!feedback

Since the next dlc is robot related i figured I'd give a couple of my ideas.

An 'upgrade' station like the one in risk of rain returns, where if you have 3 of the same drone you can combine them into a better one.
A drone scrapper, so if you dont want said drones anymore, you can trade them for items.

A rare station that let's you give one of your items to be shared across all drones, only 1 use per station.

hallow hill
#

!feedback

remove ally cap
ally cap just doesnt work imo. it doesnt affect being able to buy drones, but messes up items like B_EmpathyCores which are meant to be used with more allies but become useless if you get too many

raven walrus
#

!feedback

I like this idea because it solves the problem of HAN-D not being able to hit flying enemies

HAN-D Primary: Windup Punch
Spin your arm rapidly and release a springloaded arm (non-projectile) that reaches enemies up to 20m away, dealing 200% damage with heavy knockback. Slow.

manic citrus
#

24 Karot Gold Gupbubu: [Equipment]
—----------------------------------------------------------------------------------------------------------------------------
Description: Summons a gilded gup that is hostile to everything but other gups, geeps, and gips.
Cooldown: 45 seconds
Total Time Held: 157:21
Total Activations: 300
—----------------------------------------------------------------------------------------------------------------------------
Notes:
I have the one and only 24 Karat gold Gupbubu. Now, this is real 24 Karat gold, made in the form of a Gupbubu. Now, he weighs 200 grams. It cost us £20,000 to have him made. They melted down, basically, gold bars and they put it into a shaper thing, that was the shape of a Gupbubu. Um, obviously this little tassel here- that is just a gold bit of material, but the ring is also 24 Karat gold. Now the reason we had one made into 24 Karat gold is because they are going so viral all over the internet, we think that his worth will definitely, definitely skyrocket. So, here he is; he is the golden one, he is the chosen one, and he is 24 Karat gold.
—----------------------------------------------------------------------------------------------------------------------------
Pickup Text: He is the chosen one…

halcyon storm
#

!feedback

with Artifact of Swarms, both False son bosses spawn in the same spot and their collision boxes collide resulting in a weird behavior
like when Phase 3 starts they throw each other in corner of arena with Prime Devastator
they should spawn slightly separate from each other like Voidling and Mithrix

graceful oasis
#

!feedback

alternate gamemode where you can casually explore the stages of risk of rain 2, while also doing golf on them. Can be mutliplayer.

round latch
#

!feedback

Make Gun Turrets spawn on the Mithrix and False Son arenas respectively, it would generally help Survivors that need things to Aggro onto something else besides them besides Beetle Guard and they are kinda useless on most other things as well

Also make them not take damage from the Void? They are forced to stay still unlike Drones so I don’t see why not

sonic shuttle
#

!feedback the puddle created from caustic leap should apply blight every time it causes damage. I thought it already did, but it only applies on initial impact. This would be a fun niche, plus it applying whatever passive you use makes sense logically.

dusky umbra
#

!feedback

I wish you can buy the captains red item to other characters in the shop

severe stump
#

!feedback

It would be incredibly nice if crossplay was an option, I know there are likely hundreds or thousands of players of this game who can't play with some of their best friends because of a barrier made by the lack of crossplay, and I myself have this problem.

raven walrus
#

!feedback

Raiders of the Red Plane DLC

Main Story (see my post in https://discordapp.com/channels/417739215355510784/565729054620385280/1405192170876698675 for more details)
Providence is dead, and the Imps have nothing holding them back from finding the Artifact of Origin they have been searching for. Kill the Imps spawned from the 5 hidden shrines on Abyssal Depths to open a Pale Rift, leading to the White Plane, or Between Space. The Between Space is a huge parkour challenge occasionally interrupted by squadrons of Imp enemies protecting their homeland. At the end of the passage is a Scarlet Portal, leading to the Red Plane. In the Red Plane, you are constantly hunted by Imps as you explore a landscape nearly twice the size of Sky Meadow. Eventually you find the Artifact of Origin (spawns in random location). Upon getting too close to it, Periperó* the Dark (The Scarlet Emperor) appears and grabs the artifact. A final boss sequence ensues in which Periperó chases you across the entire map, throwing huge exploding needles, causing sections of the ground to burst into flames, and other attacks. The Artifact of Origin will occasionally spew a rift out of which several assorted Imp enemies emerge. Skillful use of cover and mobility are essential during the fight. Upon killing him, the Artifact of Origin falls to the ground to be picked up by the player, Another rift opens, and entering it results in a Fate Unknown ending (with an orange-red marker). Afterwards the Vanguard is unlocked as well as Origin.

3 New Survivors: The Miner, the Vanguard, and the Outcast

Miner: (https://discordapp.com/channels/417739215355510784/559901472339525644/1403333519849160756)

Vanguard: (https://discordapp.com/channels/417739215355510784/559901472339525644/1354214208933204071)

Outcast: next post

New item tier: Abyssal
Info in future post

New enemy: Imp Bruiser
Future post (sorry discord wont let me make it too long)

*Greek for pierce or impale

glossy matrix
#

!feedback
Make applying Stun to enemies that can't be stunned deal a bit of bonus damage instead like in the board game

flat cypress
#

!feedback

Only 2 DLCs of Monsters and Interactable are added to a spawn pool at a time.

Which means once we get the Alloyed Collective, previous dlc content will be rarer.

Please remove this intentional limit for DLC3.

Like you couldn't have Gups and Sorch Wurms and a DLC3 enemy at once with how its set up rn.

And why would the new DLC content just not be in the spawn pool sometimes,

twin flax
#

!feedback

The game remembers your selected loadouts, why not selected difficulty/DLCs?

dense raft
#

!feedback
When the board game fully releases, sell the character minis as well (like have them included in with the game but sell them separately as well)

unique pilot
raven walrus
# raven walrus !feedback # Raiders of the Red Plane DLC **Main Story** (see my post in https:...

!feedback

New item tier: Abyssal Items

Color: Scarlet (Orange-red)

Drops from a special interactable (like void cradle) called a Crimson Capsule. Upon interacting, 5 Tiny Imps jump out and run in any direction. You have 10 seconds to kill them, and upon killing the last one, it drops an Abyssal item.

Abyssal Items are like equipment, but with a completely new hotkey. You can have an Equipment and an Abyssal at the same time. The basic hotkey on controller would be B (or A or ▢ for Switch and PS), and on keyboard it would be F. Abyssal items would be salmost skills with their short cooldowns, but they all have a bad side.

Some ideas I came up with:

Abyssal Gloom
Freeze all the enemies around you in a 20m radius, but halve your movement speed for the next 5 seconds. 15 sec cooldown.

Abyssal Blaze
9 pillars of flame shoot out of the ground around you, knocking enemies upwards, dealing 300% damage and applying Ignite, but apply 2 stacks of Ignite to yourself. 15 sec cooldown.

Abyssal Bonds
Heal all of your allies for 20% of their health, but sacrifice 30% of yours. 15 sec cooldown.

This would create more items without bloating the overall item pool, which would be great.

twin flax
#

!feedback

TC drone buff: spawns with an (extra, if bought by Captain) stack of defensive microbots. When killed, has a 0% (+20% per stage it survives, +100% when killed with a tricorn) chance to drop its defensive microbots.

neat blade
#

!feedback

a new void item that corrupts Cautious Slug and turns it into Aggressive Beetle (Why beetle you ask? Well, why not), it would instead heal you WHILE you are in combat or something like that

lapis bone
#

!feedback silly void item idea I thought up

violet wagon
#

!feedback
New lunar item.
Glass coin
+50% chance to drop lunar coins, but -50% gold.
Scaling isn't thought of yet but im sure yall will help with that.
Also yeah ik spending coins to get more coins, but like roll of pennies...

raven walrus
#

!feedback

New Rare Teleporter Boss: Overgrown Titan

A variant of the Stone Titan that has vines and ivy and pink flowers growing all over it.
Primary changes: Instead of a fist, the Titan creates giant flowers that erupt out of the ground, in a trail that follows you.
Secondary changes: The laser ends with a burst that creates a flower that spits out 8 explosive seeds in arcs that each have a 10m blast radius.
Special changes: The construct has lots of plants growing on it and it spits explosive seeds in an arc towards its target.

gloomy blaze
#

!feedback

A page in the collection book for drones, intractables, and all that sort, incase you wanna see specific stats for drones, or just wanna stare at the models for an hour cause your bored

torpid gull
#

!feedback

Elite aspects giving immunity to their own debuffs.
for example, Ifrits Distinction would make the holder immune to burn, and N'kuhana's Retort would make the holder immune to Healing Disabled

also make the chance for elite equipment to drop 1 in 1000 instead of 1 in 4000.
as it stands the 1 in 4000 drop chance makes them unattainable for a normal run.
making them 1 in 1000 would also make it a actual good idea to add them to the logbook, and make them less of a "damn, I won the lottery, and it gave me 0 dollars" (and also make this idea less useless, and would keep them rare)

neat blade
#

!feedback

Please make it so players can get to level 99, it really bugs me that the cap is 94. if monsters can get to level 99, why can't we?

maiden prairie
#

Choosing the same item as you did prior for artifact of rebirth gives another stack of that item in the next run

void lodge
#

!feedback

lapis bone
#

!feedback regarding the lunar coin discourse, I think beating the game with a character could also increase lunar coin drop chance for that character on future runs up to a point? Kinda like beating eclipse levels up your eclipse level?

halcyon storm
#

!feedback
Monster Logbooks should include damage% values of each attack
base damage value is useless when you dont know how big the hit actually is

spring sierra
# void lodge !feedback

!feedback
Abyss Mode Concept
Do you know what I like most about Risk of Rain 2? It's the feeling of being a pioneer, discovering new worlds and forms of life. And when you play with friends, the emotions intensify even more.
However, I believe there's an underdeveloped aspect in the game - falling off the edge of the map. Currently, it's just a minor inconvenience: you fall, lose some health, and return to the map. But what if we turned it into a real adventure?
I propose the "Abyss" mode. When you fall, you enter a mysterious dungeon with 9 floors. Everything is different here than on the surface: the deeper you go, the more severe the debuffs become (-50% to strength, health, and speed), but the rewards are more valuable.
Features of the mode:

  • Light becomes your ally - golden skins provide protection against darkness
  • New items like the Moonlight Lantern, which turns debuffs into buffs
  • In the coop, you decide whether to save your fallen comrade or move on.
    I've even created new enemies:
    1 The Shadow Beetle, which covers the floor with a slowing slime.
    2 Blood-sucking mosquito - this bastard sucks health
    3 Distorted explorer, which sticks to the walls
    4 Treacherous Lantern spirit - invisible hunter
    5 Abyss spider, which blinds with webs
    And there will also be an epic boss - a giant rat with portal debris, and... one secret boss, which I will not tell you about yet.
    The coolest thing is the feeling of risk. It's up to you to decide whether to venture deeper for unique loot or try to escape before it's too late. If you fall alone, the game may end!
    What do you think? I think this mode would make Risk of Rain 2 even more exciting. Especially in co-op, where you can decide together whether to take risks for rewards.
wide falcon
#

how much CO2 was released into the atmosphere to AI generate this amazing idea

spring sierra
plain phoenix
spring sierra
vital knot
#

!feedback
whenever you get hit by a semi strong enemy you get sentenced to the 9 layers of hell and have to crawl back out with 0.01% of your stats
Sorry, not 0.01
0.001

deep drum
#

!feedback
Instances of being killed by "the planet" should be replaced by "the moon" on commencement
just think itd be a funny detail :P

neat blade
#

!feedback

Please add an item (red probably) that increases the time that debuffs last (on enemies, of course)

neat mesa
#

!feedback

New hidden realms: after 2 times that you go to Newt and damage it until it expels you from the shop , the third time he is replaced with a portal, a new hidden realm, traversing it until you have to fight it, would be a pretty cool new ending

fading basalt
#

!feedback

Unlock: Complete E4 on Artificer.

Chameleon Algae - Void Common (Corrupts all Item Scrap, White)

Increases the chance of receiving green items from all sources by 2% (+4% per stack) and increases the chances of receiving red items from all sources by 0.5% (+1.5% per stack). Each effect is a flat rate of increase, subtracting chance from white item chance.

Item Description: Fire can warm just as it can burn.

dusky umbra
#

!feedback

More shrines: for exempel exampel random ultimate shrine it cost more the further into the game you get and each player can get it once per stage

raven walrus
#

!feedback

Harpoon rework: 5% speed boost for 5 sec after killing an enemy, stacks do not reset cooldown.

fading basalt
#

!feedback

Unlock: Complete E4 on Mercenary.

The Upgrade - Red

Upgrades your equipment.

Current Equipment:

Blast Shower: Removes the ability to be afflicted with debuffs for 10 seconds on use. This includes Permanent Curse on E8.
Disposable Missile Launcher: Missiles fired from DML also spawn Orbital Probe strikes on impact.
Eccentric Vase: The player can ram into enemies inside of the quantum tunnel with the damage increasing with velocity, up to 5000% damage.
Executive Card: Grants the player 3 free purchases every stage.
Foreign Fruit: Grants the player barrier on use equal to double any health that wasn't healed back.
Forgive Me Please: Mimics killing random elite types instead of regular enemies.
Fuel Array: Creates a massive explosion on activation that deals 1,000,000% damage.
Gnarled Woodsprite: Creates a Interstellar Desk Plant seed when sent to an ally.
Goobo Jr.: The gummy clone will inherit all your items except for Equipment.
Gorag's Opus: You and each ally gain an additional 10% bonus to attack speed for each ally this item buffs.
Jade Elephant: You become fully invincible for 5 seconds while still activating on-being-hit effects.
Milky Chrysalis: Leave cyclones in your wake while flying.
Molotov (6-Pack): Molotovs split in 6 one additional time.
Preon Accumulator: The energy ball persists through enemies and terrain while still dealing direct contact damage, lasting for 15 seconds before disappearing.
Primordial Cube: The black hole deals constant ticks of 100% damage.
Radar Scanner: Reveals the contents of chests and shrines while the icons are displayed.
Recycler: Items can be recycled 3 times.
Remote Caffeinator: The machine drops with the power of a Diablo Strike.
Royal Capacitor: Mimics ukulele when hitting an enemy.
Sawmerang: The saws deal quintuple damage on return.
Seed of Life: On use, spawns 5 items near any revived players.
Seed of Life (Consumed): Spawns barrier crystals that restore a total of 25% maximum barrier in addition to the healing orbs.
Supermassive Leech: Enemies hit during this Supermassive Leech's uptime take guaranteed bleed damage.
The Back-up: Spawns TC-280 Drones instead of Strikes Drones.
The Crowdfunder: Enemies killed while Crowdfunder is active drop gold nuggets.
Trophy Hunter's Tricorn: Can execute any final boss to receive a red item and skip a phase.
Trophy Hunter's Tricorn (Consumed): Says "Ahoy!" in chat in REALLY big text.
Volcanic Egg: Each enemy hit doubles the damage of the fireball. Resets damage once the fireball ends.
Effigy of Greif: ALL characters cannot use skills while in the radius.
Glowing Meteorite: Temer Al Diablo.
Hellfire Tincture: Radius and damage are quintupled.
Spinel Tonic: Killing an enemy adds 10 seconds to the uptime timer of the item. You are guaranteed to gain a Tonic Affliction after uptime is over.
ALL Aspects: Absord them as a passive item.
The Efficiency Machine: Doubles all mechanical allies instead of adding 1 more of each type. Ally cap is increased to 30 during uptime.
Sharespace Backpacks: All allies gain 100% of your items for the duration of the effect.
Sprinkler 2.0: Falling interactables create a 5m explosion when they hit the ground. Dealing any damage with the explosion opens the interactable.
Heartstopper: All chests have a 60% to double items.
Lifeline: Transforms back into Heartstopper when transitioning to the next stage and removes 25% of any permanent damage taken by Heartstopper.
Drop The Ball: Allows you to choose 1 item from your inventory to add to the ball before you drop it.
Fallback Remolecularizer: Allows you to choose which direction alphabetically items are rerolled into by holding Q. Increases each enemy stat by +1%.
Forsaken Treasure: Has a 20% chance to not downgrade the quality of the command essence.
Ride The Lightning: Using this item while any Overloading Worm is present will defeat it and turn it to your side.
Practical Accelerator: Decreases distance needed for maximum damage ramp up to 50m.

unique pilot
#

!feedback JOKE
Red item: 7 pack of beers
Effect: 7.5% increase in movement speed. Running into enemies will deal 300% damage (+150% per stack). it has the "heavy" trait, so movement speed would also incresase damage.
Extra synergy with mul-t's transport mode, CHEF's roll and the new red drone item of alloyed collective, with those, the damage of teh bash would be doubled
-# yes, this would make non-damaging dash abilities deal damage and those which already deal damage, be able burst even more, loader go brrrrrr
Description: "DUDE ARE YOU CRAZY?! YOU ALMOST RAN INTO A POLE 3 TIMES!!"
"I drive"

rough ferry
#

!feedback

New Survivor: The Orb

Stats:
Health: 110 (+33 per level)
Health regen: 1.5 (+0.2 per level)
Damage: 12 (+2.4 per level)
Speed: 7 m/s
Armor: 10

Passive: Orb form can’t attack. On kill or taking 10% of health in damage by an enemy, gain the ability to transform into that enemy (works with Chaos). Each form has its own Health and Level, but all other stats and items are shared between all of The Orb’s forms. Dying in a form permanently locks that form until the enemy that killed it dies (if you’re a Lemurian and a Stone Golem kills you, you lose that Lemurian form until the Stone Golem dies), and automatically transforms you into the last form taken. Dying in Orb form is permanent. Killing different Elites allows you to turn into an Elite of that form, but dying in that form still locks it and all other Elites of that form (Dying as a Blazing Lemurian would lock all Lemurian forms, but not Elder Lemurian as that’s a different enemy completely).

Primary and Secondary are form-unique, and their cooldowns change with form.

Utility: Create 1 temp copy of 5 random items. Alt Utility: Create 5 temp copies of 1 random item. Temporary copies last for 30 seconds. Can activate a main menu setting to exclude Lunars (if you’re scared)
Cooldown: 35 Seconds

Special: Detonate your current form for a massive explosion, where the radius and damage increase as the size of the form increases. This locks that form until the beginning of the next stage. Forms are divided into 5 sizes;

•Light (Commando, Huntress, Bandit, Artificer, Heretic, Void Fiend, Seeker)

•Medium (Engineer, REX, Acrid, Mercenary, Captain, Railgunner, Chef)

•Heavy (Teleporter Bosses that can fly, Loader, Mul-T, False Son [Survivor])

•Super heavy (Teleporter Bosses that can’t fly)

•As fat as your mom (Mithrix, Voidling, False Son (Boss), Twisted Scavengers, Bazaar Newt)

End Statement

“…and so it left, having acquired new stimulation for its true purpose.”

leaden radish
torpid gull
#

!feedback
make preon tendrils do 300% damage so they dont proc bands (technically a buff)

plain phoenix
# unique pilot !feedback **JOKE** Red item: 7 pack of beers Effect: 7.5% increase in movement ...

!feedback

Spear of Destiny
Equipment - 40s CD
Lunge at an enemy to deal heavy damage to them.
Heavy. Lunge yourself at the aiming direction, dealing 1500% damage on impact and stunning all enemies within 3m. Lunge inherits your current velocity.
Lunge speed is calculated by your current velocity plus the lunge velocity (aka if you lunge while you are sprinting, you get further)
Gain +30% damage per 1m/s of current velocity

scuffed item idea

neat blade
#

!feedback

please add an alternate game mode called "custom", and have it so you can choose what items, monsters and maybe stages will and won't appear in your run. BUT all unlocks/achievements would be disabled (as in you can't get them)

unique pilot
#

!feedback
Some of commando's skills are pretty well known for being, well, dogshit, so here are some buff ideas
-# some were suggested before and I'm just having them together here because I agree with those

Roll: add I-frames and make distance travelled scale with movement speed
-# it's genuinely impressive that a MOVEMENT skill can make your movement WORSE

Suppresive fire: now would shoot 9 bullets at base and also penetrate through 3 enemies
-# people have asked for a damage buff for S.fire, but I think adding more bullets is more fun, and also making it penetrate enemies, so you still have some AoE without nades or phase round

Frag grenade: remove the splash damage penalty, so the entire explosion deals the full 700% damage
-# maybe a damage buff could also work, but I think the consistency is it's main issue

twin flax
#

!feedback

New game mode: Tides of chaos
The same concept as eclipse, but with different modifiers that mess with your item supply.

1: The teleporter drops lunar items instead of green or yellow ones.
2: The Bazaar between time is inaccessible. Instead, extra green and red cauldrons spawn in Newt altar locations.
3: Start with a recycler. Using any recycler on any item adds that item to the enemy item pool (like the artifact of evolution).
4: Non-guaranteed red items are replaced with yellow ones.
5: The artifact of dissonance is enabled from stage 3 onwards.
6: Elite enemies can pick up dropped items you leave behind, adding them to the enemy item pool.
7: A pearl is added to the enemy item pool every 10 minutes. If SoTV is enabled, there is a 5% chance they will get a zoea instead.
8: -2 armor per item you're holding.

sharp junco
#

!feedback

I don't remember that someone made that idea but here it is.
We pretty well know that the shrine of order in multiplayer works only for one person which is for me is kinda less funny since I can't use it again for myself
So here are two options for this:
A - Make the shrine of order work for each player individually (for example player X uses it and player Y uses it after them)
B - The shrine of order rerolls items for each player instead of one player ||might be frustrating for someone, but we won't try to ruin someone's game for that, riiiiight?||

small pelican
#

!feedback

More alternative primary fire options. Characters like Rex, Mercenary, Captain, Engineer, Void Fiend, Acrid and Commando do not have any alternative primary fires.

It's understandable if the newer characters don't, but more variations in playstyles would be appreciated for older characters. Void Fiend technically has an alt fire but it comes with the territory of being able to transform.

rugged copper
#

!feedback
Sorry if this has been mentioned before, but would it be possible to make it so that you can hold right click to use False Son’s secondary (/alt secondary)? Once you get a few backup mags, it gets very tiresome to spam right click.

unique pilot
#

!feedback
More attempts at buffing skills, so here are some changes:

Survivor_Bandit blast: no more damage fall off from range and the shots spread less
-# technically speaking, it works as intended, but it's doesn't do it's intended job well enough to be worth over base primary, so this would help it out a lot

Survivor_Bandit base secondary: now also marks an enemy on critical hit, enemies affected by this mark take 33% additional damage for 6 seconds, critting again will only restart the duration
-# yeah, I know returns mando has a very similar skill to this, but I really don't know how bandit's base secondary is supposed to compete with the knife throw, so copying that is the best I can think of.

Survivor_Rex directive harvest: increase the damage from 330% to 500%
-# it's a boring change, but it works, and the reason for this change because some people use the self damage variant on ECLIPSE 8, so you know something is wrong there, also, you literally have no reason to use this besides, crunch sound funny, and this would also give it a reliable band proc without needing a self damage skill.

Survivor_Engineer bubble shield: MAKE IT ACTUALLY IMPENETRABLE
-# like, the last thing this is, is impenetrable, I have seen quite a surprising amount of stupid deaths because something penetrated the shield and blown everything up in the inside

Survivor_Engineer mobile turrets: just increase range and make them sprint more often.
-# it's literally just this that they need to be more comparable to the base ones, they aren't bad, just have these issues

Survivor_Huntress arrow rain: increase the DPS from 330% to 500% and increase the radius from 7.5 meters to 10 meters.
-# I don't understand why this skill has less DPS than Rex's drill, and increased radius so enemies don't escape so easily.

maiden prairie
#

Make void fiend's corrupted skills selectable in the lobby, and then change the passive description to say "... transform your abilities into the alternative" so folks have a bit more choice over how they play him.

gloomy blaze
#

!feedback

Alt primary for Survivor_Rex
'Pollen shot'
unleash a flamethrower like spray of pollen infront of you, dealing 400 damage per second, applying a stacking debuff that slows and gives lifesteal to attackers (you and allys)

acoustic osprey
#

Artefact that randomises music (P.S the music changes every stage, and when you activate the teleporter. one second, you listening to the most calming song in ror2 and then the voidling’s song starts playing when you activate the teleporter)

prisma cypress
#

!feedback
Batteryback
Common
+5.15% damage resistance from the front
+10.35% damage resistance from behind.
Inspired by my least favorite item in tf2, the razorback.

wispy delta
#

!idea

Signal Booster
Uncommon
Increase the radius of effect on ALL items with a radius of effect by 10m (+10m per stack)

This would/could include: Gasoline, Bolstering lantern, Sticky Bomb, Bustling Fungus, Focus Crystal, Warbanner, Ukulele, Will-o-the-wisp, Unstable transmitter, Noxious thorn, Sentient Meat Hook, Frost Relic, Interstellar Desk Plant, Unstable Tesla coil, Runic lens, Shatterspleen, Genesis loop, Molten perforator, Singularity Band, Hellfire tincture, Effigy of Grief, Glowing meteorite, Molotove 6 pack, and Fuel array (for fun).

bright tree
#

!idea

Artifact of reinforcement

How it works:this artifact apon eliminating 100 enemies or 1 boss would give you a permanent ally that is a basic enemy that could spawn within the biome. However maximum is 5 and there is a way to get a boss one however there can only be 1 boss one. To get a boss ally you got to in total. Eliminate 100 Elites.
Downside:Whenever a elite spawns,a basic version of it will spawn and as long as that non elite lives,the Elite will take a 10% damage reduction.
Bonus features:IF you eliminate a elite boss a elite enemy will be there as an ally instead of a basic one.
Also you can force boss allies if you got artifact of kin and get a stage where the enemy spawning is bosses.

However there are enemies who cannot join you no matter what. Said enemies are the following:mithrix,Overloading and Magma worm,Jellyfish,Malachite urchin,wandering vagrant,Grandparent,Grovetender,Voidling,False son,Xi construct,Dopplegangers/umbras and Blind pest

If you have say artifact of kin and one of those enemies show up. And you reach the goal to gain a ally. A random enemy that can spawn in the biome will be chosen instead.

Extra:enemies that can spawn others [Beetle queen,Solus control unit,ETC] cannot spawn if they are chosen as an ally

Note:Thanks @umbral berry

maiden prairie
# bright tree !idea Artifact of reinforcement How it works:this artifact apon eliminating 10...

A slightly different version of this:

Artifact of Reinforcement
Killing ten of an enemy spawns in a shadow minion that has 500% base stats. Minions do not follow you to the next stage. Elite versions of an enemy count towards the default version, but also increment a separate counter for the individual elite type (blazing counter is different than the overloading counter is different than the glacial...)

torpid gull
#

!feedback add geep and gip logbooks, it is criminal that I cannot rotate them in 3d in the log book.

placid vale
#

!feedback add cross play to ror2 trust

gloomy blaze
#

!feedback
Make it so you can hold down the button when using bandits revolver, and releasing the button would fire
Might help with landing shots, and it doesn't change just tapping the button.

gloomy blaze
#

!feedback

Rework U_BerzerkersPauldron
instead of needing to kill 4 enemies in a tight window.
Make it function similar to U_Hunters_Harpoon, where each kill grants a burst of 100% attack speed. As a bonus it would be a different buff than E_Gorags_Opus, so theyd stack

compact solstice
#

!feedback
Using CHEF's ice box multiple times in quick succession will cancel each other out instead of buffering.
This leads to rarely throwing 6 ice cubes and inflicting freeze, usually throwing 5 or 4 instead. This is quite the janky oversight i feel.
The secondary also doesnt properly consume the yes chef buff token, letting you use it repeatedly

covert cypress
#

!feedback

very tiny change but make it so that the halycon specks pop up when you use the radar scanner in the lunar bazaar.
(did I do this right? sorry if not)

vagrant flare
#

!feedback

Volatile Helium Rock
[Lunar]

Decreases player gravity by 5% (5% per stack) BUT increases knockback taken by 10% (10% per stack).
Explodes when hp is below 25%, dealing 5% total health damage to EVERYONE in a 10m radius.

umbral berry
#

!feedback

Experimental Replicator
[Red]

At the beginning of each stage, duplicate 3(+3) random items from your inventory.

wise quartz
#

!feedback

𝗣𝗼𝗿𝘁𝗮𝗯𝗹𝗲 𝗦𝗰𝗿𝗮𝗽𝗽𝗲𝗿
[equipment]

Use on an item on the ground to scrap it. 5% chance to get double scrap.
Cooldown: 15 sec.

lapis bone
#

!feedback silly lunar item idea

maiden prairie
#

It's clear that the cap on goobo clones, fmp dolls, and more generally minions you can spawn is to save lower end computers, but the choice to hard cap it is a bit lazy, and there are better alternatives that don't stunt the fun of becoming overpowered via minions.

For goobo, reuses of the equipment should make preexisting clones stronger. Fully healing, and adding +33% stats to all alive goobo clones (if there are less than 3 clones alive, it instead works as normal)
For fmp, just increase the kills procced per second on one of the dolls.

For drones... this one's a bit tricky, but I'm thinking that once you hit the minion cap, all drones of the same type combine. So if you have 30 emergency drones, you get a single Emergency Drone (x30) that has a 30x stat boost. If you then gain 10 more later on, they combine into Emergency Drone (x40) and so on.

Engi turrets are also hard, since they gain items. This buffs them a lot, and makes the cap a lot more understandable. So I guess leave these as-is?

halcyon storm
#

!feedback

Change B_GenesisLoop stacking to only increase damage, CD reduction works very rarely and item is often used as rare stage clear than something that would make you wanna stay at low HP

Though it would be buff to its DPS but I think it would be fair since item is already pretty bad

hearty peak
#

!feedback

New Equipment: Portable Printer (v.1)

Upon first use of the item you select one of the items you have picked up during the run, it eats the item but allows you to print that item given the correct rarity.

Cooldown: 90 seconds

Lore: Damnit who spilt a mocha on my new 3D Printer, now all it will be able to print is that darn Mocha cup.

hearty peak
#

!feedback

New Equipment: Portable Printer (v.2)

Calls down a printer and allows you to select the item you want to print from it.

Cooldown: 150 seconds

Lore: Damnit who spilt a mocha on my new 3D Printer, now it will be stuck on the last file I uploaded to it... Who wants a teddy bear?

hearty peak
#

!feedback

New Equipment: Portable Printer (v.3)

Upon pick up selects a random item in your item pool, changes to a random one each stage and can't select the same rarity as the previous stage. Allows you to print that item from ground items or in your inventory. (Alt version allows you to print that item free of cost) Item will change behavior once you fall bellow 50% current max life.

Changed behavior, the item it selects will no longer function for the player but will be temporally applied to that players allies till a new stage. Once on a new stage, rerolls selected items and repeats. On use prints a random item you don't currently have in your item pool, if you have all items will instead print an item you have the lowest amount of.

Cooldown: 180 seconds

Lore: Now then, this is the newest printer on the ship... It's fairly delicate just like the power packs in the escape pods, so for the love anything. Do not jar it.

Some of the reports I've read once its been damaged are a bit strange, printing things that shouldn't even be in the database...

echo gust
#

!feedback

quality of life feature:

risk of rain 2 multiplayer should allow a player to join a game even after it has started since not everyone has friends,and this would allow the opportunity to make new friends

Maybe even give the late player random items according to how late they are,or even just give them a temporary health boost so they can run to safety

either way,it would be really nice if i could just hop into a game with randoms at any given time,instead of waiting for my (non-existent) friends or just barging into a game where people are already waiting for their friends.then again those people have to spend a LOT of time not playing the game and just waiting for the lobby to fill up instead of playing the game and have others join gradually

so please,help me get noticed by the devs and smoosh that thumbs up button.

static flicker
#

!feedback

Simulacrum mode needs an update

Me and my friend love to play Simulacrum but there are only 7 maps in the pool so it can get pretty repetitive.
Also, the Chance Doll item is completely useless in Simulacrum because no chance shrines spawn.

I just feel like Simulacrum has been kinda forgotten and needs a bit of love

fair grotto
#

!feedback

I am said friend that loves playing Simulacrum

I too think it could use some more love/attention

fair jewel
#

!feedback

Twisted elites, despite being tier 2, are hilariously underwhelming in their current state.
Which is a shame, because I think their current version is the COOLEST elite type in the game.
So, I have a few ideas to hopefully make them as threatening as the other tier 2's without making them complete bullshit like their old version was or completely revamping them.

1: Make their charged lunar ruin bomb unkillable.
2: Make the charged lunar ruin bomb inflict the debuff for the full 420 seconds just like Prime Meridian lightning. OR, make it apply a LOT more stacks of Lunar Ruin. 2 stacks on their own doesn't do much once you've looped.
3: Remove the cooldown from their tether/bomb charge
4: Increase the armour buff that it grants nearby enemies from 300 to 2000. Attacking an enemy that is tethered to a Twisted should not ever be a good idea.
5: Allow twisted enemies to apply lunar ruin for 10 seconds (affected by proc coefficient) with all of their standard attacks.

Also, can you re-add the cool blue fire they used to have and give them a spawn sfx please?

sage helm
#

!feedback

make captain supply beacons have health or smthn that drains over time and when they break you get a use back

maiden prairie
sage helm
#

!feedback

change the unlock condition for Mercenary's secondary special
i shouldn't have to pull up a second game mode to unlock a feature im only gonna use in classic

modest jasper
#

When playing multiplayer, after completing a run, all players are kicked from the lobby. This is not game breaking or anything, but it is a bit annoying to have to reinvite everyone after each run

glossy matrix
#

!feedback
Idea for a Teleporter Event
Horde of Giants: Would spawn a group of normal enemies (can be elites) like Horde of Many that are far fewer in number (around ⅓ of the amount of enemies Horde of Many spawns) but are gigantic, much slower, have increased health (to about ⅓ of a Teleporter boss) have hitboxes / hurtboxes scaled to match their increased size, and have a slight damage modifier (1.25x~) applied to make them deal a bit more damage.

oblique spear
#

!feedback

New Lunar: Blighted Poker Chip

25% Chance to increase the rarity of an item from a chest BUT 25% chance to destroy the item inside the chest. Does not Affect Lunar items or Equipments, does effect void items

fading basalt
#

!feedback

Unlock: Reach September 1'st 2025.

Cumpleanos - Lunar

Starting at 2005, for every year you survive, you gain 1 stack of Age. When you reach 20 stacks of Age, you gain the "Birthday They" status effect and force all other players to stop what they're doing and say "Happy Birthday!". 20% chance to gain random bonus items from players. Once 24 hours have passed, you gain 1 stack of Tonic Affliction.

Item Description: The party has just begun!

bright tree
#

!feedback

New artifacts ideas:
Artifact of mitosis
Artifact of complications
Artifact of Gup

Artifact of mitosis
[Every 5-7 minutes a clone of you with 50% HP and 75% damage spawns that inherits all your items. This clone will follow you and protect you when necessary. In multiplayer the clone is less dangerous due to more of them spawning here are the stats differences for more players
2 players-40% HP and 65% damage
3 players-30% HP and 55% damage
4 players-20% HP and 45% damage
[There can be a maximum of 6 clones at once. Including multiplayer]

Artifact of complications
Every 10 minutes 10% of your items will transform into a random item from the same rarity. Also at least 1 ally will transform into a random creature. Alongside that it also randomised one of your abilities to a different one of your character.

Artifact of gup
Every 15 minutes a Elite gup will spawn. When eliminated a allied gup will protect you. This gup has only 60% HP of a basic gup and can become a elite if it can survive [3 stages without dying] also you can have a max of 3 gups at a time]

hearty peak
#

!feedback

New stage event

Name: Paradox storm

Effect: Every 150 seconds a pulse is shoot out of the Teleporter changing all hostile creatures to a random one from any stage.

Note: does not change elites just what creature they are.

compact zinc
#

!feedback

gup steam items

steep oriole
#

!feedback

Perhaps a new artifact that shares items between players in multiplayer? More often than not, I find me playing with my friends and one of us has 20 items while another has 50, and it becomes unfun for the person with less items.

Also, since it’s just an artifact, it’s completely optional.

civic sparrow
#

!feedback

Put "the rain formerly known as purple" on newgrounds engiclueless 🙏

glossy matrix
#

!feedback

Give Lepton Daisy an additional effect so it is useful outside of charging zones like Teleporters, Pillars, etc.

wooden wadi
sly patio
#

!feedback

Please don't forget to buff the drones against the enemies of the void. Let the drones avoid the black hole explosion. Let them NOT take damage outside of charging void portals. If you don't do anything about the enemies of the void, any drone changes are USELESS.

dawn rose
#

!feedback

give the survivors voidling skins and PLEASE give the seeker of the storm charecters skins for false son 🥀

sand mango
#

!feedback Please add a transparency/dithering effect to prevent drones (especially tc-280) from blocking vision when using Operator's skills (ADMIN-OVERRIDE/Ascent Protocol).

twin flax
#

!feedback
Flotation crystal (lunar): knock enemies backwards on hit. Get knocked backwards when hit. Stacking increases the distance of both effects.

empty silo
#

!feedback

I LOVE how operator seems but I feel like his animations need a bit more polish? Maybe make the drone next to him more animated or something.

random yoke
#

!feedback

Probably wouldn't fit the best in this update, but it would be nice to have some way of cleansing/purifying void items. For the Zoea at least, maybe it could even give you some unique variant of it.

placid vale
#

!feedback

Make the game cross play PLEAAASSSEEEE

halcyon storm
#

!feedback

I know Operator is not in game and stuff, but in trailer drones right close to you take up A LOT OF screen space, especially TC-280 which is pretty uncomfortable and detrimental in RoR2

I think fixing it is pretty easy, make drones close to you transparent or maybe move camera back to trade lost camera space

sand mango
#

!feedback

The Transport Drone's Operator Special ability (the one that "pile-drives target from the sky") needs more polish to look less janky.

The drone should accelerate and decelerate, moving slower at the start and end of the lift, and moving fastest in the middle.

The throw lacks force, the target just drops downward for no reason.

The drone could pause after lifting the target up, rise upward a short distance, then quickly drop down (maybe by spinning its propeller in reverse?) to give the target downward momentum.

There could also be an energy blast or shockwave of some kind that forces the target down, and boosts the drone up from the recoil.

The falling target should also be affected by gravity, so if it gets dropped from a high place it doesn't fall at a constant speed until it lands.

It would also be a great detail if the drone visibly struggled to lift heavier targets (especially when the drone is damaged). Maybe it could take longer to accelerate and decelerate?

torpid gull
#

!feedback
add overloading worms to sirens call.
every other environment with magma worms can spawn overloading worms except sirens call.
at the very least make it similar to rally point delta where they can only spawn after 1 loop.

oblique wadi
#

Heres an idea: for the next dlc if there is one, i think itd be interesting to explore where Mithrix and Providence came from. Them being brothers implies they had one creator. My head cannon is the unnknown party that sent the Contact Light was somehow affiliated or straight up was theyre creator. Some sort of disembodied entity from another realm capable of not only creating physical manifestaions of itself but allowing them to have their own free will, and sending them to our realm (where they settled on petrichor) because their power is limited across realms. They sent the contact light to maybe help spread the influence of its creation but instead they manage to kill Providence and Mithrix with a returning rescue party. I like this idea cause it explains some of the unexplained in the lore maybe a dlc 4 could dive deeper and expand that idea
Edit: watched a quick lore recap, probably scrap the idea that it sent the contact light cause that was supposedly mithrix, but maybe "her" from the log books (might be refering to nukahana) who sacrificed herself for the brothers and their teleporters was the same entity that created them.

compact zinc
#

!feedback

buff shrine of combat by giving the enemies +3 levels and a few of your items

feral ferry
#

!idea

Lunar Coin amounts based on difficulty.
Im not sure if people said or suggested, the game been out for a while, I know me and my friends love to do runs and we will throw some sort of chaos in grabbing lunar items.
Lately we been doing speed runs for coins and I had a thought on how to achieve them.
Example: Drizzle - will be basic for lunar coins. Obliterated you get 5 coins. Fighting scavengers give additional 10 as long as you succeed in killing them making the total 15
Mithrix is still 10.
Rainstorm - 7 coins to Obliterated. Addition 12 to kill scavenger making total of 19.
Mithrix would be 15 coins
Monsoon - Obliterating will give 10 coins. Killing scavengers give additional 15 making for a total of 25.
Killing mithrix would be 20 coins.

This was just an idea and would probably encourage friends or new players to want to play on harder difficulties if earning coins were worth more.
I know ingot friends who only want to play on drizzle. And some on rainstorm because there's no need to play on Monsoon with 3 or 4 players. Im sure they would if the rewards for coins were greater.

fathom talon
#

if i dream of wealth in bazzar between time and do tehe void fields and go back to teh original stages

maiden prairie
sick abyss
#

!feedback
Make shrine of combat like 1/ returns

twin flax
#

!feedback
On Verdant falls, either reduce the chance of getting a cleansing pool stage 1 or add a guaranteed lunar pod.

orchid nova
#

!feedback (!idea)
A new character with different gameplay modes, every mode changes primary (m1, cause im pc player, sorry for that) , secondary (m2) , utility (E) and the movement spell (Shift). Special ability (R) itself gives player different modes, changes them, with the combination thing. What i mean: you press Special (R) and then press one of the four active buttons, like === R->M1 to change to the Fighter mode; R->M2 to change to the Ranger mode, etc.

if you dont mind the details, of how i see may this bih

Fighter, for example will have some sort of the awesome twohanded sword, will have passive armor (20-30) and be charging into the enemies slicing them

Ranger can have the bow, or the crossbow, will have cool escape ability and may have problems with crowd control (gasoline/wisp is your bro with this one)

May have the annihilator one, who will have THE outrageous/crazy/shocking/stunning solo enemy damage, but cannot escape, and again, needs gasoline (who dont? :), with maybe some sort of double daggers, or think In a completely different direction - Double Handed Giant ah AXE!

And for the fourth one, maybe it will be someone who can either live for long (i love the tank strats, when you just dont die, cause of the lifesteal on the mul-t witch seeds. I am a psycho), or you can give more time to live to your teammates (not resurrection, we already have that), maybe heal them or debuff the enemies, so they can die faster.

Thing is, you have the four playstyles in one characters, and it's not just about items, its about your moode atm.
You dont have the ult, cause its there just to change the mode, but you have the spirit and the gamesense to play that well. This may looks a bit complicated, but im sure everybody (who wants) will get used to it. One problem tho, i dont have a clue, how hard is it to code that, to create that thing IN the game, so maybe it will stall here
(PS: i will still pick bandit and die to the space lobsters with black holes)

twin flax
#

!feedback
Purest blood (lunar equipment): on hit, apply heal block for 5s (passive effect). When used, everyone on the stage recovers 600% of their max hp (enough to gain full barrier with aegis on eclipse 5). 45s cooldown.

rough ferry
#

!feedback

Make Engineer’s Alt Utility an Alt Primary instead, then add new Alt Utility

Repulsion Shield: Creates a non-regenerating shield with 150 health around self, turrets, and any allies within 30m of self and/or turrets. On activation, application of Repulsion Shield forcefully pushes enemies, or stuns them for 4s if enemy is too large, within 10m of allies that Repulsion Shield is activated on. Shield health can add together if activated while original still has health
Cooldown: 30s

unique pilot
verbal seal
#

!feedback reskin old maps like titantic plains and wetlands to make them look more polished and more vibrant similar to the new maps

lapis bone
#

!feedback silly lunar idea

agile plaza
#

!feedback
Official mod integration/support
with the incredible work enforcer gang has done for some modded survivors i feel adding enforcer would be kinda sad if they didn't at least mention enforcer gang.
im suggesting having some sort of "Recommended mods/Dev approved mods" option that allows players to directly install certain mods easily.
this obviously has some issues and i dont know if this would work well but idk it would be cool

maiden prairie
rough ferry
#

!feedback

Continuing Dex’s feedback

Make 2 different DLCs that constantly update only to add / update all the mods that exist

One will be all the mods that are the good mods like Paladin, Celestial War Tank, and Starstorm 2

The other will be all the weird ones like Goku, Darth Vader, and Gedako x10

There will be absolutely NONE of the inappropriate ones because I said no

unique pilot
#

!feedback
More balancing yiiiippppiiiieeeee
-# you can disagree as much as you want, I'm just trying to balance something, yet again, some of these were suggested before and I just agree with them

Survivor_Mercenary exposure as a whole: If a skill that would apply exposure kills an enemy, you still get the cooldown reduction
-# I highly doubt this happens currently, multiple times, I felt I was being punished for killing enemies to early, which is a super weird thing to say

Survivor_Huntress arrow rain: proc coeff increased from 0.2 to 0.5
-# after rubbing my 2 halves of a braincell together, yeah, this is literally what it needs

Survivor_Huntress ballista: now it pierces
-# I always felt this skill was missing something, and after talking about it with some people, it may be pierce

Survivor_Artificer flamethrower (rework): instead of a stream of weak fire damage, it now will throw a big fire explosion dealing 1800% damage after a short wind up
or just make the burn on hit guaranteed and increase the range, that also works
-# pretty much giga buffed sear from ror1/rorr, if the other change is used instead, than it could work, even if the skill would still be kinda slow

Survivor_Rex directive: harvest: reduce the delay at the end of the animation and add the slayer trait
-# I don't remember who said to add slayer to this skill, but this person is a genius

rough ferry
#

!feedback

New Lunar Equipment Item: Lunar Duplicator

*** Consume all Gold *** to copy 1 random non-Lunar item in your inventory. Minimum gold needed to copy starts at Legendary Chest price, and increases along with difficulty.
Cooldown: 60 seconds

vapid spoke
#

!idea
Add more skills to survivors opposed to more items after the next DLC

rough ferry
#

!feedback

Give all characters a 5th type of skill: Tertiary

And add a new Lunar Item: Skull of Heresy

Replace your Tertiary Skill with Darkness Incarnate

Absorb all light within a 30m (+15m per stack) radius, Blinding all allies and enemies within, excluding those with Skull of Heresy, for 10s (+2 per stack)
Cooldown: 25s

(Blinding makes enemies and bot allies unable to target anything, so they stop moving and attack in random directions. Blinding makes players unable to see anything outside a 5m range.)

You would need to get Skull of Heresy along with L_VisionsOfHeresy, L_HooksOfHeresy, L_StridesOfHeresy, and L_EssenceOfHeresy in order to turn into Survivor_Heretic

cloud grail
#

!feedback

Create an item that every time you look and mark a specific enemy, you'll do more damage to that enemy for the rest of the run

Every duplicate will give you 3% more damage

maiden prairie
#

Hunting Rifle [Uncommon]
Pinging an enemy makes that creature type take 15%(+10% per stack) extra damage. You can ping a max of 1(+0.5 per stack, rounding down) enemy type(s)

pastel flower
#

!feedback
Commando needs a buff, I think we all know that. He’s probably one of the weakest, but also strongest characters in the game. He’s very inconsistent.
But I think I’ve come up with a decent Idea that would help Commando be on the same tier as his peers.. a passive ability.

(Placeholder names; ‘Morale’, ‘Scavenge’, ‘Natural Hoarder’.)

Each item you grab grants you a unique buff for that category of item. For example each crit item could increase your crit chance slightly regardless of stacks, or an energy drink would also increase your move speed by a little bit.
I believe that this would allow commando to be just as consistent even if he gets bad rolls, like - if he gets a bunch of bands throughout his run but can’t proc them, no problem! His damage multiplier from items could be outside his regular damage stat, allowing him to proc bands.

Alternatively, you could give him a random stat boost for any item regardless of its category, so instead of a bungis increasing healing, it could increase atkspd, movespeed, or even crit chance.

sour wing
#

We should add a minigunt to captain if you get let's say 20 soldier syringes it will give you an achievement called wanna be minigun that gives captain a minigun

maiden prairie
maiden prairie
maiden prairie
#

Delayed Gratification [Lunar]
Divide base damage by 2(+1 per stack)
200%(+200% per stack) of damage dealt is copied and applied as a DoT debuff, dealing 20% total damage per second

Basically +50% total damage, but most of your damage is applied over time now.

rough ferry
#

!feedback

New Huntress Alt Secondary: Quantum Glaive

Throw a seeking Glaive that bounces infinitely between 2 enemies that are within 7m of each other, dealing 200% damage with each bounce. Can only have 1 (+1 per charge) active at any time
Cooldown: 10s

autumn skiff
#

!feedback

Opt-in to the Steam Cloud Play Beta

This is a feature by Steam that is currently under development and signing the game up for it would make it available to be played through NVIDIA GeForce NOW

rough ferry
#

!is that Freddy Fazbear? Har har har-har har

New Red Item: Tardigrade Essence

+50% (+25% per stack) Movement Speed. Become immune to Void Fog for the first 5s (+5s per stack) upon entering it

rough ferry
#

!feedback

New Void Lunar Item: Proclivities of the Undying

Corrupts all Gesture of the Drowned L_Gesture_of_the_Drowned’s

Gain 1 (+1 per stack) Equipment Slot

*** BUT ***

All Equipment activates at the same time

cobalt quarry
# rough ferry !feedback Give all characters a 5th type of skill: **Tertiary** And add a new ...

!feedback

Pinion of Heresy

Lunar Equipment

Starts with 2 use charges. Upon use, sprout ethereal wings and take to the sky, damaging enemies collided with for 250% base damage and launching them up with you. Use again or while airborne to slam into the ground, casting a 30m wide shockwave that inflicts stacks of Ruin on those caught within.
30sec cooldown (on using up both charges).

Can be used in place of and in addition to any other L_EssenceOfHeresy L_HooksOfHeresy L_StridesOfHeresy L_VisionsOfHeresy Heresy item to aid the transformation, however transforming into the Survivor_Heretic Heretic locks this item to the equipment slot and prevents obtaining other equipment.

raven walrus
#

New Survivor: The Executioner

A hooded, dark figure with a large axe whose gameplay revolves around executing his foes and being rewarded for doing so. All executes stack with Freeze and Old Guillotine. Unlocked by killing 50 enemies through executes in one run.

Passive: Sentenced

Upon killing an enemy with an execute, gain a ghost of that enemy with 1000% dmg for 15 sec.

Primary: Dismember

Slash in front of you, dealing 300% damage in a large arc that can hit several enemies.

Secondary: Behead

Throw your axe, which spins and deals 400% damage, piercing through enemies. Upon hitting an enemy below 15% health, they are executed.

Utility: Condemn

Select an enemy and teleport to them, dealing 500% damage and instantly killing an enemy below 20% health.

Alternate Utility: Arrest

Everything in game becomes monochrome and freezes in place for five seconds except for you. You cannot attack until it ends, but you can move.
Unlock: "Executioner: Finisher" Kill every TP/final boss in a run with Condemn.

Special: Foreboding Blade

Consume three ghost allies. This ability cannot be used without at least three. Thrust your axe in the air, which glows with a piercing light (pun intended) for the next five seconds. Your primary is transformed into an attack which deals 800% damage and executes any enemy below 45% health.

Alt Special: Recall the Judged

Executioner slams his axe into the ground and rips it up again. A ghost is summoned for every dead body on the ground (caps at 20. If you have no bodies on, it just does the last 20 enemies that were killed).
Unlock: "Executioner: Necromancer" Have 15 ghost allies on stage at once.

I appreciate all feedback on what I did right and wrong, so I can improve my future feedback!
I'm not sure how well I did with using the ghosts as sort of charges for abilities, but other ideas are welcome

cobalt quarry
#

!feedback

Artifact of Balance

All unique items come with a random, stacking, category-specific downside. Lunar items' effects, both positive and negative (where applicable), are doubled.

rough ferry
#

!feedback

Make ‘Forgive Me Please’ E_Forgive_Me_Please work with Artifact of Sacrifice, because technically the effect of Artifact of Sacrifice is “chance *** on-kill *** to have an enemy drop an item”

rough ferry
#

!feedback

Let Engineer Survivor_Engineer’s turrets be able to use Equipment if they have Gesture of the Drowned L_Gesture_of_the_Drowned

fading basalt
#

!feedback

Unlock: Complete E4 on REX.

Reconfigurer - Interactable

Allows the player to select items to "reconfigure". Green items will be reconfigured into 2 random white items. Red items will be reconfigured into 3 random green items. Has a 5% chance to replace any Scrapper.

umbral berry
#

!feedback
Forgive Me Please's on kill effect should count as an elite kill when Artifact of Honour is active

static flicker
#

!feedback

I've expressed my desire for an update to simulacrum before and now that Operator has been announced I have another suggestion

Drones currently don't spawn in Simulacrum. Now that drones are getting an update and Operator utilises drones, we should be able to use drones in Simulacrum.
I'm not sure why they don't spawn in the first place, but it would be cool to see them, even if you're not playing Operator.

raven walrus
static hinge
#

before they added lunar stakes I thought the shotgun spikes would be the new secondary, pretty cool ability

arctic coral
arctic coral
arctic coral
#

!feedback

Tainted Offering or Purified Offering

Alt Secondary for the False Son

Tap to release them all Spikes at once in shotgun like spread as well to have the ability to hold them for as long as you want (similar to captain), charging up slowly loading up a spike at a time allowing you to choose how many spikes you’d want to blast out, start off with 8 miniature spikes, that has a weaker version of lunar
Ruin, which is only a 5% increase to damage taken by all sources, would scale with growth similar to Lunar Stakes, but every threshold provides 2 Mini Spikes.

I’d say every 2 Mini Spikes used would give the equivalent of one regular Lunar Spike used, because basically double your movement speed and health regen from all 8 spikes would be insane.
(This is basically adding in the ability that the False Son already has in the files, which is called exactly that, Tainted Offering.)

umbral berry
#

!feedback
Artifact of Cloaking
All interactibles are Cloaked. Stage credits for interactibles are doubled. The Radar Scanner equipment cannot be obtained.

woeful wedge
#

!feedback

Add a short demo-like selectable if you don't have the DLC so you can try some items and maybe one survivor.
It can be short, maybe 2 stages max, and it can only use things seen in trailers, so it doesn't spoil the DLC.
This would be cool to see for Alloyed Collective because a trial of the new drones would make anyone want to buy the DLC
If you have any suggestions to this idea, let me know so I can improve it

hollow tendon
#

!feedback

Multiplayer only: Make it so egocentrism no longer consumes items while in the bazar or other time stopped zones. In multiplayer, people use the bizzar and sometimes a cleared time stopped zone as a place to take a break. Having ego makes this a lot less convenient as by the time people are ready to go again you have probably lost 5 items to ego. Even when not taking a break, people in multiplayer tend to take their time in the bazar rolling for blues or just messing around. I like ego a lot, and when in multiplayer people can leave you their unwanted items so they can get used as ego stacks, hopefully, instead of the items you need. But this gets off-set hard by gaining stacks i don't want by waiting around for other players.

Also, if you think this change would mess with players wanting to wait to get more ego stacks, that is unlikely unless your looping. In general, multiplayer runs take longer per stage than single player runs. There is a lot of waiting for people to be ready to do teleporter and waiting for people to be ready to go to the next stage, Unless your in late loop one or in loop 2, you will not want to be waiting for more ego stacks in bazar. You will much more often be wishing people would hurry up before your last few movement speed items get consumed.

TL:DR In a short to mid length multiplayer run not having ego consuming items in the bazar and other stopped zones would be great for when people are taking too long or are taking a beak. This might make ego less good late game but in late game you are a god already anyway so meh.

arctic coral
#

!feedback

Environmental Radar Scanner Spawns

These scanners should be guaranteed on each stage, placed at a cool guaranteed spot somewhere on the environment, maybe some parkour to go through to get to said radar log, or maybe go through enough of that same stage, you get the log book.

arctic coral
#

!feedback

Monster Log Spawns

Instead of being by chance, it’s based on the amount of said enemy is killed.

Since beetles are plentiful, 300 Beetles need to be killed for the log to drop, it should drop to the floor and immediately magnetize towards you no matter what, so it would always reach you.

glossy matrix
#

!feedback

Significantly lower Bungus’s (Bustling Fungus’s) activation time so it’s viable on characters that are not Engineer

rough ferry
#

!feedback

Change Mul-T’s Power Mode Special so that if he has at least 1 Lysate Cell V_Lysate_Cell, he can also change his Utility into a Primary that’s the same as whatever skill is in the Primary slot

(If nailgun is in Primary slot and rebar puncher is in Secondary slot, it’ll change Utility into nailgun)

Or make it so you can unlock the option to set it to whatever you want in the main menu screen

peak arch
#

!feedback

Keyboard and mouse support for consoles?

unique pilot
rough ferry
#

!feedback

Make it so you can hit deactivated R.E.X. in the Abyssal Depths, but nothing happens unless you hit him with both the Preon Accumulator E_Preon and the Royal Capacitor E_RoyalCapacitor at least once during the same stage.
After this, it’ll activate and become like a drone that follows and helps you

This wouldn’t unlock him as a playable character, only like a cool Easter egg or something

maiden prairie
rough ferry
#

!feedback

Add the drone combiners from Risk of Rain Returns so we can mix 3 identical drones / turrets into a better one

rough ferry
#

!feedback

Add a super secret hidden special Colossal Titan boss to Distant Roost that’s unlockable when on stage 6 or higher

You have to activate it by breaking 3 hidden rocks around the map, and when you get all 3 it says “You’ve awoken it from its slumber…” or something like that, then the Colossal Titan’s body you can see in the distance starts moving towards the map and you can start damaging it once it starts attacking you

Colossal Titan has a 100% chance to drop the new Yellow Equipment Colossal Knurl on death

Colossal Knurl: Activating sends out 10 Rocky Missiles which seek enemies and deal 1000% damage on hit (is affected by ICBM R_Pocket_ICBM). Also gives 100% of maximum health in Lasting Barrier on activation. Lasting barrier doesn’t degrade over time, but cannot increase through normal healing and only by activating Colossal Knurl again, doesn’t stack beyond 100% maximum health. Lasting Barrier is shown in white-colored version of regular Barrier and under regular Barrier (meaning the things that go away first on taking damage, in order, are: regular Barrier, Lasting Barrier, Shield, health)
Cooldown: 75 Seconds

Can fight the Colossal Titan more times on new Distant Roost stages, but each subsequent summon attempt requires breaking 2 more hidden rocks each time. Colossal Titan still drops Colossal Knurl on each death

Colossal Titan will never spawn as an Elite unless Artifact of Honor is on. When Colossal Titan spawns as an elite by this, its elite effects are increased (mainly 4x elite effect range and 4x elite effect stats). Colossal Titan will never be a Mending Elite to prevent other enemies from being immortal while you’re fighting it