!feedback
Please please pleaseeee make it so engineer's regular mines no longer prematurely active.
I feel like in theory the default mines and spider mines are pretty equal in viability, the default mines are better for traps whereas the spider mines are better for just throwing out randomly, however there is one thing about the default mines that make them so goddamn annoying to use: that fact that at any moment, an enemy could walk near your unarmed mines and ruin everything.
All I'm asking is to please just make the default mines work like the spider mines where instead of exploding early and doing basically no damage, just make it so they don't explode at all until armed, this one change would make the mines feel so much better to use (and if enemies screwing your mines traps is so integral to the balance that removing it would make the mines overpowered, idk just increase the arm time of something).
#ror2-feedback-and-ideas
1 messages · Page 7 of 1
Good evening, Rofr2 dev. I hope your day has been well. I wanted to ask if there’s a possibility of adding more abilities to the existing characters in the game in the future to provide more ways to play.
Specifically for console players who don’t have access to mods.
!feedback
!feedback
blacklist chance doll in simulacrum.
chance shrines do not spawn in simulacrum
or make chance shrines spawn in simulacrum
!feedback
!feedback
A couple of changes for the Artefact of Devotion,
Make friendly Lemurians immune to lava. it just sucks getting to stage 5, rolling Helminth Hatchery and having my army of lizards perish after minutes or even seconds on the map. It's super unfair to have them just kill themselves, especially if you've invested like half your inventory into them, leaving you with heaps of scrap that probably only half of which can be recycled and even then it's probably not for a good item. Eggs still spawn on the map too, so it's not like they're not meant to be there. If making all friendly Lemurians immune is too much or overpowered, which i don't think it is, maybe even just make friendly Elder Lemurians immune.
Give friendly Lemurians Captain's Microbots. If eggs replace drones, I feel like his passive should act the same way too. Yes you can give the Lemurian item pool the Microbots manually but that leaves you open, and if that specific Lemurian dies, the Microbots are gone forever. Captain's passive shouldn't be split either on you or the lizards, it should work like what they replace. I see why this might be powerful, but another toned down solution would be for the Lemurian to drop the Microbots instead of red scrap.
I just feel like this stuff would make Artefact of Devotion feel less tacked on to the artefact list and more developed and viable.
!feedback
There should be a mechanic in the game that’s somewhere in between non-elite and elite enemies.
I’m imagining something like radiant enemies from ultrakill. Just something to boost the enemy power without giving specifically X4 or X16 health, and X2 or X6 damage. Why not have enemies just get X2 or X7 health? Why X4/16 and X2/6 specifically?
So I’d like a system that acts similarly to elites, with the director deciding not to spawn in so many default enemies and using the credits for this new mechanic, and doing so more frequently than spawning elites.
This has four major upsides I can see:
- more accurately scaled enemies to your strength. I always found it a bit weird that going from stage 5 to 6 meant the elite pool automatically got four times more health. It’s a bit silly that they expect you to get at least four times as strong in a single stage just to keep up. Completely excluding the actual mechanics of the new elites
- more enemies spawning in general (because the director isn’t wasting so much time trying to fulfill an elite spawn)
- better long term scaling. It’s weird that enemies in deep loops basically go from regular enemies to mostly elite enemies, and then to regular bosses, and then to elite bosses in that order. It feels like a step back because of how the credit system works.
- also artifact devotion buff. Your lems now scale infinitely, gaining +X1 health and damage mult every stage instead of gaining X4 damage, and then losing it, and then gaining it again.
!feedback
You have to “Land a killing blow on a scavenger” to unlock Acrid’s Alt Secondary
Please make it so you can also unlock it by killing the Twisted Scavenger after you ‘Obliterate’ with Feads of Bealty
in your inventory, cause I spent about 3 hours gearing up to kill it and I didn’t get the achievement
:[
!feedback
!feedback
New White Item: Dunce Cap
Does nothing. Prioritized in 3D Printers.
[Multiplayer-only Effect]: The player that took the most damage in the previous stage automatically gets one in their inventory at the start of each stage
!idea
It would be cool if theres an book of the ror lore
!feedback
!feedback
Make having more then 1 halycon seed in false son boss fight give more reward options.
Aurelonite gets extremely strong when she is a enemy when you have 2 halycon seeds.
!feedback an imp dlc
would love to know more about their home and "[your eminence]"
!feedback
Adding to this, bring the Artifact of Origin from RoR1
Not the unlock requirement, but the effect of summoning imps every 10 minutes
Maybe unlock requirement is you have to defeat Mithrix while using all artifacts that were in the original (I know there’s less, but Command, Sacrifice, Glass, Kin, Honor, Enigma, and Spite are in both RoR1 and RoR2)
!feedback
Add Throblin, the Hastily Named Goblin as a secret mini-boss
!feedback
double artificer's flamethrower range
!feedback
real life REX pot for small plants
!feedback
!feedback
this is mostlt an idea but items based on all of the survivors like an equipment that let's all turrets inherit item ability thingies for an amount of time
!feedback
!feedback
I feel like the antlers were definitely overnerfed. Played a game without the DLC the other day and it's insane how much easier it is to get mobility and playing characters like Captain or Engineer is much more enjoyable... This feedback is to buff them again to how they were pre nerf or perhaps a middle ground. The removal of the unconditional MS was too much
!feedback
Change the icon when you ping a chest to what it was pre-SotS, new one looks ugly and is pixelated when none other ping is
!feedback
an enemy rando artifact
it wouldn't effect any achievements like the hermit crab and the hp should scale differently, but it would be funny to see a mithrix on titanic plains with like 100hp and somehow still do through all the phases
(cant really come up with that many details)
!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
!feedback
super little thing, make the alternate gamemodes menu nicer. super underwhelming and just 3 buttons at the moment. they deserve a little bit of pizazz.
!feedback
A UI update would be nice.
I feel like the current UI works for a simple game made by four folks doing this as a passion project, but the cracks are starting to show. Three of the game modes (including the “normal” game) have the same lobby menu. Why do we need to select the game mode in a main menu screen prior to going to the UES’ ship hull for readying up?
Furthermore, why do we need to go through a separate menu for single player versus multiplayer? Just put it as a side menu in the lobby.
Seeing your party should be readily available before you even decide to choose what you’re doing, especially if those folks are friends. Because the lobby is set after choosing the game mode, deciding to switch game modes means disbanding the party and re-inviting everyone. It’s an extra layer of friction to the game that makes it harder to enjoy.
Change lost seers from 0.5% chance to deal 100% max health to 100% chance to deal 0.5% max health (or in other words, on hit: deal +0.5% max health of the target in damage)
I’ve been thinking about this for a while now, and I think this would be an appropriate buff for the item. The uncorrupted lens makers are already based on a proc chance, and making the alternative not based on proc would make more sense, because of what we see the other items do (atg -> plasma shrimp removes proc; chrono -> tentabauble adds proc).
Furthermore, this change would add much more visual feedback to your gameplay. Currently, when seers doesn’t proc, you get nothing— And it does nothing a lot, since it’s a 1 in 200 chance— so making it do something constantly and immediately will give the player an idea of what’s going on.
This would also, imo, allow for the weapon to be more balanced on bosses. Giving certain enemies a free pass in any case doesn’t feel well balanced, but it’s understandable for instakill mechanics. That doesn’t have to be the case with this change.
!feedback
let verdant falls night variant a stage 1 map. super super pretty map but i barely ever see it even when i loop
!feedback
Add a special run option where we can create our own seeds like the layers of blocks for superflat worlds on Minecraft’s Legacy Console Edition
Basically there would be an empty space for what areas appear at which stage number and we can set them for however many number stages we want and then anything after that we don’t set manually would be generated randomly like normal
Then we’d also have access to chest and shrine locations and types (basically taking place of the Director but not for enemies)
!feedback
Please add mouse and keyboard support to console. Idk how many people care but it's genuinely the only thing stopping me from playing the game more (i already have 7 days played but haven't played in a long time because of this "issue") & buying seekers of the storm and (in the future) alloyed collective. That's all, I would love to play more but everything feels so slow on controller. That's all thank you
the game is so much harder on controller give them a break
No it isnt its fairly easy. !Feedback
!feedback
False Son survivor animations are still very wonky. This isn't exactly an "add item X or Y" type of feedback but he still needs some work
!feedback
Dawn's Edge
(Lunar)
a hefty cleaver-like weapon carved of moon rock, resembling an earth steak knife. Traces of an orange glow bleed to the surface from cracks in the blade.
Using your Secondary skill sometimes throws a lunar cleaver forward, inflicting 300% (+300% per stack) damage and 1 stack of bleed for every 100% total damage dealt.
Striking hard surfaces (terrain, golems, shrines, dunestriders etc) causes the blade to ricochet back at the player inflicting the same damage to them.
!feedback
add a option to enable / disable the pause game on artifact of command, similar to the tab button for your inventory, cuz I feel like pressure of dying cuz of a menu is lowk kinda dumb. you could balence this out by having a time limit, like 10 seconds, and if you dont choose you item in that time it becomes scrap / is deleted. This would incentize planning and stratagy which is was I feel like command is all about
!feedback
Please let the characters wear hiker boots and not just have them tied to the back or waist
Its not difficult its just less fun. I have more fun on kbm
!feedback
Back before the devotion update removed this pc had a neat interaction when using a controller as shown in the clip. It made scrapping so much faster for me and would like for gearbox to add it back to pc. It should also be added to console as well.
!feedback
make a mode in which you can test how items look on you, kinda like the journal entries, but with a specific survivor and with multiple on at once. just a comestic choice
!feedback
These pictures show examples from the IGN Operator Gameplay video of objects on Iron Alluvium blocking large portions of the screen. Please add the transparency/dithering effect that other objects in the game use (e.g. the player) to things like grass and the Teleporter to prevent this issue.
!feedback
The new Drone Multishop in Alloyed Collective is lacking in polish compared to the Item Multishop.
The items in the Item Multishop have rarity outlines. The drones in the Drone Multishop don't, even though drones have rarities in Alloyed Collective.
You can press tab to inspect the items in the Item Multishop, which lets you view the logbook description for the item. This feature is unavailable for the drones in the Drone Multishop.
Items can be picked up quickly after being purchased from a Multishop. The Drone Multishop takes 4 seconds to spawn your drone.
Edit: New video has been uploaded, this time it doesn't have a flash at the end of it.
!feedback
Random Item Banning At Start Of Each Run Concept
The developers have mentioned their worry with diluting the item pool. I have a fix. I believe that adding a tab, just below the Difficulty tab, that allows you to activate an "Item Ban" cutscene before every run would help with this issue.
Here are some ideas to expand upon the concept:
-
The cutscene would display the items being banned and play some sort of animation along with it.
-
The Item Ban could be completely customizable:
-
Changing if the items banned are chosen by the player or randomly chosen.
Example for Chosen by Player: 3 Items, or the entire pool, are given from a
Rarity. Additionally the player can ban however many items they choose before starting a run. -
Changing how many of each rarity are banned.
Example: I may have 2 White Items banned, 2 Green Items banned, and
1 Red Item banned.
-Changing if a certain amount of items are banned per stage/loop cleared.
Example: 1 Whites(W) banned per Stage, 1 Green(G) banned every 2 Stages,
Red(R) every 5 Stages, and/or 3W, 2G, 1R per loop
-
Changing what item pool is banned from and when. (Health, Utility, Damage)
-
Banning a single or all Debuff related Item/s from Item Pools.
Example: Banning the Bleed Debuff = Ban: Tri-Tip Dagger, Noxious Thorn,
Shatterspleen, Unstable Transmitter, Sawmerang -
The option to change whether or not items being banned are removed from your
inventory. -
The Item Ban feature could be an Unlockable.
Example: Artifact of Certainty -
The Item Ban Feature could be automatically unlocked once you unlock a specific amount of Items.
-
This could be the "eclipse 9", or it could bring more difficulty to eclipse.
And finally there should be a default.
Thank you for reading,
@turbid parcel
Add an “artifact of attunement” that lets you remove one item from the item pool permanently for that run once every three completed boss events (leaves any stacks of that item you have in your inventory). You have the option to skip.
Additionally, a “reality warper” interactable in the bazaar that takes the stacks in your inventory and does the same thing (this version does not let you keep the items)
!feedback
just got a random idea, not even sure if its a good one, just wanted to get it out there
New Interactable: Item Recycler (im really bad at names, someone please tell me a better name)
its basically just the opposite of a drone scrapper from rorr. trade 5 common items for a common drone, 3 uncommon items for an uncommon drone, and 1 legendary item for a legendary drone. these numbers can of course be tweaked, but the idea of throwing away like 80% of your build for like 20 drone buddies sounds really fun to me
!feedback
Add white cauldrons to the bazaar, the ones where you get 3 white items from a red
!feedback
Remove the ally cap.
Now that there is gonna be a kinda drone focused dlc I think it should just go or at least get a big increase.
!feedback bot broke
A lunar item that makes all attacks do fire damage, but the difficulty progress is
1.5 faster, and the cap is higher. It would be called
The expired torch.
(PS I don’t know how to do that feedback thing)
!feedback
Just put "!feedback" at the start of your message, but it doesn't work if added on edit
!feedback
!feedback
Remove minion cap
!feedback
Get rid of the ally cap
!feedback
Remove the ally cap
!feedback
Okay, hear me out Gearbox and the team of ROR2. I'll give a rough idea, and you can build on it.
I got this idea especially after i saw your recent youtube short where captain fights chef. So, what if there were actually 1v1s? In a way that's like two or more players sort of fight in the same stage but can't hurt each other yet. They scavenge, steal, and horde resources in order to become more powerful than the rest, and they improve their builds up until the final stage where instead of the boss, they fight each other.
Now that's just a rough sketch, but I'm pretty sure you all are creative enough to make it more exciting and worthwhile, with different tweaks and quirks every time in order to keep it fresh.
I'm sure that would impress a LOT from the community and is worth noting. I hope you somehow see this and implement it. Thank you for your amazing work on the game.
Some things to consider:
- doesn't have to be all 5 stages, maybe shorter or you can pick how many, and items and chests would increase or decrease per stage based on that. (Maybe a custom mode where the player can tweak these on his own?)
- obviously new items and shrines that are more pvp focused rather than pve. (But has an alternative that works in pve as well obviously).
Continuation in Reply.
!feedback
Rework bison steak and other "bad" items, I feel like some need new reworks
- events in general I think is a great refresh to the game doesn't have to be in pvp mode only. Random events that tweak gameplay and strategy during any stage in a run.
- you can pick to play in teams of 2 or to each their own. Maybe even have an all out brawl in the end with a huge number if players like 16 or 20 or 32 and so on. (Please increase maximum players in a run to at least 8)
- what happens when a player dies in this mode? Do they have a respawn time? Do they miss out on this entire stage's items? Let's discuss.
- if they play in teams, maybe teammates can drop to each other items to make the perfect build for battle beforehand? (But somehow needs to be constricted enough so that not one player per team has all the items and becomes OP.
If anyone reads this please like it if you agree so it reaches them and feel free to add on and discuss features together to clarify what the community wants in this.
!feedback
Well, since this user bringed this up, I already tried balancing characters, so why not items too?
: I have 2 options
-
Make the HP increase be base HP, so it scales with leveling too
-
Bring back it's old effect of giving regen on kill (but it stacks the regen, not the duration, and still increase HP by a flat amount)
-# not putting the % based increase because
technically does that already
: regen also counts towards the healing to fire spirits
-# I don't think this would help too much, but it sure is something
: Activates at 33% HP
-# Now it has synergy with unstable transmitter
: spawns a mini flying construt that auto locks to enemies and shoots a lazer beam
-# it would almost work like a mini xi construst
: +25% damage per stack instead of +7 seconds
-# I still want the "niche with huge payoff" style of this item, but the stacking just SUCKS
: also makes barrier decay 30% slower
-# I always thought it was super weird that this was a barrier item with no barrier synergy, so this change would both fix the lack of barrier synergy and the insane amount of healing to get the barrier
: starts at 10% chance and gains +10% per stack
-# not actually bad, but I think if you would not let it get damage with stacks, at least make it proc frequently enough
: grants 5% chance to crit
-# it kinda annoys me that all the other "on crit" items have a built in 5% chance to crit, but this one doesn't
: gains +5 meters of radius per stack too
-# this is meant to be CC focused band, and it does a decent job at it, the problem is being just decent is not enough when sacrificing bands
!feedback
Fix the eclipse 8 icon outline. It’s been cut off for as long as I can remember
!feedback
Unlock: Complete E4 on Loader.
Particle Snowballer- Green
All sources of player damage have a 5% chance to become charged. Hitscan charged attacks will deal increased damage at longer rangers, capping at 10x damage (+10 per stack) at 200m. Projectiles gain damage with time traveled, up to 10x damage (+10 per stack) at 10 seconds. Melee attacks grant a 3x (+3 per stack) increase in damage and a 2 second 1.5x increase to attack speed.
Item Description: Neutrons smash into nucleus, releasing neutrons to smash into other nuclei. Criticality, massive explosive force. But this time, the reaction doesn't stop.
A Gup DLC
!feedback
!feedback
Please add a 'Restart' button to the in-game menu. It really sucks having to quit the game just to start a new lobby with the same people when a run goes wrong
!feedback
Catchphrase for Chris Christodoulou was
"Chris don't miss"
I propose the new catchphrase for Stavros Markonis to be
"Stavros has those" 🗣️
!feedback
ROBOMANDO & HAN-D
note: this is written before the big returning survivor reveal. This is just a fun idea I had for how i would bring back these two characters to ror2.
ROBOMANDO & HAN-D operate as two distinct survivors but from time to time ROBOMANDO can mount HAN-D, thus combining them into one. Their appearance is based off of their design from Risk of Rain Returns, although HAN-D is malfunctioning, withered, beaten and damaged with wires hanging out. Their abilities differ based on if ROBOMANDO is mounted or not:
While mounted ROBOMANDO sits on HAN-D’s shoulders, the player controls HAN-D;
While dismounted, the player controls ROBOMANDO and HAN-D acts like a glorified Beetle Guard;
HAN-D on it's own cannot do much but attack enemies with melee abilities. Upon being destroyed it needs to repair itself, a percentage bar appears similar to Captains hacking beacon. They need 30 seconds to repair themself on their own but ROBOMANDO can speed up this process by shooting HAN-D with it's primary. Enemies bring it's repair percentage down with attacks.
While mounted the player controls HAN-D and ROBOMANDO shoots enemies on it's own from HAN-Ds back.
I have some ideas for abilities but I will send them if this gets at least like 10 upvotes.
Alternatively HAN-D could be swapped for another unused robot character.
why the item are all hide?it will be better if u cann see the item
!feedback
I had an idea of a possible Vand (void band) rework.
What if instead of doing 100% damage of attack that procked it, It could apply 75%/50% of all damage that enemy took in the grsvity pool when it ends.
That way enemy gets caught in void bang, u blast it, and if it survives when gravity pull ends all damage that u applied reaplies in an explosion.
This would make Vand a worse band for heavy hitters and more of a side tool for more quickfire survivors like comando
!feedback
oh i didnt see 2 chat feedback exist
something id like is a artifact that either give all players the item or lets each player pick up the item rather then first come first serve
make it increase in size per stack 👍
Differentiate item descriptions that stack exponentially, multiplicatively, and linearly, especially when they’re all using percentages.
Laser scope scales linearly, rejuvenation rack scales multiplicatively, and shaped glass scales exponentially, but all three say +100%.
Change shaped glass’ description to say “X2 damage per stack”, keep rejuvenation rack at +100%, and change laser scope to be “+1 crit damage multiplier per stack”.
This would also be good for things like alien head, where -25% cool down is not the whole story. It should be written as “cooldowns are multiplied by X0.75 per stack”.
!feedback
Unlock: Complete E4 on Acrid.
Ockham's Wealth - White
Grants 5% (+5% per stack) critical strike chance. Killing an enemy with a critical strike grants gold equal to half (+quarter per stack) of a chest.
Item Description: If you need money, kill people. Sometimes the simplest answer is the best one.
!feedback
Lunar
Hubris
a medium, ring-shaped rock medallion, broken in half.
Chest initial cost reduced by 60% (+60% per stack)
Cost scales per chest opened on stage (+20%/chest per stack)
"Greed. It gives, as much as it takes."
!Feedback
Artifact of blight.
All elite enemies get another elite type ontop of their original typing. (And become like 90% invisible)
Lightweight alien scales [lunar]
Convert armor into block chance based on effective hp gained from the armor. On hit, 10% chance to lose 1(+1 per stack) armor. Resets every stage.
Gain 10(+10 per stack) armor
Proportionally scales with tougher times so you’ll never get 100% block chance.
Description means that you have a x/(100+x) chance to block. This is the current damage reduction formula used in the game.
!feedback
We really just need an update to artifacts that add a second tier to every current artifact.
Tier 1 of command would be potentials, tier 2 is current command
Tier 2 of honor is +1 elite aspect every ten enemy levels
Tier 2 of swarms is an additional X2 enemies and no health reduction
Tier 2 of death would make everyone share a health pool directly
Etc.
!feedback
Blinding Assault buff idea.
Observing his kit, it seems default merc focuses on speed while alt on exposed stacks.
Therefore what if Blinding Assault increased your movement and attack speed for a short while after its use. Thatll give it more viability plus making it better to par with eviscerate (scales with atk speed)
!Is That Freddy Fazbear? Har har har-har har
New Red Item: Jack of All Trades
*** Item looks like a guy in a suit adjusting his tie, his name is Jack ***
Increase Critical Chance, Critical Damage, Damage, Movement Speed, Sprint Speed, Attack Speed, Regeneration, Maximum Health, Luck (rounded down to nearest whole number), and Shield Health by 1.5% (+1.5% per stack)
Decrease Skill, Item, and Equipment Cooldowns by 1% (+1% per stack)
!feedback
If Robomando is the new survivor, his default special would unlock chests for free, but his alternate special could summon a strong mech that he can use for 30 seconds
!feedback Please add the snowy Shrine of Chance variant to Pretender's Precipice. I believe there is also a sandy variant, please consider adding it to Iron Alluvium if you haven't already.
On a related note, even if these maps don't have Stone Golems in their spawn pool, they could still spawn from a family event or Artifact of Dissonance. Please make sure that if they do spawn on Pretender's Precipice and Iron Alluvium, they will use their snowy and sandy appearances, respectively.
!feedback
New Equipment Item: Jack of All Trades
*** Item and summon looks like a guy in a suit adjusting his tie, his name is Jack ***
Summons Jack, and he attacks with any Survivor’s Primary randomly every few seconds
Lasts for 20 seconds
Cooldown: 160 seconds
How would anyone not want blinding assault buffed what
Yeah now that I think about it’s not really a good idea because balance just goes out the window
!feedback
Gearbox, I am begging you, for the love of God and everything that is holy please add saving to the base game, I use a PS5 that's shared by 2 other people and anytime I keep my game running to keep a run, someone else starts playing a different game and gets rid of hours of my time, PLEASE add saving
!feedback
Add unique Ending Phrases for using the Artifact of Metamorphosis.
Here's my take on two possible ones.
Escaped: ...and so it left, with everything but it's personality.
Vanished: ...and so it vanished. This time, forever.
!Feedback
Find a way to fix songs being too long without cutting them down
For example, the rain formerly known as purple (sky meadow track) has a full minute missing from the in-game version, the segment sounds great but doesn’t have a reason to be missing.
Also, another problem can arise when songs are too long for when they’re supposed to appear.
Songs like Köppen AF and Antarctic Oscillation never get to reach their shredding segments because their buildup is too long. Oscillation’s in-game version has a few cuts to combat this, but Köppen doesn’t have any, and the cuts that are used in Oscillation bring down the song a bit imo.
Maybe making Oscillation continue after the divine teleporter event as a sort of buildup to Con Lentitud Poderosa, or an homage to the orignal risk of rain?
I have no fix for Köppen though, that song will probably never be heard in full (unintentionally, in-game.)
!feedback
New Artifact: Artifact of the Melodious
When loading into a new stage area you haven’t reached this run (this does include the very first stage), before anything is shown a pop-up window displays that covers and blocks the screen asking;
“What stage is this?”
You have to answer based on the music. It’ll give you 3 options to choose from, only 1 is correct. If you get it right, you get a White Command Essence (regardless of whether or not Artifact of Command is active), but if you get it wrong you start with -25 gold.
You can’t opt out of answering because you could just not load in with the Artifact, bingus
This pop-up window won’t show if the area is guaranteed (like going through a blue / gold / celestial portal)
If you have Artifact of Rebith on and you get it right, you’ll instead get a Command Essence of whatever color item is in Artifact of Rebirth’s slot, but if you get it wrong you start with -50 gold as long as the item in Artifact of Rebirth isn’t a White item
!feedback
Add achievements related to the "eclipse" mode for example:
- Pass the eclipse for the first time
- Complete the eclipse of level 8
- Complete level 8 eclipse on a Commando character
In addition, it would be nice if there was a reward for completing the 8th level of "eclipse" (for example, a character skin).
(sorry for the crooked translation)
!feedback
Probably been said before, but pc and console crossplay would be so nice, id love to play with my pc friends
!feedback
Item idea:
kinetic kicks "Run N' Gun!"
sprinting grants a buff, stacking every .5 seconds of continued sprinting, stacks decay after 2 seconds of not sprinting(losing 1 stack every .5 seconds).
each stack grants +10% attackspeed (+7.5per stack).
max buff stack is 10 (+5)
(Movement speed would effect how fast stacks build up)
!feedback
Crossplay
Turn off ally cap
An item that deletes your save file when you pick it up
!feedback
Drifter's melee trail doesn't meet the standards of the other melee trails in the game.
It doesn't follow her bag, it appears all at once. (before the bag has even completed the full swing) It doesn't fade in, and the way it fades out looks like the entire trail is disintegrating, instead of the tail end of the trail fading out before the front. It also looks weirdly low poly, instead of a smooth curve.
Her melee also doesn't have any directional screen shake. In fact, it doesn't look like there is any screenshake at all (It doesn't even look like it has hitstop, although I'm not as sure about that).
The new melee trail is also a big downgrade from the one in Returns. Obviously, the two are very different, but the trail in Returns has more details, including dust, shockwave effects and different colored blurs for the top and bottom parts of her backpack (which can't be added now because the RoR2 bag is one blue lump).
!feedback something id like is a artifact that either give all players the item or lets each player pick up the item rather then first come first serve
!feedback
multiplayer option to prevent drifter from picking up teamates, the griefing potential is huge
(E3, off the map, for example)
!feedback
Void common
Dialated Timepiece
deep purple pocketwatch with a black hole-esque clock face, but there are no numbers, and it only has one hand which warps and spirals around the center. Threatening to collapse via hawking radiation at any moment.
+60% (+60% per stack) base damage, 1 in 50 chance upon taking ANY damage that this item breaks.
Corrupts all
Delicate Watches
!feedback
I really want to see an item thats similar to the pre-rework bolstering lantern , but instead it's a bit more widespread in the damage bonus it provides.
So basically: the old bolstering lantern gave you 20% damage bonus when you were below 50% health
What if it gave more damage the lower percentage of your health you had remaining.
For example: it gave you a 10% damage bonus at 75% hp or below, a 20% damage bonus at 50% hp or below, and then a 40% damage bonus when you were at 25% or less hp.
It could be threshold based or it could buff you by a different percent depending on your remaining hp%
The exact scaling can be changed but the effect itself is the main idea I'm trying to propose.
Honestly, if the numbers were jacked up and it was instead turned into a red item that would be fine too
!feedback
I think the combo primary attacks of seeker and the upcoming drifter need to be made to work like mercenary's, where you don't have to hold down the attack button in order to trigger the combo.
With merc's primary, you have a bit of a buffer between attacks before the combo resets. I think I explained it wierdly.
for example: with merc, you can slash, wait a second or two, slash again, wait another second, and then slash again, while still getting the wider final attack and the expose debuff on enemies hit by the 3rd attack.
On seeker (and seemingly will also be on drifter) the buffer between attacks to maintain the combo is so incredibly short, that you are probably not going to achieve the big 3rd punch without holding down the attack button.
!feedback An option to prevent Drifter from picking you up in the settings menu won't be visible enough for all players. Also, Drifter players with good intentions won't know who the ability will work on. Instead, there should be an interaction prompt (like Volcanic Egg and Eccentric Vase) to exit out of Drifter's bag.
Alternatively, the player targeted by Repossess could be required to press interact before being picked up. This way, the player who is being picked up won't be caught by surprise. There could also be an extra button for when Drifter is aiming and about to throw a player. The player would have to press this button before being launched.
!feedback
Item idea
Ductape: "it can fix anything"
Active item, on use, repairs 1 'broken' item in your inventory (delicate watch, elixir, etc). 60 second cool down, scales with item rarity.
White = 60 seconds
Green = 180 seconds
Red = 600 seconds
!feedback
Follow up to my one of my previous feedback posts about Drifter's melee trail. I noticed that Drifter's bag clips through her body after her third primary swing. This is really weird, please fix it.
!feedback
another thing about drifter that I noticed in the trailer is that the animation for repossesed objects landing on the ground is pretty static. It's a very sudden stop is what I'm getting at, though tbh I get it considering that they have to land right side up, but an idea I had to fix it is that the objects would vibrate a little bit after landing on the ground, kindof like one of those suction toys when they land. Or like how those springy doorstoppers (the ones that cats are obsessed with) go kabwannggggg when you flick them (do you see the vision?)
!feedback The Junk Cube that Drifter spawns looks like it's made of wooden planks. But the junk that Drifter can collect is clearly metal parts. The Junk Cube should be changed to be made of metal, like in Risk of Rain Returns.
!feedback
The Artifact of Metamorphosis could be fleshed out a little more by randomly picking (any unlocked) skills for the chosen character. And should also include the **Heretic
** if she was played at least once.
!feedback artifact of polymorph similar to metamorphosis but changes all players current survivor when entering a new stage aka using a teleporter or portal the bazzar between time could swap twice or only the bazzar exit portal triggers it
!feedback
Unsure if this has been brought up, but anyway I think it needs to be said again. Operator (and drifter as someone above mentioned) could use some more polish to their animations.
Operator's secondary admin override in particular feels very stiff, and it's EXTREMELY hard to ignore when a drone is hovering statically in the corner of the screen at all times. Likewise with the utility ascent protocol, and how the drone just moves along a horizontal plane despite all the maneuvering being done.
I really like how as of right now, drones pivot while flying around, giving them a sense of weight and whimsy. But with operator secondary, they're just...there. It's equal parts distracting and boring in its rigidness. I'm not saying to make them super animated, but having the currently selected drone lag a bit behind operator's movements, swaying when turning, etc would do a lot to polish up the look.
!feedback
Artifact of amalgam
All players share items, current and max health (with a slightly better formula than averaging), and minions.
Enabling artifact of metamorphosis with artifact of amalgam on makes all players turn into the same survivor.
(Also, artifact of death is basically built in to this one)
Hello everyone, i wanted to share my feedback about controls on PS5 and i wish we had the choice to select gyro aiming or playing with a keyboard and mouse, aiming only with joysticks is not practical for longer sessions. At least add gyro on PS5 to the DLC.
!feedback
!feedback
Would be a nice detail if, when on "Commencement", ennemy killed who would drop item with "Sonorous Whispers" (Large monster drop item, elites have 4% chance of dropping) actually dropped lunar item.
Friendly Barnacle (Void/Red)
Corrupted spare drone parts which adds a void barnacle to every drone (plus %50 damage per stack) and gives them the voidtouched trait
!feedback
!feedback
The description for Drifter's Primary ability, Blunt Force, is inconsistent with the other 3 hit melee combo abilities. Acrid and Mercenary's descriptions say “Every 3rd hit”, but Drifter's says “The third hit”. Please update the description to be consistent with the original characters.
!feedback
Another very very small thing that deeply annoys me is that the third hit isn't exactly double the damage of the first 2 hits, like, it's just a 5% damage increase in the first 2 hits and I'm in inner peace
-# also decreasing the damage of the last hit by 10% is an option, but come on
!feedback
Frag Grenade sucks right now so I came up with a possible fix
Grenade damage 7.5 -> 8
Grenade explosion size 11 -> 9
Grenades deal impact damage, and are Heavy. (damage += speed).
Grenades attempt to slightly redirect to another enemy upon impact, as a pseudo aim-assist.
Speed and impact damage decrease with each consecutive bounce.
When grenades reach their timer or their impact damage reaches 0, then they explode.
This is probably an overengineer of a kaboom sphere but a janky 700% damage explosion with a tiny radius on a 5s cooldown sadly isn’t viable in most cases.
!feedback
Unlock: Complete E4 on Captain.
Shrine of Fortune - Interactable
Allows the player to dispense singular scraps into it. Scraps give plays proportional to the value of the scrap.
White Scrap - 1
Green Scrap - 2
Yellow Scrap - 3
Red Scrap - 5
When you use the shrine, the following possibilities can happen:
40% chance - Nothing.
21% chance - Gain 1 random item (as if from regular chest)
19% Gain 2 random items (as if from regular chests)
10% Upgrades 1 random item in your inventory.
10% The machine breaks, dropping 2-4 white scrap, 1-3 green scrap, and 0-1 red scrap.
Shrine idea: Shrine of purification. Unlocked by void fiend monsoon. Uncorrupts a stack of void items on use.
!feedback
!feedback
Assuming that this isn't in the game already or has been solved:
While playing drifter, picked up scrap should contain the stats gained from her passive in the pick up description
Playing around her passive is obviously fun and encouraged but with no way to check her passive without either quitting the run or looking it up, it will most likely halt gameplay to look up what each scrap type does, make decisions feel unresponsive due to no indication of her passive being present rather than just the stats gained themselves, or just make for less satisfying and more uncomfortable decision making due to the uncertainty of it.
Pictured: person who had no idea which did which while playing drifter
~~or Alternatively just flesh out character log entries with stuff like abilities and passives, a way to check ability cooldown, maybe even the option to switch the models for the other skins and such... ~~
We should definitely add more characters to the base game after all. If we're getting them for the dlcs, why not give it to the?Regular games
!feedback
!feedback
Give the Shrine of Order a small chance to appear in any stage instead of being exclusive to only two of them.
We need more skills for the preexisting characters; not more characters.
Create more categories of stages, and stages in those categories.
For instance, we have two snowy stages, five foresty/foliage-heavy stages, and two cave-heavy stages.
It would be cool to see these categories have shared mechanics, such as giving all snowy stages the ability to spawn a shrine of order, all forests having more mountain shrines, etc.
Doing this would give the player more “a-ha!” moments while playing the game, and ways to feel smart by discovering patterns.
I'm not paying 15 dollars for a new DLC for game that doesn't even work.. I might pay you 15 dollars just to fix my freaking game. So why can't I play with my controller on PC? .. I've deleted the game, I've tried with steam input on and off. Controller works fine in the menus, then start the game and it says no gamepad binding, and wont let me bind. I'm using google stadia controller.. 🖕
!feedback
!feedback
Saint drifter Claus (skin idea)
P.S I don’t read other suggestions often, so probably someone’s already come up with it
!slorpadorp
A DLC that adds primarily new skills, one for every survivor (including DLC ones)
idk if theyll do dlc survivors too but itd definitely be cool for the base cast
!feedback
I thought up an alt skill for every survivor a while back
#ror2-feedback-and-ideas message #ror2-feedback-and-ideas message#ror2-feedback-and-ideas message
What do you guys think of them
(the bandit one if definitely my favorite
!feedback
Give Loader’s Primary a third hit / combo finisher to match how it works in Returns. This would make it feel less awkward to use and make her kit more well rounded / less reliant on Utility to do everything.
!feedback
The animation for Drifter's Junk Cube doesn't match the description of the ability.
The description for Junk Cube says that you slam down a Junk Cube. However, Drifter does not actually slam with the cube. She swipes downward with her bag, and then a Junk Cube appears.
The slam does more damage than the third hit in Blunt Force, (Blunt Force 3rd swing is 350%, Junk Cube does 400%) which is consistent with the idea that enemies are being hit by a massive cube. But the actual animation for the Junk Cube slam is basically the same as the third hit of Blunt Force. Without the animation of Drifter slamming down the cube on enemies, there is no visual explanation for this extra damage.
Please change the animation so that Drifter can actually slam down a Junk Cube.
!feedback
A third lunar seer, since there will be:
5 stage 2s
5 stage 3s
and 4 stage 4s
!feedback
Make newt’s bazaar and island area upgradeable with xp. He starts off just having one soup, one lunar bud, and one seer, but with levels you “donate” to his shop (and also just by visiting him consistently), his shop will slowly expand, even past where it is currently.
There could be an extra soup for red -> white, a scrapper, a training area to test items you just got, more hidden realms unlocked only by donating a lot of xp, and more.
This would work well imo, because since xp is an easily obtainable resource, unlike lunar coins. So the amount you’re putting in won’t put you into generational debt. Also, it’ll a be bit similar to games like Escape from Tarkov or The Cycle where you’re building out your base between runs
!feedback crossover between terraria and risk of rain 2 plsss
!feedback
Building on this idea, I think that one of the new hidden realm unlocks is a portal that takes you to a random player's base (we can just put it where the Void Fields portal is, nobody will miss that shit). Using XP you've collected, you can buy troops from the UES Barracks and create a miniature army of your favorite and strongest survivors and monsters. Then, you can deploy them onto a random player's base in an attempt to overwhelm their defenses and steal some of their XP and items.
In order to balance the mechanic, their will be different leagues created that represent your win-rate so that you can be matched up with people of similar skill levels. They will be as follows:
- Watchbreakers (Raydanners alternate title): 40% or less.
- Scavengers: 40%-45%.
- Deadsellers: 45%-50%.
- Guntsquadders: 50%-55%.
- Colonizers: 55%-60%.
- NotASurvivorButAThrivers: 60% or more.
!feedback
Give the Bazaar Between Time an extra portal after Stage 5. One will loop you back to Stage 1 as usual, the other will send you to Stage 6/Commencement, so you aren't forced to loop all the time in this circumstance. 
!feedback
Make self inflicted damage not count towards eclipse 8 damage. Making a whole character near unplayable because of this not already being a function is downright ridiculous.
!feedback
Solus Scorcher's flame has no fade in and fade out animations. (Didn't know you can attach things with a role)
!feedback
Steam page for Alloyed Collective doesnt have Release date, it is also missing Operator/Drifter trailers and doesnt have many images
!feedback
Please just buff Commando’s grenade and Acrid’s blight. Unlocking blatantly bad alternate abilities does nothing for variety and replay value.
!feedback
There should be an option to quick restart prismatic trial
Because of the nature of gamemode and one particular achievement, people who are interested end up doing a lot attempts in one seed, restart feature here is important imo
You should add crossplay between pc and console
!feedback
Drifter's launching arc origin is misplaced a bit
!feedback
new main menu backgrounds
!feedback
A red item that for every 5% of attack speed (not including your base), you get 0.5% damage
!feedback
We need cross platform to be added 
!feedback
Revert Ignite effects like Burn back to how they functioned pre-Survivors of the Void
!feedback
Risk of Rain 2: The Throwback Update
if i was in charge of ror2, after alloyed collective i would be focused on improving old, neglected aspects of the game, primarily alt skills. this supposed update would (for the most part) improve old content instead of adding new content, with the sole exception of giving void fiend new alt skills. this update would go back and buff or rework some of the “bad” alt abilities, such as giving arrow rain a higher proc coefficient or making directive harvest not absolutely terrible. i think the full change list id do is something like this for each survivor. if you have any feedback for my feedback, please head on over to #ror2-feedback-discussion and ping me with your ideas. ill check them when im available :)
below are a couple examples for the starter characters, mando and huntress
commando: roll now gives 150 armor for 2 seconds when activated
huntress: arrow rain now has a proc coefficient of 0.7 instead of 0.2
the rest could be discussed but these are the lighter changes i want made to allow some different abilities to keep up with their alternatives
also please give void fiend alt skills gearbox PLLEEEEAAASSEEE
!feedback
About temporary items
are very reliant on other items and very often dont give value for a long time, from dev diary it seems Ignition tank can be temporay and Suncles said that only
is blacklisted
I think those four items would be very frustrating as temporary, often they will end up not doing anything at all and even if you find synergizing item there is a good chance item is soon to expire, at least in base form those items are always at the very least can be used for printers and soups, but I am guessing temp items dont have this utility so temp ignition tank, death mark, icbm or scope are basically pure nothingness
I believe that it would just feel better if there was a filter that would make temp ignition tank not appear if you dont have burn, temp scope only appearing with like 50% crit chance and stuff
!feedback
If there's gonna be more dlcs after alloyed collective, I'd really like one of them to be focused on the tar. It's such an interesting concept, and the lore bits really fascinate me. I don't have a clue what it could be called, but maybe the end boss of it could be the tar entity itself, or something like that, and it could bring a tar survivor to play as or something.
!feedback
it would be cool if equipments could trigger Breaching Fin
!feedback if the direction of the game isnt going to nerf the newer overpowered survivors and items, then id at least love a new difficulty. one where it feels as difficult-yet-balanced as playing 1.0
!feedback
Equipment that cannot be activated shouldn't show activation key.
!feedback
Make it so it shows the proc coefficient in the character menu.
Remembering it all can be alot
And for new players it'll help knowing about it
Oh, and please make it so bleed duration isnt effected by proc coefficient, having bleed last less than a second on bandit and Rex kinda sucks
!feedback
Idea draft for a new 8th rarity of items for the game, inspired by a certain youtuber's recent-ish video.
Obviously, you don't have to read through the whole thing if you don't want to, because I know I talk way too much, but I wanna share it anyway.
https://docs.google.com/document/d/1bDyVvqRDH77f8hBZ7WJR15zrky6gLFGICBN91mzWpQs/edit?usp=sharing
Augmented Items (Originally inspired by SocksNeedsHelp’s 10 Dumb Mod Ideas video, watch it if you haven’t already. I took pretty much the entire base idea she made and expanded on it greatly because I really liked it) The Basics This draft is my take on an 8th rarity of items for Risk of Rain 2, ...
!feedback
A lunar equipment that will make you do half damage for 10 seconds, but you get 2x defence for 8 seconds (by the way, I know what a jade elephant is, but that gives you 500% I’m talking about 2x what defence you have)
(it’s not affected by glass shard)
!feedback
Bro, every time I make one of these it gets like 15 dislikes
Okay, but anyways, so if you look in the logbook there’s only a mini mushroom so I’m thinking what if big mushroom
!feedback
Drifters second swing disappears too early.
!feedback
wanted to add that itd also be really cool if they did a second update after that (or just crammed it into the alt skill update) that reworked old and shitty items like stealthkit and aegis. i dont think many items need changing but there are a handful that are just so bad i cannot defend them in any way
!feedback (bot broke)
!feedback
idk how feasible it would be to code (especially so late into development), but it would be cool if you could charge some abilities while in drifter's bag, like being able to hold a loader punch and having drifter throw you to give you a bit of speed
it probably wouldnt be very powerful (given that she has a grappling hook), but it would be a silly piece of co-op tech
!feedback
For some reason, some thrown objects have very inaccurate hitboxes. Because of that landing looks very awkward.
!feedback
rework for the volcanic egg.
Instead of forcing you in the direction your looking it allows you to move similar to strides of heresy, making the movement not annoying as hell.
Aswell as making the 'detonate' button any attack/pressing the equipment button, since having it the same as interact can get in the way around intractables
Add a character that works similarly to REX, but has a separate bar that they use instead of health.
I have a friend who really likes these types of mechanics, but dislikes REX specifically because it uses health instead of a separate bar.
-# and also not drifter with her scrap mechanic. It’s similar, but not the same.
!feedback
I don’t know how balanced this’ll be but I am still really bummed out and how Rex can’t run on walls. His run animation really makes it look like he could.
!feedback
In the logbook
doesn’t tell how much the chance increases for item rarities. I don’t know why it doesn’t tell you but they need to make it so it does(I don’t know if it does this on pc but I’m on ps and it just says “increase rarity chances of the item per stack”)
unnamed uncommon
healing equal to 50% max health gives 1(+1 per stack) max health
!feedback
simple laser scope buff
+100% crit damage (+100% per stack) —> +150% crit damage (+150% per stack)
also has a base crit chance of 15% when picked up, doesnt stack
this would make the red feel far more worthwhile, especially considering the new hikers boots, a common item, also stacks crit chance and damage simultaneously.
please make this red better gearbox 🙏
!feedback
Have Blind Pests get tired after flying for a while and land to rest for a little bit like Alloy Vultures, this would make them less frustrating to deal with at times (they’d be more vulnerable when on the ground) and allow their walking animation to be utilized more often.
!feedback
Scorch Worm needs a rework. It's incredibly frustrating to deal with, almost always hitting the player. Also, for some reason, it can fire projectiles across the entire map and still deal damage.
!feedback
Gearbox please add cross platform between all platforms, I’m pretty sure they’ve done it for their other games plus it’ll be very good for Risk of Rain and their players
!feedback
Fix scorch worm pathfinding
They are very very stupid. 👍
!feedback
Please make Scorch Wurms emerge more frequently it's not awesome when an Overloading one just regains half its hp because it decides not to
!feedback
Make scorch worms not invincible when underground, it should protect them by removing their hitbox because they go underground, not make them immune to everything??? It means all damaging status effects are effectively cleansed for no reason
!feedback
Lower the distance scorch wurms can run underground before reemerging. So you don’t have to go halfway across the stage just go kill one scorch wurm.
!feedback
make halcyon shrines spawn golem waves when youre out of money
(dont forget to add a cooldown or something so that it doesnt spawn several waves in mere moments)
!feedback
Twisted elites don't work too well. Crystal projectile doesn't bring any impact to the gameplay because it moves slowly and can be destroyed easily in most cases. Also for some reason crystal size scales with enemy size.
!feedback
Consider adding an option to change controller sound effect volume. On ps5 a lot of people use their controller speaker for party chat. The game pushes sound effects out of the controller speaker constantly. The volume of these is not affected by the “sound effects” volume slider. My only way to turn these down or off is by turning down the controller speaker entirely, and then I cannot communicate with party members.
!feedback
Add in the highscore board from RoRR!
Idk if anyone else wants it but
The scoreboard in rorr makes me want to have better and better runs :D
!feedback
just remove scorch worms or something man im so tired of these terrible terrible enemies being in my runs
if you dont wanna remove the fuckers then rebuild them from the ground up because my god they are not good right now
if i were to redo the scorch worm i would make it a stationary enemy that never burrows and has normal targeting like most enemies and doesnt have projectiles that scale speed based on distance. just make them an interesting stationary enemy or something idk this burrowing shit is cancerous
!feedback
I think col. Droneman should respawn after 30 seconds, its the only ally item that doesn't respawn after its killed, feel like this would make it more consistent with the others
!feedback
Make Voidling blackhole not pull drones, it is really annoying attack that kills all drones and you cant really do anything about it
especially with new dlc it would frustrating to lose legendary drones immediately on phase 2,
plus Operator will lose all of his active skills when Voidling decides to kill all drones
!feedback
Item idea: EXTRA dry ice
15% chance in it to apply 1 stack of frost, freeze effects execute at +10% hp (+10% per stack)
(I think heard someone mention a ignition tank item for freeze, this is my take on it)
!feedback
Lycate cell should allow captain to have an extra beacon (you pick which one it'll be) similar to how engi gets an extra turret, I get the whole "some items are bad or better on different characters" but it does, actually nothing on captian
Change Captain's special to have charges usable on either beacon. So you can put down two left, one of each, or two right beacons. This would fix the issue with an extra lysate cell, and also allow for more dynamic choice on Captain in general
Please for the love of god, you have made a rdm button for artifacts, do it for survivors. I like metamorphosis but I prefer sticking to one character, I don't wanna choose my character sometimes either. So please, just make a random option available for survivors aswell
!feedback
Add random survivor button to pregame lobby
!feedback
If Drifter can hold survivors/teammates, if they lose hp like chests/shrines/scrappers/multi-shops, the survivor exits the sack when their hp reaches 10-30%, so drifter trolls don't ruin their teammate's experience
!feedback
Drifter's Salvage animation has several flaws.
The straps on Drifter's bag frequently clip into her model.
Drifter's feet rise into the air during the animation, instead of staying on the ground.
The animation is out of sync with the spawning of the temporary items. In fact, Drifter only reaches into the bag twice despite there being four temporary items.
!feedback
Allow Seeker to use Equipment while in Sojourn/Reprieve.
Considering she can interact with any interactable in the game while using the abilities it makes no sense why she can't use equipment as well.
!feedback
Have Shrine of order spawn in more levels, right now it only spawns in Rallypoint delta (third stages) and Commencement (final stage).
Even if Rallypoint delta was selected it still has a rare chance to spawn on the level.
Shrine of order probably my favorite Shrine for its high risk item gamble.
!feedback
Shrine of Shaping needs a rework. It's always beneficial, getting an additional life with no actual drawback is crazy. You don't always take other shrines because they all involve risk or situational effects. Also it needs some kind of remodel because every other normal shrine has a stone-like dark texture.
!feedback
To make sonorous whispers less insane (especially on gilded coast), but more consistent and still strong, it should be reworked to something along the lines of "8%(+2%) for elites to drop items. chance halves each drop, resetting each stage. Bosses drop items up to 3(+1) times per stage."
!feedback
guys, hear me out
ok, so i'm making a game in Unity thats like RoR2, except it uses RANDOM items. currently, there's 420 MILLION. if the devs could add something like Simulacrum but for Alloyed Collective, like a Simulation (because it fits the tech theme) about how some backstory event happened (i'll leave that up to the devs) but now you're basically in VR (Virtual Reality) and have a regular run EXCEPT you have the randomly generated items. For example, my script for generating mine has JSON, which I've attached so you have a reference (devs). I actually just use Unity, Unity's JSON manager, and (actually) Dotnet Roslyn, which makes it compile code at runtime and works like a CHARM. I've also attached the C# script in case any of the devs like this, and for reference, I just drag and drop the Dotnet Roslyn DLL and extensions of such into a folder in the Unity project, then, voila, Unity automatically links it. I originally wanted to make this an RoR2 mod, but challenging my dev skills is kinda needed rn as I'm growing up, so I made it standalone. Except, I'd LOVE to see this in RoR2. Like, one, it fits the tech theme for Alloyed Collective, two, I did the math, and based on my averages of component combinations, having 50 names, 50 adjectives, 100 conditions, secondary conditions, and abilities, and 10 colors, and a total of 50 unique variables like random numbers, random projectiles, etc, gives about 790 TRILLION items. Yep. And it takes, like, a quarter gigabyte, because it doesn't precompile everything. I'd REALLY like to see this in game, even if it's a postponed or todo Alloyed Collective thing, like Minecraft's Caves and Cliffs part one and two. Thanks for reading this if you did, devs. Great game, cannot get enough of it. Already have 458 hours and I bought it in late August.
!feedback
On Playstation there's no way of getting a good amount of lunar cpins easily, replayability is affected by this if you want a lunar build, rerolling becomes too costly, I think it would be a fun idea to get a lunar coin every stage you beat, the further you get, let's say stage 10 you might get 2, haven't fully thought of it but it would be much better than every so often getting a drop or escaping the moon. Achievements do give coins but achievements don't last forever. Also, false son should give lunar coins when rebirthing. It's a bit annoying to win the game to no real avail. 5 lunar coins instead of 10 would be a good in between
!feedback
plz gearbox make this a circle around the ship ( u see more when u are on eclipse 2 but i assume u can see it without)
sry if my english is not very good
!feedback
we need a button on settings to unlock the items you have unlocked by achievements (i lost my save)
!feedback
we need to be abel to give item for friend if u want (an altor if or just a button)
!feedback
!feedback
make children not become briefly immortal if they fail to teleport beyond 8 meters from their current location.
!feedback
Actually, just make children have some amount of armor (maybe 100 armor or hell, even 200 armor) when teleporting, not immortality
It's already an annoying enemy by the fact it's always running and teleport away with really high damage, even at level 1, it doesn't need any sort of immortality
-# you can say anything, "oh it's projectile isn't that fast", but I don't care, the main reason I die to this thing is because I can't kill them and than they snowball into a big horde, there's a limit to how many seeking projectiles I can dodge at once
!feedback crossplay with console and pc (assuming its possible. If not i understand)
!feedback
make bandit's blast ability have better/perfect accuracy. It seems like it's meant to be similar to his primary from ror1/rorr, but that one essentially had perfect aim. The ror2 version has an absurd amount of bloom when firing quickly, which defeats the whole "fire as fast as you can click the button" thing his primaries have going on.
!feedback scrappers are way too slow should do sum about that
!feedback make gold eclipse an achievement
!feedback
Improve eclipse in kinda small ways
Make artifacts usable but they don't progress the modifiers
Make wins count
OR just make it a option in single player instead of alternative game modes
!feedback
Artifact idea
Artifact of Unseen
Double all the chest spawns, but all of them are now cloaked
!feedback
Buff chef’s passive skills by a smidge
Even with no healing items I find it to be a bit below average
I think a large magnetization buff or a slightly higher percentage would be nice 
!feedback
now that eclipse can be used in multiplayer, I think it makes more sense to turn eclipse into a difficulty like the other three. It'd appear after monsoon, and each time you beat it on a character, it increases to the next level.
Who here is on ps and can help me get the ethereal achievement for mercenary
!feedback
Unlock: Complete E4 on Railgunner.
The Line - Red
All man-made devices are doubled (+1 additional device per stack) when created. This includes AtG/DML missiles, sticky bombs, fireworks, bandolier boxes, shurikens, warbanners, ceremonial daggers, electric boomerangs, resonance discs, Col. Dronemans, voodoo dolls, Goobo Jr.’s, molotovs, caffeinators, sawmerangs, and Back-up drones. All item effects listed with proc-coefficients are increased by 25%, but all damage associated with listed items is reduced by 25%.
Item Description: Collective. So soon my eyes will be collective. So soon my mind will be…
!feedback
add razor penny from rorr.
the stats would be something like “upon landing a critical strike, gain 3 gold (+3 per stack). also gain 5% critical strike chance (+5% per stack).”
this item is just really cool and more crit white items is great, i love that hikers boots are a crit item but more would also be good idk
!feedback
I’d love to have more void and lunar items as they usually spice up and differentiate runs the most
(While I understand the next dlc is going to be more focused on drones and general gameplay, the little amount of lunar and void items we have is bizarre. I think that was an intentional design but I want to see more of them in the future)
!feedback
DLCs should have more item unlocks.
I have always loved going through the process of unlocking items and the DLCs just give them to you. Imo half the fun of this game is the unlocks and they're the reason why I play it. Unlocking items makes the game much more replayable, because I want to play again to be able to use whatever it was that I unlocked.
!feedback
Bring back CHEF’s exclusive temporary items from Returns for CHEF’s Kiss now that temp items are a thing in RoR2.
Since they would probably be really really good, suggestions I have to balance them out would be to have it so that they can only spawn when having killed enemies with 3 or more skills instead of the usual 2, and/or only have a percent chance to replace the standard CHEF’s Kiss healing items on kill.
!feedback
Items having unlocks also makes for a much better learning experience IMO. It's not just "oh yay i got an achievement" but its the fact that you start the game off with less items therefore you learn more about these items, and then when you get a new item or two unlocked, they are placed in the spotlight instead of just being yet another miscellaneous item. So the player gets to gradually learn about each item in a far more elegant way than "here, take em all. figure them out"
if theres any way i'd want existing DLCs changed other than minor balancing, it would be achievements. a "full unlock" option for dlc items would be fine, but i would love to have to unlock them, personally.
!feedback
Lunar item idea - Rupert's Drop.
Gain 100 (+100 per stack) armor, all dmg taken from behind ignores ALL armor and deals additional +100% (+100% per stack) damage.
That is way too big of a downside
Chat in https://discord.com/channels/417739215355510784/565610274053292042 to avoid the 30 minute slowmode in ror2-feedback-and-ideas
!feedback
Rework for engineer
more customizable turrets: would be able to select if your turrets is mobile or stationary, and then change what weaponry it uses.
so you could have stationary carbonizor turrets or mobile chain gun turrets.
Kinda sounds like celestial war tank but as an engineer turret
!feedback
for CHEF's passive, instead of a healing orb what if it was a random colored food pickup like an orange food for attack speed, or blue food for movement speed, etcetera; like Filial Imprinting from RORR but as CHEF's passive
!feedback
Lunar item idea - Lunar controller
Grants allies (drones, turrets, ect. not survivors) buffs (firing speed, attack damage, chance to apply status effects depending on drone. These buffs increase per stack) but allies have a chance to target you when enemies are nearby (Drones/Turrets only attack for 5-10 seconds which increases on item stack. Drones that heal also heal enemies, ofc if the drone fails the chance to attack you, it gets put on a 10-20 second cooldown which decreases per stack)
In summary drones and turrets get buffs, and if enemies are nearby every 10-20 seconds allied drones/turrets have a chance to target you.
Juuust a silly idea i have, and fits with new dlc
!feedback
artificer hover toggle shouldnt be on by default
hold allows you to be more precise and consistent with your movement, but if toggle is the default then people who wouldve otherwise preferred hold will be unknowingly using a more awkward version
leave it as an optional setting for those that need it (i can see it being useful on controller, for example. but on keyboard it just kinda sucks)
edit: i also just remembered that the lobby specifically tells you to HOLD jump... and then you go ingame and its suddenly not a held action :^)
!feedback
Bring back the dedicated server.
Me and around 6 of my friends used to play ror2 all the time, we would get together after work and play a few runthroughs. But directly connecting/client hosting was awful, nearly 100% of our games ended in the game dumping everyone because the hosts internet blipped for 5-10 seconds and we would lose all our progress. Which was frustrating and just killed the mood and fun, we would stop playing for the night. It didn't matter who in the group we decided to be the host because all our Internets had various issues.
I setup a ror2 dedicated server on AWS because of that and for years this provided my friend group with a stable place to play and we had a ton of fun. There were never any issues with it, everyone could connect easily. Even while individual people got kicked out for a few minutes because of internet issues, they could easily rejoin and continue the game where they left off.
And ever since the dedicated server was abandoned we literally have not been able to play together. Its been years now and we still talk all the time about how we want to play ror2 again, and that we have new friends we want to introduce to the game. But we don't... because playing together is literally impossible without the dedicated server for us.
!feedback
New Survivor: Trentomento
Basically Commando, but has the Passive ability, Anti-Gup Rounds
Anti-Gup Rounds: +100% damage against Gups, Geeps, and Gips
Just watched the drifter gameplay, and a couple things stuck out to me about the temporary items:
There seems to be some screenshake effect when drifter (maybe other survivors?) picks them up, which is very disruptive when you have piles of temp items down and then pick them all up in quick succession.
Speaking of picking them up in quick succession, doing so keeps this everlasting feed of 'item pickup' popups that can persist for a very long time. You can see this when the drifter picks up a bunch of temp items during stage 2 teleporter, and tons of item descriptions occupy the bottom of the screen for the ENTIRE duration of the event.
Would be nice to have both of those effects toned down somehow.
On another note, I love that the little blue circle bar was kept for the temp items, but I found it a little hard to tell when an item is temporary and is about to run out vs being a permanent item. The bar becomes so thin you have to squint to see it, and since we now have items that could be game changing as temporary items (sonorous, sale star, etc). I think it's important to make that distinction clearer.
I'd suggest a dark backdrop for the bar (that way you'd always see the circle bar even if its almost empty) or something along those lines.
!feedback
!feedback
Im curious why the game Doesnt have a steam workshop and was wondering if the devs could add workshop support in the future
(Theres other modding sites for this game but I’ve always preferred the easy and convenient use of the Steam workshop)
!feedback
Artifact idea:
Artifact of Git Gud
All items are removed, but the level cap is removed alongside 5x exp multiplier past stage 3
!feedback
Now that in the next update we will have a proper and well designed way for players to engage with the game after dying in multiplayer, could we take another look at the shrine of shaping? SotS solution to the frustration of being left out and dramatically out scaled in multiplayer was to bloat the game in revives which isnt the smartest thing. seeker makes sense, she's meant to be a team supporter, dumb she cant revive team mates with her alt. Seed of life I have much bias against but ultimately it is an equipment, which hold some of the strongest items in the game. but shrine of shaping feels just bad, a big problem with it is the credits issue; taking up the same amount of credits as a naturally spawned legendary chest or a post stage 1 halcyone shrine (both 50 credits), which are massively more impactful than a shrine of shaping... getting it on a stage 3 (280 credits) is taking away almost 20% of the credits there
My biggest issue is that almost everything in the game thay spawns from scene interactibel credits is to help your run for the rest of it, or get an immediate change in it, none of them are a maybe like a shrine of shaping
There's been a lot of suggestions and proposed changes like maybe it being locked out after the teleporter event, and giving you a reward at the beginning of the next stage if you successfully got to the next stage without dying, that could be cool, whether an item, maybe a level? Someone else proposed maybe it could shape your stats in some way to your own liking, that could also make for very interesting decision making and worth the credits due to the agency of choice it'd give to the player
This is not to say to add any of these, but to do something with it. If the new drone system was present in the game before it, it would never come to be, the intent of giving it that feature simply would not make sense, and that is still true right now in the opposite order, it just doesnt make sense now
!feedback
With playable drones coming to the game, I thought about the artifact of devotion.... PLEASE GBX LET ME BE LIZARD BOI
!feedback
There should be a toggle so that everyone drone has a different color outline on their nameplate on the side of the screen, and an outline on their actual body so it is easier to keep track of who is who, when you have multiple of the same drones. Or give them funny randomly generated names
!feedback not an idea, just feedback: thank you for adding basegame improvements and qol instead of purely concentrating on content. it can seem underappreciated but it certainly isnt. drones in mp is huge, and the umbrella features in sots were lovely. i live for qol and tweaks
!feedback but would anyone actually care if gunner turrets didnt spawn on stages beyond stage 1 ...
!feedback make captains kit work in void
!feedback Make engi mobile turrets sprint always outside of combat.
They can already but only when theyre far far away. Letting them sprint would make them actually synergize with mobile items like little disciple, ruckler, edrink, wungus, the upcoming faraday spurs...
It just feels weird they cant do it, so let them do it all the time except attacking
!feedback give long standing solitude a 10% decrease in gold to exp conversion per stack past the first that stacks hyperbolically (so having 10 wont just remove the ability to gain gold at all)
It has no downsides for stacking currently aside from screwing over your teammates (fun) and even this wouldnt do much.
!feedback. Rework or buff aegis so it makes barrier never run out, it has to be consumed by enemies attacks.
This would not only make barrier items much better in base game but also for new items coming in the dlc.
This change could be a buff so it doesnt touch the original vision of the item, literally everyone would benefit from it and wont substract to people who like it now
!feedback
ICBM should give you an inherit But weaker AtG
much like how predatory instinct
and noxious thorn give you minuscule crit and bleed chance respectively
!feedback
buff 
my idea is improving the phase round, improving its projectile speed (if not making it hit scan, mini false son laser haha) and damage. Something like '400% damage and increases by 50% each enemy it pierces
And the other, make the grenade blow up on impact.
my reasoning is just, I like variety and I dont like the idea of "this ability is just better"
Phase round rework:
Piercing hitscan. Has a short wind-up similar to Bandit’s specials.
Deals 250% plus 50% damage per enemy pierced to all enemies hit.
Bands proc on the furthest target pierced.
!feedback
Add proximity chat to this with a distortion if you in the void levels. The range can be really small, or we can like scale the player so they are smaller, cuz it would be funny to see like 3 mini commandos running around, voices fading in and out, from a massive beetle
!feedback
"VFX Culling Bias" option adds chance for visual effects to not appear and it usually doesnt affect enemy attacks (Pizza telegraph would always be there), but False Son flame pillars flash indicator is affected by it and it can lead to immediate damage without being able to react
!feedback
Im very familiar with phase round and i think its a pretty good skill overall
But many disagree so heres my proposed buff
30% Bigger base projectile size and gets 15% bigger after every pierce alongside damage
Damage per pierce counts terrain pierces
Base Projectile speed increased by 50%
!feedback
Add a function to the logbook that allows us to switch the monster appearance to each elite type varients
!feedback
Really hope the SOTS survivors are brought back in line with the other survivors in a future patch. People (rightfully) complained when they were underpowered at launch but them being as overtuned as they are now is still detrimental to the experience of playing them. Their movesets are all fine but some number tweaking would make them a lot more engaging to play
Mainly talking about Seeker and Chef, There's a case to be made for ||the False Son|| being a little overpowered to fulfil the power fantasy of ||playing as a final boss||
!feedback unpopular opinion most characters need a nerf more than a buff
!feedback
1.: Support for up to 16 players
I'd like to propose the possibility of having an optional, experimental, or mutator mode that allows for up to 16 simultaneous players. With the cooperative direction the game is taking, it would be fantastic to be able to play with larger groups, communities, or streamers without needing external mods. It doesn't have to be the standard mode, but as a voluntary option, it would be a chaotic and fun experience that many of us would enjoy.
!feedback
- New “Mega-Drone” Pilotable by Up to 3 Survivors (Only Dead Players)
With the new mechanic where survivors can revive by selecting a drone, I think it
would be fantastic to add a new type of giant drone, something like a “Mega-Drone,” that can be piloted by up to 3 players simultaneously when they are dead.
General Proposal:
Each player occupies a module (offensive, defensive, support).
Only accessible to dead players as an active way to re-enter the game.
Full coordination between the three players to move it and use abilities.
Suggested Balance:
To avoid breaking the difficulty of the endgame:
It should not be usable in the Void.
It should not be usable during or against final bosses.
This maintains the challenge of those key areas, but the Mega-Drone adds a new cooperative dimension to the rest of the game.
!feedback
Add more tiny interactions with objects. Just for tiny details or lore tidbits. There could be a journal entry for each. An example could be something the "E Interact on a broken drone on sirens call, at it might give a tiny fact or small detail about the drones and there purpose. J feel it might add a way to connect tiny details of lore, or add Easter eggs
!feedback
- New Survivor with the "Reincarnate as a Robo-Controller/Ground Robot" Passive
I'd also like to suggest a Survivor focused on the concept of machines and robotics.
The idea is that their main passive ability would be:
Passive – "Persistent Code"
When this Survivor dies, they can only revive by taking control of a Robo-Controller or a special Ground Robot, even if they are playing completely alone. They would not have any other drone options available for revival; their identity would be to always merge with a mechanical unit upon death.
This would create a unique playstyle where death is not simply an end, but a mechanical transition to another robotic body, giving a different perspective on how combat is experienced.
!feedback chefs roll is genuinely way too fast it quickly becomes uncontrollable, really should be slower when i dont even have any items
!feedback Also, make it so you can press the Utility keybind while rolling to cancel the roll.
!feedback
Add a setting where your character will automaticly sprint. I would perfer having that than to press ctrl every time after firing as bandit.
!feedback
Unwanted items rework ideas
Bison Steak
-# Increases maximum health by 25 (+25 per stack).
Increases maximum health by 25 (+25 per stack). While health gained from Bison Steak isn't drained, increase sprint speed by 10% (+5% per stack).
Warbanner
-# On level up or starting the Teleporter event, drop a banner that strengthens all allies within 16m (+8m per stack). Raise attack and movement speed by 30%.
Upon activating an interactable, drop a banner that strengthens all allies within 16m (+8m per stack). Raise attack speed and damage by 15% for each stack of the buff. Banner lasts 20s (+10s per stack).
Lepton Daisy
-# Release a healing nova during the Teleporter event, healing all nearby allies for 50% of their maximum health. Occurs 1 (+1 per stack) times.
All allies increase their base health regeneration by +5 hp/s (+3 hp/s per stack) during the Teleporter event.
Old War Stealthkit
-# Falling below 25% health causes you to gain 40% movement speed and invisibility for 5s. Recharges every 30 seconds (-50% per stack).
Falling below 50% health (+10% per stack) causes you to gain 40% movement speed and invisibility for 6s or until in combat. Recharges every 30 seconds (-15% per stack).
Aegis
-# Healing past full grants you a temporary barrier for 50% (+50% per stack) of the amount you healed.
Every 5 seconds gain temporary barrier for 10% of your max health for each ally, up to 25% (+25% per stack).
Wake of Vultures
-# Gain the power of any killed elite monster for 8s (+5s per stack).
Gain the power of the first killed elite monster until next stage. After killing a monster with a different elite type, gain its power for 8s (+5s per stack).
!feedback halcyon shrine shouldnt spawn on stage 1s, its always too much of a nobrainer and while shorter runs in the POTC can be nice, ultimately i think itd flow a lot better if it started from stage 2
I feel like we should have an artifact that shares inventories. Yep thats it. I think it would be funny to see how powerful one group can get. Im pretty sure this doesn’t exist but im missing a few artifacts so maybe. But anyway, shared inventory= Overpowered chaos.
!feedback
Probably not a new one but being able to use artifacts in eclipse after clearing 8 on a character would be cool
!feedback
!feedback
Make lost seers glasses
be a 1% chance by default and every stack afterwards gives it a 0.5%+
!feedback #addcrossplaytoalloyedcollective 
!feedback New skins for every survivor in the Alloyed Collective DLC and not just the base game. The previous DLC gave the new skins to the void survivors so there's honestly no excuse why this couldn't do the same when it's the same price
!feedback ||add a number goal to the objective of the key charge things in the new place you go through before the new boss, like how commencement shows how many pillars you’ve charged||
!feedback hovering over drones in the tab menu should now show what they do just like items
!feedback Reduce visual recoil of operator's m1 with high attack speed. The screen constantly shakes and it is pretty disorienting.
!feedback // alloyed collective spoilers
crank back the enemy density of the new alloyed collective enemies and shorten conduit canyon's length... atleast to me it can get extremely overwhelming having to deal with 9 different barriers and rolling mines that damage me even when i kill them - alongside having to ||deal with alloy hunter after spending wayyy too long hunting for sentry keys.||
and on non-monsoon difficulties, maybe making only the solus amalgamator spawn instead of having it spawn alongside a normal teleporter boss when you activate the node. you do not understand the fear of having to deal with solus amalgamator alongside clay dunestrider on minute 12
!feedback tysm for nerfing SDP. getting to be powerful is a core part of risk of rain, but when its a singular item that makes an entire build, it Definitely is indeed boring. i hope positive reaction to this encourages other minor changes like the barrier changes here!!
!feedback
If you collect 2 purities from the bazaar it makes your secondary have 1 second cooldown making your healing/barrier drone give you barrier at a high rate and making any other drone be used way too fast
You can easily become overpowered and near immortal before even entering the 2nd stage
Would be better if the minimum cooldown for the 2nd ability was at least 2 seconds instead of 1
!feedback
Alloyed Survivors suggestion: ||allow a Drone Player to move on their own when an Operator attaches onto them, instead of the Operator controlling where they go||
!feedback I like that SDP got nerfed, it would just be too OP and the run would basically end. It was a really bold choice of them to do this, especially considering SDP isn't even a part of Alloyed Collective, but I think it was the right move, and after everyone becomes more accustomed to the new drone AI and availability, they would understand why it would have just been too powerful. Bravo!
!feadback
Make the highlight thing showing you can jump to a drone more visible on operator
!feedback keep the balance train going! buff weak items, and nerf strong items! Don't be afraid to make changes to vanilla content, devs!
!feedback
||allow dead players that are playing as drones the ability to open chest/purchase items! itd be cool that way since then they wouldnt be outclassed when they revive on the next stage, i know they can already pick up items but still,,||
!feedback would be helpful if drones had death messages in chat, maybe pickup messages too. just for clarity when so much is going on
!feedback imo i think faraday spurs should have you hold jump to discharge it instead of just tapping it, a tad bit annoying when i want the extra speed
!Idea - or maybe feedback idk, As a splitscreen player it would be huge if y'all could make eclipse an option for SS MP, its already a thing in MP so I don't see this being too difficult to implement!
!feedback the more final bosses we get, the more it kinda sucks to have their logbook droprates remain as low as regular enemies. sure theres command and clover, but… ideally theyd just drop more commonly
!feedback It would be very convenient if the Operator's drones were more highlighted while flying on shift, so that it would be easier to jump between them.
!feedback
!feedback
||honestly Operator is one of my favorites (i do have 2 complaints about him though)||
||1. why cant my queued up drone still use it's abilities while it waits to be deployed||
||2. please let me be able to cycle through my drones without needing to spam abilities pointlessly||
!feedback
Operator's "That Just Happened" challenge is frankly one of the most unfun things I've ever experienced in any roguelike and should be changed. There's a difference between challenging and unfun.
Not only do you need an absurd amount of RNG to even encounter Elder Lemurians in the first place, but you also need to have a build that's somehow strong enough to make it that far, yet weak enough so that you can keep them afloat for 10 seconds without killing them. It's genuinely an awful experience.
!feedback
Great DLC but please nerf the operator's "CLING CLANG" in the main menu
!feedback
Let the Operator see drones on the ground with a blue outline, I can't be the only one inherintly blind due to years of them being kind of pointless, I struggle to see them, especially in some of the new maps, their visuals are so tiny, larger smoke and sparks or make their price show up at a farther view radius
!feedback i dont.. think the flamethrower solus enemies should make screenshake when they spawn? if its intentional, i feel like they shouldnt. thats reserved for big powerhouses about to end my run (elder lemurians)
!feedback
Drone/Minion volume slider? 🥹
!feedback
The drone in the Operators hand should NOT STOP doing whatever the drone is meant to do if it is ranged in any way
!feedback
Please add an option to toggle character dithering when close to the camera, I like to use a mod to get the camera closer for an over-the-shoulder angle and the dithering is really distracting, I'm sure others feel the same
!feedback
Option to remap equipment switch from that one yellow item, coz i remapped all my abilities to mouse buttons, so i would prefer using like R to switch equipments. This is especially an issue if you stack Gestures/Fuel cells, when i would want to spam both equipments
!feedback i think all of the the dlc survivors should have alternate skins for both seekers of the storm and alloyed collective so that we have something to work for and it feels fair to main a newer released character
!feedback
When Faulty Conductor activates and you are grabbing a drone by operator, you have a massive chunk of glowing blue electric particles taking the middle of your screen.
Please make the visual effect more subtle, because it feels like you have some enemie's homing electric ball almost about to hit me at any time and is very distracting
!feedback
Equipment Seed of Life, doesnt work if its in the "offh-hand equipment slot" which kinda doesnt make sense, since its the good use of the yellow boss item to have this extra life on the off hand
!feedback
Since the ||drone scrapper|| got added I think it's fine to raise or remove the ally cap in the game now.
!feedback
In general there are a lot of old systems that needed revising for a while
-Enemy level still caps at just 99 despite the game encouraging looping way more since SOTS which is just about 2 loops before hitting that cap
-Enemy item pool still has a gazillion items they cant do anything with
-Player Level cap stll awkwardly doesnt reach 99 because of integer size limit, despite now being actually reacheable thanks to Longstanding solitude
-Ally cap in general hasnt been modified despite the many new minion items and drones added in new dlcs
!feedback. Really good job with this dlc. All the new stuff is amazing, feels super in line with quality of base game. Amazing design on the new bosses and really fun fights. Your efford is so much appreciated.
Only thing im suggesting is to reduce solus wing hp a bit thats it .
!feedback I love the dlc. ||the triple final boss fakeout|| is genuinely the most fun ive ever had in ror2. however, please revert the change with Nano spear and its ability (or loss of) to knock enemies around. Please. I will give you kisses
!feedback
||make it more noticeable when the side doors open in solutional haunt after you kill solus wing, a simple audio queue or text chat message as simple as "a door opens..." similar to how interacting with things that spawn in different colored orbs/portals say "...an orb appears" can do, anything just to encourage the player to look around a little more and explore, since I see a lot of people missing drifter and asking how to unlock her||
!feedback
First time submitting feedback so I don't know how exactly this works
-
Slight performances issues
I don't have a "strong" pc, but it's not a "low end" pc either but I've been having consistent stutters/music cutting out ever since the DLC dropped. I don't know if that will be included in the performance optimizations in the next patch but I still thought it was worth mentioning -
Mid-game joining?
One of the biggest cons when playing with friends is that there are some cases where my friends will get disconnected from games mid-way and can't rejoin. We've been using mods to bypass this but it would be nice to have as a base-game feature.
!feedback
finding myself turning off SOTS because the anti-run-variety halcy rewards give me with their darn sots item bias is
meh
like yes i love getting sale star but it is far less hype when i can get it stage 1 like half of my runs. halcyon shrine rewards shouldnt have a higher chance for sots items; its already 3 items with great rarity selection
also makes the dlc feel gimmicky even moreso than a dlc usually is. self-contained New Stuff Within Other New Stuff without good reason
!idea
The secondary unlock for Operator shouldn't hold a drone hostage above Op's shoulder. While it's clear that in the original secondary it's held offline in exchange for being ready to use it's ability, the unlock affects all drones simultaneously and the player get one drone less just for no reason.
!feedback
Make the indicator way more obvious for Operator's drone hopping. I can barely notice it to the point that I just don't use that mechanic half the time.
!feedback
Double all enemy log drop rates.
Normal enemies 1% -> 2%
Boss enemies 3% -> 6%
!feedback
A counter that shows how many items in a stack are temporary (similar to how they're displayed in Returns) would be very nice to see how many items in a stack are permanent.
!feedback
AC SPOILERS!
||so with the new boss item that lets you hold a additional equipment, on console (specifically speaking from a PS player here), please let us rebind that specific combination, not only does it use up headstompers if you hold for long enough, it puts the thumb in a weird position idk about yall. Anyway yea, otherwise good||
||Oh also maybe it's already a thing but, I think elusive antler wisps and monster tooth necklace things should be considered collectables for collectors compulsion||
I don't know about mooth pickups, but antler wisps do count
Ah alr
!feedback
AC Spoilers
||Solus wings modules need to be less bulky, the fight slowly starts to get really old due to how long it takes to destroy them.||
||Yea sure "collective suffering" (red item) makes the fight a joke (which should also kinda be addressed) but i'm not getting a specific item every single run specifically for that fight cause that's just how roguelikes work||
!feedback
You should be able to interact with more things while in drone form after dying in multiplayer
!feedback strange to me that the solus text ie “Connection established…” is all just white in chat, when stuff like blue orbs or halcyon shrines are colored to be noticeable
!feedback
Scrap should have unique descriptions when playing as Drifter the same way drones have unique descriptions when playing as Operator
You have to kinda gess what each scrap does just going by the icon, and you still wont know the exact numbers
!feedback
all dlc characters should get skins based on achievements given to the OG characters
Sotv characters: decomp/reject achievement skins
Sots: decomp/reject, rebirth achievement skins
AC: Decomp/Reject, Rebirth achievement skins
(Yes the list of achievement skins from these characters was a pain, but i had no other way of doing so)
!feedback
yet another request for tiers of artifacts.
Now with the inclusion of turning into a drone on death, there can be two levels of artifact of death:
- You die and do not respawn as a drone for the rest of the stage
- All players die when any player dies (current artifact of death)
!feedback
Make the bless effect (From the Deus ex machina) guarantee a successful Chance shrine roll, it would be a fun alternative interaction for the item
!feedback drifter santa claus skin
!feedback
Increase smart aim in Drifter’s Junk Cube ability.
This is because the ability at the moment is very hard to aim. She has a significant issue dealing with swarm flying enemies. Because this cube is hard to use, her damage is severely lacking compared to other survivors.
!feedback
I was kind of worried this would be the case when I heard AC was going to be solus-themed, but it feels like Metallic Orbs permeate the entire game, given the massive influx of Solus enemies.
Functionality-wise they do different things, but it gets a bit stale seeing Yet Another Metallic Sphere for the fifth stage in a row because there's so many of them that it's unlikely not a single one is in a stage's spawn pool at this point.
!feedback
(AC spoilers)
||Huntress struggles immensely against Solus Wing due to the really short target range, especially the weak point on top - it would be nice to have some other way of damaging the boss for characters that arent as easily able to hit weak points, maybe killing the purple orbs could launch a damaging projectile back at the boss||
!feedback
(AC boss spoilers)
||Solus Wing as a fight is very overwhelming with how many attacks it can throw out at once, especially with its unclear heat vents being active at the same time as attacks that require constant movement or precise dodging.
It feels like the same issue as the old False Son laser, where the boss forcing you into a small space just to hit you while you're forcibly cornered isn't fun at all.
How tanky it is also making going back to it a real pain, even if time doesn't progress, and if it isnt a fun fight to go to then it will have the same issue as False Son and Voidling where people just ignore them.
The attacks are all fun and the arena is good, having to destroy small parts of it to destroy the whole is fun even if they're overly tanky, but the telegraphs for the laser walls and heat attacks could be made much clearer, and potentially have the Wing's large laser attack or their purple orb swam attacks not be active during them, similar to the False Son's statue laser, though any number of solutions could also work.
The biggest complaint is the health amount and how poor the heat gimmick is telegraphed compared to everything else, which leads to a very drawn out and overwhelming boss compared to every other fight you could do.||
!idea
Hostile Refraction
Legendary (red)
a glass triangular prism that refracts light into an array of its core colors.
Critical Hits ricochet to 5 (+2) nearby targets within 10m for 100% (+10%) of the attack's initial damage. Each ricochet inflicts 1 random negative Status Effect.
The ricochet inherits half of your Critical Chance.
!feedback
[minor]
Allow remote operated drones to ||unlock Drifter's vault in Solutional Haunt. Had a friend grab one of the keys and die, making it impossible to activate without any revive items. (This could also apply to any other situation that might have softlocks similar to this)||
!feedback
Drifter's "attack arcs" seem VERY VERY dishonest, both when throwing something out of the backpack from default utility, and the default secondary.
They legitimately seem to be lying to you and arent accounting for some extra variable which makes the projectile travel in a completely diferent way
!feedback
Might have already been said but Wing is a little too tanky and Heart isn't tanky enough, I'd nerf the health of Wing and buff the armor of heart
!feedback
plus
should make the malachite elite aspect as its literally called "N'kuhana's Retort"
!feedback
Solus hearts attacks are too easy to dodge. He should throw them out faster. Even in e7 its just one attack after the other, rarely you will deal with 2 of his attacks at once and it is really fun when that happens. When his attacks do overlap, they do so very well and do not seem unfair. My suggestion is to increase his attack speed so there is more overlap between his different attacks to create a more dynamic and difficult fight.
!feedback
it would be nice if you could enter
channel from any point of the path and not only Entrance/Exit (similar to rails in AC)
!feedback
I think Solus Hunter laser should be purple and not blue, since they disable items
Solus invalidator and Collective elites disable items with purple attacks and game already had blue beams that dont do it
making lasers from it purple would be more intuitive i think
!feedback
I think Rex's new DLC skin should have it's roots texture (while sprinting) changed as well to match the skin thematic
For the other skins it makes sense that they're roots, but this one could use some vaporwave aesthetic
!feedback
Solus wing boss laser attack is too easy to dodge. You basically just have to walk to the side, it doesnt even force you into sprint. Might as well not exist in its current form.
I wanna say that you guys cooked with this dlc
Its worth, items are pretty cool ,bosses are hype
But i have only 1 important complain
Look enemys and other stuff stealing/ taking away your items is cool its a great brain activation
But mitrix was the only person who could do this
You truly had fear in your eyes once he took them thats why the comunnity has made so many techs so we can skip it and made the comunty grow
And having very common enemys or other stuf that can also steal your items
Kinda makes the mitrix phase 4 a bit bland
Now you could say even if this is a thing is the dlc still worth? absolutely
but i just wish there was something to give the phase 4 feeling back
This is a bit of nostalgia prison but its fair to say right?
!feedback
Mithrix is way too easy after the AC route compared to the Sots route. I get that AC is much harder in general, but there’s very little motivation to go to the moon if you know you’ll defo win after the 2 uneventful stages.
!feedback
Ngl I feel like my boi Acrid needs something new to make their gameplay a little more exciting and I have ideas for a couple of their abilities
Misc: blight, instead of just being a poison that can kill enemies instead of leaving them at 1hp it can now let Acrid heal for 1-5% of his hp every hit you dish out.
Special: festering gouge, target a single enemy and rip into them, infecting them while also healing Acrid based on max hp, acts like epidemic but melee and more shorter ranged.
AND maybe, for their m1 something else, like a m1 that applies poison per m1 for less damage on hit, but it's hard to come up with something new for their m1.
Reasonings: his blight is weak as hell, only time I notice it doing much is when I already have a bunch of items. Hell 1 stack regular poison vs 1 stack of blight is already noticeable with how little damage the blight does in comparison to the base poison. But even then I could care less about damage if it got the ability to let Acrid heal on every hit. That would make it a game changer
His special is fine, but with only one while everyone else has like 2 maybe 3. So some extra variety would be extremely good for him, and since there are melee builds for him I thought why not, I already wanted to give him a healing factor to help deal with his weak natural Regen and this special would be another tool to help with that.
Edit:I thought of all these on the spot too so I'd understand if they're not perfect ideas, but imo they're a good place to start.
!feedback
Gunner turrets should interact with Operator in some way, it feels very strange that they don't since they're classed as drones in the logbook
It might be difficult to come up with an ability for them with Operator's secondary because of their stationary nature, but even something like 'redeploy at current location and temporarily increase attack speed' would do
!feedback
Make it so you can continue the run after Voidling.
You can go to False Son to get a bunch of big chests, cauldrons with legendary items and a choice of a legendary item after beating the boss and then you can resume your run (or leave an item for the next run)
You can go to the ||Solus Wing and get free drones, craft items, scrap drones and get a random printer|| and then you can resume your run.
You can go to Voidling, get a bunch of void items and then... you kill voidling and that's the end.
As someone who really likes looping, it would be great if they made it so going to Voidling is a viable way to get void items without finishing your run (I know void is supposed to be a prison that you cannot escape or something like that, but from a gameplay standpoint it's kinda lame)
Make is so if equipment has 2 or more uses it has a little mini cd countdown in the cornor
!feedback
I think operator has too little health, I died without even knowing how
!feedback
Alloyed Collective has been great so far, but I have a few suggestions for ||Solutional Haunt||
||Firstly, it's not really clear that new areas open up after defeating Solus Wing. Me and my friend were confused when we tried to unlock drifter, cause it seemed like we'd missed something that we were supposed to obtain on previous stages. To account that, I suggest adding a message in chat after defeating Souls Wing that'd say "You hear giant halls opening up" or something along these lines.||
||Secondly, exploring this stage feels off, maybe the music that plays in the beginning of the stage should resume after defeating Solus Wing? I think it'd work great.||
||Lastly, maybe add more rooms there to explore. Maybe a room with a scrapper & some yellow/red printers can work, or a room that has a bunch of shipping requests, or a room that has a bunch of hieroglyphs related to Solus Heart. All I'm saying is the potential is definitely there for it to be a fun little place to chill out in.||
!feedback
Add accessibility option to change game font from Bombardier to something more readable. Personally I have bad time trying to read text in Bombardier font
Example in images
Bombardier in the first picture, Notosans in the second picture
!feedback
when destroyed, drones with equipped dynamite should explode. would be cool with the back-up drones when their timer runs out
!feedback
!feedback
I don’t understand the reasons for not giving more skins to dlc characters.
You said it was because you didn’t want people to pay twice for a skin.
But you DID do it for void fiend and rail gunner
It seems a bit hypocritical.
Although I fully understand the desire for base characters to get more skins. But most of them are just wire frames with a bit of neon colors. It seems a bit off.
Like the dlc characters will eventually be half your roster. If you keep getting all the dlc. If they aren’t already. It seems a bit unfair to not give them the same love.
For crying out loud. Survivors of the void are the only dlc characters to have gotten dlc skins. That are not mastery, even if you just give one dlc skin to each dlc character. It would be awesome. Instead of nothing at all. It’s very disappointing.
In case it was a lack of ideas. Here is some and I’m sure others can help to.
You could have easily given void fiend a robot themed skin. Or have false son based off the secret boss. Or even a handy inspired skin. Both are huge melee constructs.
And a void golem type beast would have been amazing for false son.
A void seeker skin? A alloyed seeker skin based off alloyed vultures?
Void skin operator? He already seems subsumed by Tech void corruption like void,ing would have been amazing.
To not be a broken record I understand the idea of giving more skins to base game characters but where’s the dlc character love? Why is it survivors of the void only got skins?
to put in in perspective We are currently on out 5Th mercenary skin.
!feedback
gonna put some item/artifact ideas here
- Artifact of Peace - Enemies will not naturally spawn, and will only spawn when the player activates something that spawns them (Teleporter, Shrine of Combat, entering final boss arena, etc.) (for those who want to hang out with friends or do pvp combined with artifact of chaos without having to worry about enemies getting in the way)
- Artifact of Wealth - Spawn with 100 gold, gain gold every second equivelent to the stage level (would go along with Peace)
- Artifact of Operation - Gain the choice to come back as a drone when you die regardless if you are in singleplayer or if every player is dead (i want to play as the drones more theyre kinda fun lmao) and give player controlled drones the ability to interact with interactables
- Artifact of Storage - start with one of every item in the game and one random equipment (excluding lunar and void)
- Postmortum - Lunar item, Enemies will spawn more frequently AFTER the teleporter event, and even more for every additional level exit/portal
- Expanded Convergence - doubles the size of the teleporter area but halves the speed (would perfectly balance out with focused convergence, and would have no cap)
might add more later
can you add ror2 on mac?
!feedback
!feedback
Have some way for Item Printers to display how many 'real' stacks of its item you already own, to make it easier to discern how much of that item you may want to print
Ex: you have 7 Crit Glasses, but aren't sure how many of them are temporary stacks so you have to either spend time waiting out the stacks or over-printing if you want 100% crit.
!feedback
Add an accessibility option for Operator Drone Carry camera override to not go over the shoulder since it can be a bit nauseous from rapid change from regular camera position to over the shoulder and back. Showcase of camera position I am content with
!feedback
The Collective elite symbol and cosmetics sometimes doesn't appear above the enemy's healthbar, seems very inconsistent.
Unsure if this is related to the unique method in which Collective elites can spawn in the Circuit canyon
!feedback
Throwing large enemies with Drifter feels very wimpy- it feels strange to be hurling stone golems or greater wisps or elder lemurians around and have them basically bounce harmlessly off enemies. Might be something a VFX change?
(Relatedly: it feels strange to have the implementaion of drifter being able to grab and attack with most interactables in the game, but not really interface with that fact. Obviouslya dding unique effects for attacking with each interactable is a bit beyond the scope of the suggestion, but it does feel odd.)
!feedback
Allow CHIRP (Operator's enhanced Transportation drone) to not explode Pots on Abandoned Aqueduct when moving them so that you can put them on pressure plates and avoid pot rolling
!feedback
(I know this is nitpicky but it seems like a really easy change.)
I think the logbook would look nicer if the cooked items were changed to purple (since they are transformed variants of other items and void items are already distinguished by the icon) or changed to yellow (since they come from a specific source) and moved next to the other yellows.
!feedback
Add a supersampling option in the graphics settings (rendering the game at a higher resolution than native, and downscaling that to the monitors actual resolution).
This could also be combined with the already existing Anti-Aliasing methods to get an even smoother image.
One reason why I'm asking is because I'm not sure whether this game uses forward or deferred rendering, so MSAA might not be possible (but supersampling would be regardless of the rendering method)
Another reason why I'm asking because I'm on linux, and there is currently no way to get supersampling in games unless said game has it built in (like what helldivers has)
Note: Gamescope doesn't work for supersampling. It does render the game at a higher resolution, but it doesn't have a downscaling algorithm. The result is your gpu does the work for the higher resolution, but it just looks like native with no AA.
!feedback
Give operator more health because he feels very squishy and have very little health and die easy :(
!feedback
I feel like the per-stage enemy pools need a look now that three DLCs are in play. Some of the Solus units being on say, abandoned aqueduct or disturbed impact feels very strange, and I think that the number of enemies is now reaching the point where it's hurting stage identity.
(also beetle queen is in the boss pool of way too many stages 😭)
!feedback
the early access trailer should be added to the game's steam page (maybe even make it the first in order)
it shows off some beautiful sights, gives you a vague idea of the gameplay loop, lets you know that you Will Die, and is accompanied by extremely good music
very good trailer, i dont think the others hit as hard
i guess you could also remake it if you think its outdated, but i think its fine
https://youtu.be/0io2hr91O54
The classic multiplayer roguelike, Risk of Rain, returns in Steam Early Access with an extra dimension and more challenging action. No run will ever be the same with randomized stages, enemies, bosses, and items. Play solo, or team up with up to three friends to fight your way through hordes of monsters, unlock new loot, and find a way to escape...
!feedback
Let operator control the empathy cores, it feels weird that he can control the drones from spare drones parts, dynamite box, and even the backup equipment drones but not the empathy cores
!feedback i think the biggest challenge with DLCs is to avoid the game feeling like gimmicky things piled upon gimmicky things, and “solus everywhere” doesnt help for sure
ideally if someone plays with all dlcs enabled it shouldnt fully feel like bombardment with very blatantly dlc related content - sotv countered this by many of its additions abeing very unrelated to the void. i will admit there is strength in focusing on one thing, like AC has the strongest new content for sure. but thematically it can be overbearing, even if designwise it is the best dlc
!feedback
PLEASE allow us to end the run on the ||Solus Wing|| or ||Solus Heart|| on eclipse
Having to do mithrix EVERY TIME is so boring with how easy he is PLEASE let me end my run on the new bosses
!feedback
tornado slam is alt utility out of obligation when you know your ass isnt swapping off repossess. make tornado slam into an alt primary
!feedback
There is no real way of knowing how many of your items are temporary or permanent when looking at the stack
The temporal number could be displayed somewhere else like beneath the real number as +2 in a different color
!feedback
Add a recipe for chef to create a forgive me please
Since that is the only equipment that can use on death effects
!feedback
make dlc characters have skins too. Every character except mercenary should have equal amounts of skins
!feedback
For Drones I think it would be a nice QoL feature if you could see what each Drone does for Operator’s Secondary in their logs (only if you own Alloyed Collective so there isn't useless information for players who don't have the expansion).
!feedback
Boss Item Spoiler
||Making the extra equip slot from functional coupler have an adjustable key bind would be nice QOL, having to press Q+E is slightly inconvenient||
!feedback
Give operator a setting to adjust the opacity on the reticle for targetting a drone with Ascent Protocol's leap, it can be REALLY hard to see it later in the game with all the visual clutter and enemies
!feedback for pilots whole "jump to another drone" thing, it'd be nice if there was a toggle for easier viewing of where drones are with it. just a bit more obvious colors highlighting it
!feedback
Me personally I’d much prefer a sound effect dedicated to if you can jump to a drone.
!feedback
I'd like if temp items duration would refresh upon picking up another stack it just feels sad picking up another stack only for it to disappear in 10 seconds.
!feedback dont listen to this guy 👆
temp items are already too prominent as is, porting them 1:1 from rorr just doesnt work for this game. they should instead all deplete at the same time not one at a time. maybe only recharge the timer if you do something like that idk
!feedback
||Minor nitpick but, the recipe to restore Delicate Watches through the new Chef crafting npc at Virtual Exchange should be changed. Costing a pearl to restore a watch is pretty expensive since pearls are rare, arguably more rare than regular yellow items. Furthermore, Power Elixir has a relatively cheap cost to restoring the potion, as it only needs other white items such as Energy Drink or Eclipse Lite. Plus the recipe is sort of questionable, I don't understand why or how a pearl would fix the watch other than "magical properties". Instead, the crafting recipe should be one of or multiple of the following (since some items already have mutiple crafting permutations) and following the recipes are "explanations" to how it would restore the watch (like how restoring Elixir is implied to be that the bottle is refilled by the other beverages, or how Rose Buckler combined with Shield Generator crafts Kinetic Dampener, which is literally the shape of a physical shield like Rose Buckler while having the properties of the Shield Generator)
- Broken Watch + Rusted Key (Watch gets restored by using the metal, or using the key as a tool to fix the watch)
- Broken Watch + White Scrap (Watch gets restored Scrap to make spare parts)
- Broken Watch + Crowbar (Watch gets restored by using metal from Crowbar)
- Broken Watch + Roll of Pennies (Watch gets restored by using metals, like copper from pennies)
Really small nitpick I know, but I feel like these recipes make more sense and are more balanced since it would be allow Delicate Watch to be restored with white items similar to how Power Elixir is able to, and I don't think that Delicate Watch is so strong to where it warrants a yellow item and a Cleansing pool to fix. Anyways that's a lot of yapping about just one recipe so I'll end with that lol||
!feedback drones in ror1 inherited your onkill items.
They should do that in ror2 methinks
!feedback
Unclear equipment inheritance for Engineer Turrets when using Functional Coupler
It's hard to tell when my turrets inherit Fuel Array when playing Engi Bomber. Please consider highlighting a 'main' equipment slot that turrets inherit, or ensure that turrets inherit the currently selected equipment.
!feedback
time mattering heavily in ror1/returns is really interesting to me, i hope one day we could get a difficulty that perhaps puts emphasis on that, but maybe lets teleporters charge a bit faster to compensate or something. i would gladly like to play monsoon every once n a while though because i do like the current difficulty and full looting always being the best is fun
!feedback
Make gup family events unable to happen past the 2nd loop. For players using low end devices, it's a random chance on looped runs to instantly crash the game because of all the procs happening at once.
!feedback https://www.youtube.com/watch?v=C5iRPamIRCE
Just found out that Spare drone parts can make the junk drones produce a couple thousand items in a few minutes.
Maybe putting a limit on that interaction would be a good idea, this lagged my game out.
!feedback
the barrier from operators barrier drone command feels a tad bit overtuned, could be very slightly reduced especially given the fact it also resets skill cooldowns
!feedback
reduce the HP of solus wing's weakpots, boss takes forever to beat and the entire thing is especially painful as a melee characters
!feedback
Dead players probably shouldnt be able to use items as drones, it makes them too powerful and they can just sort of carry the surviving player, especially since they can respawn.
Dying is still supposed to be punishing!
!feedback
Faraday Spurs should be disabled in SPEX's room. I jumped once and I got kicked out :(
!feedback
The souls wing works way better as a mid game reward boss, and shines further light at how underwarding False son is.
False son is harder, must be fought a stage earlier, and yields less rewards.
Souls wing rewards:
-(optional) As many keys as you want to carry from conduit canyon for movement speed
-Cube key for extra armor
-3 items from HAN-D
-a small chest and large chest
-a prototype drone
-a shaped glass
-a free red and green drone
-Drone scrapper and drone combiner
-Random white printer
-Chef's cooking
-(optional) Red item from Souls heart
False son rewards:
-5 large chests (may not be reacheable with low mobility so early)
-A bunch of cauldrons (you probably dont have that much scrap this early)
-1 low level halcyon blessing
-Optional (a red or yellow item if you bring the halcyon seed, otherwise just another low level blessing)
-Rite of rebirth (nobody uses this because for some reason it ends your run, and you can only store 1 item anyways)
!feedback
Wandering Chef as a very rare random interactable on (most) stages.
!feedback
let drifter bag warbanners :(
!feedback
Add a Boss Rush Challenge!
Defeat every final boss in a single run without looping.
Yes and it is possible
First stage, second and third are normal, next you must take the green portal and go to False Son.
Now you are on stage 4, next you must take the virtual portal and go to Solus Wing. Then go to Solus Heart.
Now you are on Stage 5, next you must go to commencement, after defeating Mithrix take the deep void portal for the last battle with Voidling.
!feedback
Opinion-based tiny nitpick really.
I find a new item ||Faraday Spurs has VFX that are a bit distracting. It’s not that big of a deal but maybe reduce the intensity of the VFX regarding it? Specifically its jump blast, not the initial charge sphere.||
!feedback
During repossess dash drifter's body stretches weirdly
!feedback in the stage where you have to collect sentry keys to bring down the barriers, the keys can fall off the map entirely and be inaccessible at the bottom. they should be able to respawn if they fall off
!feedback
Drifter's hp regen scaling with her passive feels overtuned to the point where if you have ~10 green scrap (which is not very hard to get at all in the average run because greens are the items you end up scrapping the most) it feels like you don't really have to think at all about what you're doing, either reducing it to like 2hp/s per scrap or changing it to a different stat entirely could make her more engaging
!feedback
hikers boots is ridiculously strong for a white item, 10 stacks of it is basically quadruple damage.
i think it should be nerfed to 5% crit and damage increase per stack or something
Hey just wanna let yall know that headstompers and the new stage 4 ride routes have an interaction where it will prioritize the ride route instead of doing headstompers since youre holding "E"
!feedback
Make Tornado Slam scale less with movement speed
Tornado Slam is a somewhat odd skill that takes some getting used to, but is really fun and rewarding once you do. However, the issue with it is that on the later stages (stage 3+), it starts being extremely awkward to use for damage because of how it flings you over enemies and clips through walls while bouncing with any notable amount of speed. This, combined with how Drifter gains speed just from having white scrap, makes the ability really unwieldy to use against anything that isn't the size of an Elder Lemurian as the run goes on.
!feedback
Gunner turrets should be able to be both merged, and should go with you whenever you enter a boss room
!feedback
||Solus Wing’s a phenomenal boss, but some of the attacks are a bit mean and could use better indicators
-
The shield wall having an additional burst that screws over melee players on an already horrifying melee boss. However if there is necessity to stop people from staying on it, the burst range could be reduced because getting hit on middle platforms feel bad, especially for like huntress
-
The floor lasers are almost impossible to dodge if you’re on the lower side of the map. Having a very noticeable indicator(like a ghost wall or intense glow from the side it comes from) for them and even the roof one would be nice given the OSP dropping damage they deal
-
The heater and coolant phase is really neat but those heaters need better indicators on what they’re doing. If you don’t have knowledge by pinging them(which my team did), and don’t see them pop up, then the screen just turns red and you die. Might be good to have them stand out more and even have an object arrow pointing to it, because those are such high priority. Coolant aura also seems scary which can kill some players coming in due to not knowing it actually saves you||
!feedback
I think if a drone of yours kills an enemy, it should activate Sonorous Whispers' on-kill effect.
Drones don't seem to contribute towards Sonorous' effect. This is a bit hard to play around as ||Operator|| for example
!feedback
Alloy Hunter should be renamed to Alloy Huntress since she is canonically female vulture in logbook
!feedback
Please let captain use his Special and Utility skills against the ||Solus heart||. He can use it against the ||Solus wing|| and while I get that ||the Safe Travels can't fire to the digital realm||, mechanically it's unfair and frustrating to lose half my kit against a boss
!feedback
Please please please add skins for the previous dlc characters for alloyed collective. It is very disappointing that there is no unlockables for the those characters beating the very challenging and cool final bosses. This is the only real complaint I have with the dlc and if those characters had skins, I would consider it a perfect experience. Having unlockable cosmetics is like half the fun for a lot of people in games like this and I think it would be a real missed opportunity to not add skins for these characters. I think that all the characters should be treated equally here and it actively makes me want to play those previous dlc characters less because I have nothing new to unlock for them. PLEASE 🙏
!feedback
I have some feelings that new music sounds better in locations showcase (videos before dev diaries) e.g.: We'll Rain Together - Iron Illuvium (Iron Auroras), Swamplified Mizzle - Pretenders Precipice etc.
!feedback
Make it rarer for Drone Multishops to have the same drone
Although this is a pretty fine (and funny) feature for item multishops, due to how limited the drone item pool is per rarity, this is how drone multishops look more than half the time. I think it's probably fine to see the same option twice occasionally (same as item multishops) but it needs to be much rarer than it is right now, as it makes these multishops' existence in the first place feel useless a lot of the time.
!feedback
Unsure if this can be realisticly changed but the Iron Illuvium/Auroras layout has a lot of thin bottlenecks that makes the enemies form conga lines VERY often.
Probably impossible to change at this point because is integrated into the map itself, but maybe reconsider having more ranged, or even flying enemy variety to prevent this from happening (Beetle guards could probably go away)
!feedback
make it so joining an in-progress game lets you spawn in as a drone instead of just spectating
!feedback
Please fix out of bounds items not respawning, especially in the second SOTS stage, I don't know how this wasn't changed yet
!feedback / question
Any plans to add new dlc skins to the previous dlc characters?
!feedback
add Blind Pests into Pretender’s Precipice.
!feedback
The difficulty of the DLC is pretty good as is, it doesn't feel unfair, and we will get more knowledge and tech to make beating the bosses easier over time. Plus, it's nice seeing that this game doesn't just become progressively easier as more DLCs drop.
!feedback
Buff for 
With the new addition of hikers boots, getting crit damage is alot easier, and makes the effectiveness of this red rather lacking imo, so my simple buff is; adding the effect
Crit chance above 100% is converted into crit damage
!feedback
I second this, being able to put it on mouse wheel would be really nice
!feedback
Wandering CHEF should be able to spawn in various other set locations, e.g. where you unlock chef (after having done so (obviously), maybe in void locus? (so 1 in each DLC), and somewhere in the base game (where? ...dunno)
bcs having the cooking only available in one stage that you can visit once in your run is kind of annoying, especially when you don't know the very many recipes
and also wandering chef is just kind of funny
!feedback
Now that each base game survivor has 4 skins I think it would be cool if you could set the skin as random. This could change to a different skin every stage just to mix things up.
!feedback Hiking boots feels incredibly impactful as a common. While it does have to have better numbers than lens makers, 20% crit damage and chance is a lot from one white, and the condition is pretty easy to maintain for most characters. I’m not going to suggest a change, but I think it feels above the average impact level of a good common.
!feedback
the netcode is god awful and playing with friends can really ruin my enjoyment of the game
!feedback
||Solus distributors|| are incredibly painful to deal with and feel like they are overtuned at the moment. Due to the number of entities they spawn and the range at which those entities hunt you down, on any map that has them you're often forced to run away from them entirely or focus them before any other enemies, and their elite versions can outright kill most survivors with very little chance for interaction if you don't have any AoE items. I've had several cases where I was being swarmed by their minions and couldn't find the source so I was forced to leave teleporter event or just died in a way that felt unavoidable.
!feedback
even tho its an !idea
make it so that operator's alternate special gives u a little "DPS: [amount]" popup, after shooting it, when it expires :3
!feedback
nerf the ||Solus Amalgamators|| damage on the attack thats used to push off melee characters
it does way too much damage to the point where i think it bypasses One Shot Protection
-# though at least the ragdolls from it are funny
!feedback let us fight alloy hunter optionally for the legendary on repurposed crater instead of another legendary chest stage. would be nice since you dont get to do conduit canyon if you take the portal from there
it may be a harder boss than the AWU but itd be fine as an option, and spice up mithrix runs
!feedback, just some ideas for Alloyed Collective skins because my only gripe with this dlc and an annoyance with SotS and SotV is the wierd inconsistencies with skins. Players should be rewarded for doing all the paths and bosses on every character, and its odd dlc characters don't come with skins for their own dlc boss. spoilers if you dont want to know what AC skins are like
||**void fiend **- accept, a wire frame skin would work cleanly for the form switching.
railgunner - deny, a solus skin would just be cool for them and i think making the feathers look like camouflage would fit with her sort of like huntress but more roboty like the rest
seeker - deny, a feathery skin would look cool on her like huntress's skin, with less roboty parts than the others, and more like a vulture worshipping cultist which i think suits her sort of religious monk vibe
**false son **- accept, a wire frame skin leaning into the visual contrast between the lunar corruption and his gildedness would really work for him
**chef **- accept, a wire frame skin with a colour switching torso for hot and cold secondary would be clean
operator - accept, cant really decide on what i'd like my beloved to have but put down as a wire frame skin so the amount wire and robot skins are even for the roster
drifter - deny, i think a solus skin would really work for them with like feathers poking out of the backpack and stuff||
And obviously Void skins would be nice giving a reason for players to do the long neglected voidling and Lunar skins for doing eclipse 8 would be cool too. but hey, i'm happy with just getting everyone on an even amount of skins first (which means giving operator and drifter SotS skins too pls) Give us more to work towards!!!!!!!!
!feedback more than skins i personally just love unlocks. give me some uh, achievements that literally unlock nothing and id be happy idk. if you do another dlc attach more items to unlocks maybe?
!feedback
Stavros should be credited in the music tab on the main menu, as he has now made a large chunk of songs for the game. 🧡
!feedback
I think prison matrix should grant just a flat 10 armor (+10 per stack), to be worth keeping on survivors with zero base armor.
!feedback
I think ||solus heart|| should have a better reward than just one red item. Several reds would work, but I thought of something more unique:
Give the ||exposed cerebellum|| an overpowered item effect, but make any crafted ones temporary. Then the player could choose between keeping the item for a short boost on stage 5, or risking a fight with ||solus heart|| to receive a permanent ||exposed cerebellum|| as the reward.
!feedback
possibly introduce a gunslinger kind of character. that can swing around with a grappler. Like a mix of ||loader|| and ||bandit|| combined, without making the other two completely undesired ofc.
!feedback
Can the Solus Wing not have a giant untelegraphed sphere hitbox that kills you whenever it does its ring attack
I understand the purpose of it from a design standpoint (keeping you from just standing on the boss) but there is literally no good way to tell if you're too close or not until you've already gotten hit by it
!feedback
my issue with it is that it has a telegraph for its rings charging up in a certain direction, but when it launches them they just fire directly towards you instead of where the telegraph implied itd go
!feedback
i think that ||best buddy the summon you get from orphaned core|| is a bit lackluster he misses all the time and takes a while to actually attack if there could be some buff about it if possible
!feedback
Additional Special skill for CHEF survivor that allows to exactly once per stage summon field kitchen for combining items, with limited uses equal to amount of players plus Lysate Cells on said CHEF.
!feedback
to go along with this, also make it so you can jump to the empathy cores with operators default utility
!feedback can you please buff the 2 new survivors me and my friend have been using them the whole day and find them underwhelming, other than that we think theyre cool
!feedback
alloy hunter so cool, please add them as a post loop teleporter boss option on some stages just so they get more mileage
!feedback
and
can accidently kill Solus Heart, before you can accept the gift for skin unlock
thats pretty icky
!feedback
Could CHIRP perhaps have a different benefit than... being able to move chests? Seriously what is the point of this, I dont even think they can trigger pressure plates on Aqueduct
I personally feel as though CHIRP and transport drones as a whole are just a gimmick drone that arent very strong. The only thing I could think of would be giving CHIRP more flight time with Ascent Protocol? Like the low gravity effect thats on Commencement and Computational Exchange as a passive thing, because as it stands I see absolutely no reason to take it over DOC or CROSSHAIRS especially, unless you're running CMND: SWARM but even then I still feel like it falls short.
!feedback
Maybe drop Alloy Hunters health a little bit. Almost every fight i’ve had against Hunter has been around the same length, if not mildly shorter, than Wing which is kind of crazy given she’s a lead up boss to the big guy. Its a fun fight, but it really drags a bit
!feedback
drifter's tornado slam is great for mobility, but does very little/inconsistent damage (both to small peons and bigger enemies), has an odd hitbox that makes it difficult to hit with, and barely generates any junk compared to repossess, it's cool but it feels really bad to pick
would it be possible to make it somehow bag small enemies it contacts with, instead of dragging them in its hitbox? that'd be a pretty drastic change, but it might make the skill more cohesive in drifter's kit, especially with the gaping hole not having repossess leaves behind
!feedback
remove that fucking barrier on the new stage with ||chef|| or at least make the thing from stage 3 that spawns new teleporter appear again after you used it once
!feedback
Add the information of how many times you have beaten each boss in each difficulty with each survivor to their logs below the "Pick percentage" line. This would help keep track even for survivors that don't unlock skins. And keeping track of whether you have beaten a boss on a given difficulty with a given survivor becomes more difficult with each DLC
!feedback
Increase gold dropped by Souls Heart
This is the only boss where you dont get the slightest chance at repairing your lost drones during the battle, it gives you barely any money as your drones just litter the floor after the fight
!feedback
Allow on death items(Dio and larvae) to work when items are disabled since they are currently worse than seekers passive which is significantly easier to get
!feedback
Ever since the item pool reached the extreme lengths it has right now (post Seekers of the storm), Mithrix's final phase is almost guaranteed to never happen, because he picks every item stack individually, leading to his invulnerability running out before he is done stealing my items.
This used to only happen in long loop runs, and not even that often, now its pretty much always guaranteed because you dont stack your items as much and tend to spread them "horizontally" instead
!feedback
Allow Drifter to get (possibly reduced) scrap from ally drones - scrap is already near infinite if there are any chests or enemies at all, and drifters ranged damage is really hard to get without a scrap source. letting drones give some scrap would make some fights like wing for example much more fun and viable to fight.
The new drone health regen buff could make this feel more balanced as you try not to kill your own drones to get some precious scrap whilst still giving them a chance after you release them
!feedback
It'd be cool if you mates added some secret way of getting to A Moment, Fractured or A Moment, Whole after fighting voidling so we can do a true all boss run.
!feedback
reduce Solus wing's overlapping attacks in its final phase. Im already trying to dodge a mega laser while loosing health because you wont let me stay in the safe zone, please don't throw a floor laser grid at me at the same time.
!feedback
Buff the operator and please also buff the drifters tornado ability.
!feedback
alloy hunter's laser feels too oppressive imo for where it is. The fact that it disables items AND deals a boatload of damage all in a very open arena makes it feel pretty unfair when it starts to use it and you just can't dodge at all. Should probably lower the damage or at the very least add a pillar to the arena or something
!feedback
It's very strange that the interactable named the "Wandering CHEF" appears in exactly one location in the entire game.
!feedback think there should be less visual clutter, half the time theres so much stuff on my screen i cant tell whats going on and i either die, get flashbanged by something, or get a huge headache from all thats going on
!feedback
Drifter does not need a buff, speaking from experience
Her ranged abilities (specifically cubes) takes time to learn, but is absolutely powerful when you know how to use it, it has good AOE and can proc bands. You can also use it in mid air because of the pause m2 gives you.
Her tinker ability makes her extremely powerful in EVERY run, with that ability, you can guarantee that literally ALL items you find are beneficial to you in some way, and you can also just reroll printers, which is beyond insane, people just need to see its potential. If you know how macro-ing works in this game, you will immediately see just how busted this ability is.
Since I've started using tinker, I have not had a run that wasn't a god run with her, my ending items look like I had artifact of command turned on. Drifter is not weak.
!feedback
Temporary items having an incomplete time circle above them when lying on the ground can give the initial impression that they’re losing time before picked up. It would be mildly more intuitive and more aesthetically pleasing if the bar was full while they’re on the ground.
Change the normal + temp items UI to be a white number + blue number to make it obvious how many of the item are not temporary.
Additionally, change the blue circle to a blue bar at the bottom of the item sprite. I feel this would be better for ror2’s UI (as opposed to rorturns’ UI using the circles) since ror2 will slowly shrink the items in the inventory when you get a lot of items, and that makes the circles harder to see
!feedback
Piggybacking on UI clarity changes, I've always thought Void items should denote what rarity the original item is. Perhaps a dotted line of Pink rather than solid pink, so the white/green/red is still visible?
!feedback
would be awesome if there was an artifact similar to command that let you pick what drones you can buy when you find one. Let me stack 50 incinerator drones pleaaaase
!idea
Cosmetic update
All the DLC characters get the missing SOTS and AC skins if they are missing any. Also, each character gets at least one unique emote.
!feedback
Iom surge should not deactivate the hover suit if it is on toggle. I remember it not doing this before
!feedback
The Brainstalks effect on Helminth Hatchery makes the screen almost unreadable.
!feedback
The knockback from Operator's alt secondary feels very jank on Aurelionite.
!feedback
I don't know if this is something that could actually be changed now but I just lost a really good run to single stack of collapse from a regular voidtouched lemurian and it really made me realize just how overpowered collapse is on enemies, would it be possible to maybe rebalance how it works on enemies so that I don't get instantly imploded by fodder enemies?
!feadback
Junk cubes should chain.
I think that if a junk gets launched into another cube it should send launch the second cube kinda like a one way newton’s cradle
!feedback
!feedback
Artifact of Mending
Drones get owner's items, but require scrap to repair (required scrap rarity depends on drone rarity)
!feedback
drifter repossess should make jellyfish and other self-exploding enemies explode when thrown
me when the character with the dohickey interactions on utility does not have this interaction on the dohickey utility
edit: i wouldnt mind if thrown jellyfish didnt give money on death or if the damage they dealt when exploding scaled with player atk instead of monster stats since it could be powerful, but the fact that they dont explode feels like a missed opportunity 'no fun allowed' tbh
other than that i think drifter manages to be a very fun melee brawler that isnt loader or a modded character with 10 limbillion abilities
!feedback
consider adding repossession for the escape pod the players spawn from, as well as the eclipse zero equipment
escape pod since it does nothing except give players fuel array, and its actually quite inline with drifter's character to scrap it for junk metal
eclipse zero since it only heals outside of 'on interact' builds with fireworks and squid, it would be quite fun to throw eclipse zero at allies for healing but more importantly its actually quite inline with drifters playstyle of repossessing 'trash' used interactables into junk for use with abilities (in this case most players would prefer a damage equipment). it would also be very useful for junk generation in boss arenas where there are no interactables to destroy
!feedback
Randomize the location of the loot on Solutional Haunt so it's less repetitive. (Similiar to Gold Chests on some stage 4s)
!idea
Off kilter idea i had while playing FS on AC release:
False Son alt primary
Sword of the Savior
Primary attack:
Agile. Swing a crystalline greatsword at nearby enemies for 200% damage.
Hold the Primary and Secondary buttons to charge an aggressive drill attack that doubles and detonates Lunar Ruin.
Primary + Secondary alt attack:
Infuse the sword with chaos energy, charging a levitating spinning impalement that assails the target for 10x150% damage. Each hit has a small chance to DOUBLE the target's current Lunar Ruin stack count.
The drill's final hit Detonates ALL Lunar Ruin stacks for 300% damage each.
Unlock - 'False Son: True Successor'
As False Son, visit either broken sword in Helminth Hatchery after defeating your foolish other self.
(Interact with one of the broken Providence swords in Helminth Hatchery after defeating boss False Son on Prime Meridian)
!feedback
increase random projectile variety of drifter's cleanup to encompass more projectiles from enemies, items as well as ||other survivors|| that wont break the game, why does ||bandit's dagger|| and ||engineer's shield generator|| take the spotlight?
for an ability that says random cleanup is very consistent which isnt really a bad thing, but i want to chuckle and be amused when i see something like a brass contraption ball, atg missile, firework, or a highly rare preon accumulator in my bag (at the least useful of times no doubt)
there are items that drifter pulls out of the bag in the homescreen (fireworks, a bomb) that could also be included in cleanup, but arent
also ||commando nades||, in the white projectile pool i love throwing them
if one does not like random projectiles theres always the alt ability junk cube
!feedback
Turn the music back on, on Solution Haunt after you do the boss, looting the place tends to take a while and it's a good song
!feedback drifter is fine as she is, i would consider buffing the tornado ability since it is weak. The new operator i find to be weak his drones dont inherit his items drones are pretty hard to find and his primary fire doesnt keep up with late game
!feedback When playing Drifter I have come to notice that when you reposes an enemy and throw them off of a huge height they do not receive fall damage, only the damage that they get from the regular impact calculated by your current damage output, I know it most likely having to do with the enemy becoming a projectile but if this change could be implemented I do believe it would be very nice
!feedback give us a way to see stats of characters after all the math of items kind of like how Isaac works
!feedback dont make graphic settings, resolution settings, audio settings, ect save across devices. is very annoying to have to change them every time you want to play on a device with different hardware.
!feedback
A bit of layout variety for canyon since it is a stage that the player will visit frequently. Commencement variety comes pillars and meridian's one comes from geodes and big chests positions.
So juggling a bit the positions of the pyramids on the first half and the legendary chest and equipment shop could do the deed.
Really cool stage and objectives in any case
!idea
Mithrix either has a unique line if he’s ||parried by the Deus Ex Machina equipment item or if he’s hit by the resultant Blessing. I just think it’s a little strange he has no comment on Providence appearing after the item parries, but he comments on False Son, Heretic and Aurelionite (who are also prolific lore characters to him)||
||Even something small like, MITHRIX: YOU DARE TO USE MY BROTHERS IMAGE AGAINST ME?||
!feedback yeah mithrix having a unique line for deus ex machina might be neat, something about his brothers visage
!feedback
Drifters tornado
Its super fun but it feels really weak a buff to it would be nice
!feedback
Drifter's cleanup should have a targeting bias if lock-on isn't optional. I like being able to lock onto allies when i get a healing drone or engi's bubble but for everything else, it is hindering to fight the lock-on when my drones get in my face and im trying to hit a wisp
!feedback
collective equipment drones should not be able to block ally shots
!feedback
make the timer not stopped during the new boss fights as it makes the AC route the easiest in the game (imo). The timer being stopped is probably why. It should continue counting during the fights to reward aggressive plays and it can stop after you win to give room to breath and celebrate.
!feedback
TLDR: don't know if its already been mentioned but i would love to see the dlc characters also get skins for this dlc.
i always aim to 100% this game and so one of the things i look forward most in these dlcs is having an excuse to play all the charcters again to unlock there skins so it was sad to see none of the dlc characters got any especially considering void fiend and railgunner did get skins last dlc which is really confusing. personally i'd love to see all the charcters have the same amount of unlockable skins and to go a step further i would also love if all the survivors had voidling skins too as i think they could be some of the coolest and hes basically the only final boss that you literally have zero reason to fight after getting void fiend but i would be happy with just the dlc characters being included in the new drip. i was really looking forward to seeing void fiends and false sons in particular and was disappointed to see they got none.
!feedback
Drifter is really fun and I'm having a ton of fun with her! However, I have pretty severe colorblindness, and when the scrap bar reaches past the threshold where the bar turns red, I have a very difficult time seeing it and discerning whether my scrap is completely full or completely empty. An option to change the color from red to orange or blue would be extremely appreciated!!
!feedback
The Artifact of Prestige is a really exciting addition! I've been playing around with it though, and I think there are some features of it that stand to be adjusted, based on some aspects of the artifact in RoRR:
- I think it should be usable regardless of what DLC's you have enabled. It being only usable with Alloyed Collective on makes it a bit annoying, especially since unlike Rebirth being tied to a feature just on SotS, this artifact can apply in any situation and I think would be really fun with combinations of other DLC's. We're also getting to a point where I don't necessarily want to use all the DLC's at once as my normal way of play.
- I think maybe it could sometimes add more than 1 shrine. In RoRR, the artifact seemed to make it so that there were even more shrines per stage than could usually generate, and it was always a feeling of excitement trying to get as many as possible and weather that storm (I've gotten 4 on stage 1 a few times). So far, it feels like the artifact really adds just 1 per stage, and it makes it feel kind of flat and linear. Maybe it has an increasingly lower chance to add more on top of that, like the sale star with items.
- Only getting green items from the teleporter is a bit of a boring result when stacking such immense shrine numbers. In RoRR, the items you get from bosses vary in item drop quality, so the extra shrines and bosses would also yield more red items among all the white and greens you would normally get. Maybe having a large enough number of shrines can start to add a chance to upgrade one of the items to red in lieu of the extra item it would have given, or on the flip side it could sometimes split its green into two white items, since also the green items aren't the most exciting to get.
!feedback
Transporters are a cool enemy, but they have some stuff surrounding them that can make them kind of frustrating while also feeling unimpactful otherwise. Specifically, when there's multiple, they can do this really annoying thing where you keep getting teleported into another teleport aoe and if you don't have the mobility to leave or the damage to kill them, you just flat out die. Which is really frustrating.
My suggestion would be to give the player a brief immunity to the teleport effect after it hits them, but cause the teleport to slow or root the player for a bit after it lands. This way the teleport is scarier in general but when there are several transporters it doesn't become impossible to deal with after 1 mistake.
Alternatively, or in addition, you could lower the damage of the aoe by a lot and increase the range of it by a large amount, and then have it teleport you closer to the center instead of in the direct center, but this might be too big of a departure from the enemy as it currently is.
!feedback
Souls mines exploding instantly on death makes them literally undodgable for melee survivors
!feedback
Make operators firewall ability increase speed and damage of the projectile when it absorbs damage (in addition to the existing function where it increases in damage the longer its held)
its quite underwhelming as an ability, it would be great if you were rewarded for successfully blocking big damage by getting big damage of your own
!feedback
Temporary items shouldn't count for the item stat on the game over screen
Edit: These skew the item stat and total score. With drifter you can get so many temporary items that the items significantly outweigh the points for all other stats combined. The score isn't very important but this makes it completely useless for comparing runs/players in multiplayer.
!feedback
We got new drones. I think we need new turrets for the base game. Theres only been one turret type (excluding engineers turrets) for a long time.
!feedback
I know DLC characters won't get new skins, but can we at least get SotV skins on the base game survivors? Void themed skins would look sick
!feedback
Crossplay?
!feedback
Drone scrappers appearing in Command is a bit strange, as is the printer in Computational Exchange.
!feedback
For the love of Mithrix maybe buff Ravenous bite to 350 or 360% and let us aim it up so it can be used on the new SLEW of flying enemies that will almost ALWAYS be out of reach
!feedback
Maybe giving blight a small proc coefficient make it viable and not a direct downgrade :)
!feedback
Limit the drone spawns to at most 3 or 4 per stage, having 6 drones in a stage is way too much, they take up so much credits.
I also think drones being too common takes away from how fun they are, I want to celebrate every time I get one, but having that much just makes them feel less fun.
!feedback can we just get a general pass over on stage credits and the credits that some interactables cost? nothing completely major is needed, i dont think drones need to spawn less. but i think some stage 1s could use less loot, for instance
!feedback
Let eclipse runs end in the Solus route.
If you’re playing eclipse, you’ve probably defeated Mithrix only a lot of times, so having an alternative to end your runs would be a great way to shake things up a bit. I believe, is better to have more choices rather than only one.
This is a tough route, you have to beat 3 bosses back to back, with only 4 stages worth of loot and only 2 bazar visits (which limits the use of cauldrons), if a player can beat these bosses in E8, they certainly have the skill to beat Mithrix.
Also, this would make all AC skins unlockable in eclipse, rather than only the ones you get by rejecting the offer.
!feedback
I understand the reasoning for not giving DLC survivors skins from other DLCs, but I think that this is just the solution that makes no one happy. It's a bummer to play a DLC character knowing that they'll never get new content/a new challenge in a later DLC, while all the base game survivors will just keep getting more stuff.
!feedback
The item count in the tab menus shouldn't include temporary items, or at least there should be a toggle for it. The only point of this feature is to check where people are in relation to each other so no one falls too far ahead or behind without everyone realizing. Temporary items basically make this impossible to tell at a glance.
!feedback
- Solus Distributors need sweeping nerfs, they're far too impactful to the stages they're on, and a big part of it is the way Solus Mines work. The mines themselves need to have some kind of windup before they explode, and need to spawn less frequently from Distributors. Also, Mines from elite distributors should not always be elite, and they shouldn't explode when you kill them, only when they kill themselves.
- I seriously think Spex should just not be targetable. It is a tremendously frustrating experience when something random like fireworks hits him and you get knocked out of being able to do ||Solus Heart|| unless you happen to get Siren's Call or the new stage 4 on another loop. It makes sense for the Newt but when entire runs essentially hinge on doing this boss for the new skins, it's pretty irritating to arbitrarily lose that opportunity.
!feedback
I think meal items should be accessible earlier in a run, maybe by letting the wandering chef appear in the bazaar with some kind of restriction (one recipe per visit? only on the first visit?)
!feedback
Give Engineers mobile turets the major ai upgrades drones got and up their aggresiveness to ACTUALLY attack the second to last dlc boss WITHOUT the engineer NEEDING to be in deaths domain, as well as to make them more useful in general
!feedback
Furthermore, I'd love it if the Wandering Chef appeared at Prime Meridian, allowing you to craft anywhere from 1-3 recipes instead of having an unlimited supply. This would give us more ways to engage with this very cool mechanic, as well as making the False Son route more worth doing, as the reward from the Solus route is currently much higher.
!feedback
Make Drone Combiner likelier to randomly spawn during normal route runs.
It currently spawns only like every 4-5 runs (In Solo) which is really rare for something that you sometimes can't even use.
!feedback
Give an option to switch Firewall to a toggle, holding shift hurts my hands
!feedback
and dont turn it on by default 
!feedback
Now that we've got the drifter and operator, it's quite clear to see two things,
One, the new dev team have an excellent grasp on how to make interesting and interactive abilities
Two, Holy power creep.
With all of the new additions to accessing different areas of the game, such as item and drone economy, the latest survivors have been feeling exceptionally powerful, especially this dlcs, this has left the initial main cast somewhat behind in terms of capability.
This is by no means to say that the original survivors are weak or lacking, but that they do not all share the same level of skill variation with many people always picking one skill over the other.
More skills like huntress alt primary and captain alt special would be awesome to see (forgot which is it but I mean cap diablo)
With this I propose a skills 3.0 update, breathing new life into the cast and game without contributing the ever present item bloat we are seeing.
Thank you for reading
!feedback
Make it so gunner turret doesn’t spawn on stage 4 and 5
Doesn't what?
!feedback
Solus Mines should NOT explode on death, it's literally killing yourself as a melee character having to deal with them, even IF they are doing reduced damage, there shouldn't be ANY if they die before they detonate
Honestly, at this point, just remove gunner turrets. There is no redeeming qualities about them that drones don’t share, plus drones are better in every way.
!feedback
You should be able to end eclipse run False Son and Solus Heart,
and Void Locus should be accessible in eclipse
!feedback
Due to the new Operator character having his damage gatekept by his relatively slow secondary cooldown reduction it would be cool to see a secondary skill cooldown reduction item, likely a green item
edit: alternatively a secondary skill cooldown reduction based on his level
I think the only reason WHY they don't count is that there is no credits roll, so you never beat the game, just got an ending.
lumi shot
!feedback
Currently the worst eclipse level by far is eclipse 6. The "Enemy Gold Drops: -20%" does nothing but stalls the game in a boring and unmeaningful way that doesn't make runs more skill dependent, unlike other levels. I suggest redesigning it from the ground up.
There's been a lot of feedback lately that Mithrix isn't challenging enough to be the only ending for eclipse, so maybe eclipse 6 should empower him. Eclipse 6 is actually the ideal place for a Mithrix buff, cause it comes right before enemy cooldown reduction and permadamage, so you have some breathing room to learn the "new" boss. He could have more dangerous and interesting attacks that are on par with newer bosses, or maybe even a completely new phase. UmbralMithrix mod is a good example of overhauling mithrix fight, but it overdoes the effects imo.
!feedback
Hiker's boots should just have more crit chance/damage against enemies below players based on the vertical height difference instead of granting a buff.
As of now the buff is very easy to get since you barely have to be above an enemy for the item to grant it. This sort of takes away from the artificer/operator niche and the gimmick of the item itself because height is largely inconsequential for the buff.
The "virtual orb" shows the dialog "enter the encrypted portal" which confuses me.
!feedback
Solus Heart problems
-
Slam hitbox is just unfair? Secondary hit is way bigger than telegraph on ground and there is no way to avoid it without insane vertical mobility
-
Homing blue balls still explode on death, they are already absolute pain on melee characters and because they explode even if you kill them anyway, it is near impossible to not take dmg from them reliably if you dont have good ranged options
-
Reward is really bad, boss is already way too chaotic, but going for it outside of skins is simply not worth it, you can still go to item crafting and skip it to go to stage 5, 1 red item is just not good reward for such boss
!feedback
On topic of eclipse, I think it should be an unlockable difficulty in main game mode for every character, with unlock condition being beating the final eclipse level on a character. In multiplayer, if at least one player has selected a character with eclipse unlocked, eclipse difficulty can be selected. You'd be able to select artifacts and end runs on any final boss, not just Mithrix.
!feedback
Ok actual feedback this time, i just have a few notes on Drifter's skills of the ones i've used/noticed
Passive: Trash to Treasure
The benefits of holding each scrap feel fine generally, but with how hard it can be to organically have red and yellow scraps their effects feel a bit lackluster in my opinion, especially compared to forgoing the effects of even 'bad' legendary and boss items
Resource: Junk
I feel as though her Junk cap is a smidge too small, how fast you can accumulate Junk in conjunction with her special Salvage's cast cost and cooldown length (haven't unlocked her alt special, can't comment there), it feels like I mostly sit there twiddling my thumbs with a full Junk bar or spamming her secondary until Salvage is off cooldown.
Examples of a 'fix' could be she starts with a cap of like 10 but gains +1 cap per level, or either secondary's 'Junk to bypass cooldown' be a general application to any skill that uses Junk
Primary: Blunt Force
Nothing drastic, just feels a little weak in terms of damage, and tends to fall off fast mid-late game, could maybe be a little faster too? but eh
Alt Secondary: Junk Cube
I'm not sure if projectile cubes try to target enemies when hit, but if it does or doesn't the trajectory feels a little wonky, when i'd hit the cube it felt like it'd either ping into a unexpected direction or straight down into the floor in front of me
Utility: Repossess
Feels great as a movement ability! However when used offensively it can feel like it shares an issue with the Junk Cube, in that the tracking/trajectory of trying to bag a monster can feel a bit off, inexplicably missing entirely in some cases
Special: Salvage
I'm not sure what items are and aren't blacklisted to be created as temporary drops, or if this is simply a run of bad luck on my end, but it can feel like the skill favors the same small pool of items, some of which barely have time to benefit Drifter with their limited duration
!feedback
The Solus Wing should be more punishing when you are riding it for prolonged periods of time. Most of the time, your best bet is going on top of it and at that point you're essentially untouchable. Even if you get hit by the large shockwave, that's probably the only time you'll get hit which means your warped echo/opal will be active to tank that hit. Afterwards you can just go back on top of it as you're landing. I've played with my friends a lot and they tend to do this every single time which makes the fight a bit less fun since the boss will attempt to focus on them and do basically nothing, making the fight free. I don't think this should be removed entirely, being on the solus wing IS very fun and one of the only ways for melee survivors to deal with it, but you shouldn't be able to abuse this to make 80% of its moveset useless for the entire fight until you have to destroy the heat vents and repeat the process again.
!feedback
Collective elites shield would work better as a pillar, when some flying enemies become those elites they can sometimes fly too high and become practically invincible to all attacks
Honestly good idea
!feedback
Xi Constructs spawned from Defense Nucleus keep the elite aspect of the enemy that spawned them.
!feedback
Option for hold to sprint instead of toggle sprint. Artificer and Seeker both have options for toggle vs. hold on their abilities, so idk why there's still no hold to sprint option.
!feedback
i feel like solus distributor spawn rates are too high
!feedback
Raise the maximum number of allies (personally just a few would be awesome) now that they're more useful and please fix out of bounds items not respawning in Treeborn Colony, I'm tired of losing items
!feedback
Idk if I’m able to make the same feedback post twice so I’ll make it short just in case it gets deleted. BUT. Once again asking for there to be AC skins for all old dlc characters and seeker skins for AC characters. Like literally no one would be upset if this happened, it would only make the DLC more enjoyable. And personally I feel cheated out of content because they don’t want to make skins for all the characters.
!feedback
Brainstalks should not change whole screen and should just be a vignette
!feedback
To add to this, I think it'd be sweet if Brainstalks had a very small chance to activate on normal enemies! Elites only doesn't feel like it happens often enough to actually take advantage of it unless you're looping.
!feedback
Make the heaven's beam from solus heart scale with attack speed on eclipse, and give armor and health bonus for a longer fight since they got killed pretty quick
!feedback
Kinetic dampeners explosion radius feels a bit too small to utilise offensively. It would be cool if stacking KD increased radius like razor wire or AREA (diminishing returns radius) up to focus crystal or fuel array area.
I love playing Bomberman engineer and being able to stack KD is a cozy alternative max HP damage source to fuel array.
!feedback
Stacking items is part of the identity of this game, and i feel like nowdays you barely do it unless specificly using a printer.
The item pool has gotten so large nowdays even the item bar is struggling to keep track.
And no, using printers and casually stacking items is not the same, and even printers struggle to find cool stuff nowdays with how large the pool is
I think a way to ease this problem would be to have some sort of interactable in between chests and printers, something that gives you a copy of a random item you already have, maybe also quality based like chests and large chests, sounds like something fun and benefitial for the game
the game thrives on randomness, if you want to force a build by stacking optimal items play hades
Or command
!feedback
Give Alloy Hunter some schmexy wing animations so she doesn't look stiff as a board.
!feedback
There should be a much larger blacklist for temporary items. There are several that either extremely rarely do anything or are broken. Here are a few examples:
Rusted Key: This requires you to go to the next stage AND find the lockbox quickly to get any use out of it. Also allows the player to get permanent items from temporary ones if they manage to use this item.*
Shipping Request Form: While not as bad as Rusted Key, since you don't need the item to open the shipment, it is still going to be very hard to get any use out of this as a temporary item. Also allows the player to get permanent items from temporary ones if they manage to use this item.*
Sonorous Whispers: Allows the player to get multiple extra permanent items from one temporary item.*
-# *it's worth noting that sale star is blacklisted, presumably for a similar reason, that being that it allows you to get permanent items out of temporary ones, albeit a lot easier than the three mentioned above.
Box of Dynamite, Orphaned Core, Spare Drone Parts: These items are broken, and the allies granted stay present even after the item expires. They all still fight for you even after expiration. Fixing this behavior rather than blacklisting the items entirely may be preferable, but in their current state they do not properly function as temporary items.
Dio's Best Friend, Unstable Transmitter, Power Elixir: It is simply unlikely for these to trigger in the time that they are available. If nothing else, items like this should be excluded from temporary item distributors. When am I ever going to want 5 temporary stacks of Power Elixir?
Infusion: The health goes away when it expires, but comes back if you pick another one up. There is also an exploit wherein picking up multiple infusions, charging them, and getting rid of all but one, you will have the bonus health as if you still had all of those stacks. For example, if I have 10 temporary infusions that I get to max, granting 1000 health, and then wait for them all to expire and pick up one permanent one, it will grant the 1000 health. It is very easy to abuse this by leaving multiple temporary copies on the ground and picking them up at the same time.
War Bonds: Due to the nature of building up money before facing a boss, the item is likely going to either run out before it gets use or will simply not do much.
I think this is all, but I may edit my message to add more if I find something else that's relevant. To be clear, I am not requesting that ALL of these items be added to the blacklist. I'm simply suggesting some that I believe would be better off blacklisted or changed in some way when it comes to their use as temporary items.
!feedback
Let us bind a single unique key to swap equipment when we have functional coupler. I know it seems weird to dedicate a key to a function that you won't have 99% of the time but on KB&M we have plenty of excess keys. It could be unbound by default and then work in addition to to combo after you bind it to something.
!feedback
Rework the "Accept and Decompile" skins to be more visually pleasing and interesting
!idea
So the current Eclipse gamemode goes to Mithrix. which makes sense, it's the game's main last boss. But for players who have played for a long time it might be boring, or they might feel as if they've completed everything already after getting 100% game completion and completing Eclipse 8 on all characters.
And here comes my idea. Add another Eclipse variant. Specifically one where the final boss is Solus Heart. I thought about adding one for each boss, but that wouldn't make sense. Solus wing already is a prerequisite for Solus Heart. Voidling is right after Mithrix and feels more like a "hidden boss" than anything else. And False Son is just not that good of a boss fight, and it doesn't feel very good either.
So imo Solus Heart is the only boss this would really work on. It adds more things to do for the completionists as well as the eclipse enthusiasts. And on top of that it doesn't seem that hard to implement since Eclipse is already a thing. You could even switch up some of the Eclipse effects to make it a bit different from the one we have now. And instead of it being a golden badge when you complete eclipse levels with all characters it could be themed after Alloyed Collective. Like a glitchy looking badge or something along those lines. I think it's a great idea personally. Hope you think so too.
!feedback
Buff shield abilities such as Bubble Shield and FIREWALL to also block explosion damage.
!feedback
Make skins modify abilities to fit with the aesthetic. Some of these are fine by default since they aren't as intrusive to the characters ability models or whatnot and thus don't interfere much on certain aspects. Though this mostly is about the Accept and Decompile Skins.
I would understand if these are not possible due to limitations and other aspects of development I am not aware of, though if some of these were implemented it would make them much more visually pleasing and worth getting.
Spoilers obviously:
Bandit: ||His abilities models already get affected by the skin meaning much isn't needed to be changed, though if the cloak had more to it perhaps in a color change or more noticeable model change then that would be more better.||
Artificer: ||Her abilities and fire do not get affected in any way at all, if the ice spikes from her Shift would be able to be turned into a digital variant of it that would be superb. Along with her primary and secondary attacks and variants being able to closely resemble that of a digital copy. To be fair her fireballs do kind of look like them so that's not really needed.||
Rex: ||Rex is in a rough spot with this skin, he currently only has his model being affected, and not his vines which show when he's running which appears everywhere, it makes him look very out of place compared to his abilities, other abilities with models such as Tangling Growth do not have a visual change in the style, and one to make it more digital would be much cleaner.||
Loader: ||The fact her grappling fist does not change when deployed to swing off surfaces, as well as her Pylon not being affected is a let down. If they got changed to fit with her skin then that would make it more visually pleasing.||
Captain: ||Abilities wise he looks amazing!! It would be really awesome if his defensive microbots item also became digitalized from the skin, that's the only gripe though if his Beacons became digitalized then that would be great!||
!idea
have a universal scrapper, that allows both items and drones to be scrapped. I feel that scrappers have to be more common for the amount of printers my games have
!feedback
[redo cause i forgot to add the command] i feel like the problem with Operator (atleast for me) is that i often have a lack of drones and thus cant chain my dashing. so an ability to create more drones or maybe spawning more drones per stage would be nice (along with my other suggestions about Operator)
!feedback
New DLC is pretty okay and I'm sure somebody's already submitted the feedback I would personally give about gameplay in here, but I feel like I should bring attention to the accessibility flaws the new content has mostly to do with photosensitivity and telegraphing
-
The new drones have very visually unpleasant visuals for attacking that flash the screen with a lot of colours or effects very quickly that are incredibly straining to look at (bombardment drone, cleanup drone)
-
Several items also have similarly flashy or unpleasant visuals (Eclipse Lite, Faraday Spurs, Collector's Compulsion and Networked Suffering are ones that stuck out to me personally but I know there are others based on similar gripes friends have had)
-
The Solus Invalidator flashes very violently which is, again, unpleasant to look at at close range, which is where they'll be pretty much all the time
-
Solus Wing suffers from similar issues but to a much greater extent, such as the huge deathray and the heating coils (please give this boss less health btw its so boring)
-
The rest of these are unpleasant at best, but I can say without a doubt that Solus Heart is one of the most inaccessible and poorly communicated boss fights I've ever played in a videogame and it's not even a close match. The thing you're supposed to shoot is barely opaque which makes it impossible to keep track of, alongside the flurry of bright and flashy attacks such as the large walls that destroy pieces of the arena on top of the already incredibly eyestraining palette choice for the stage it's fought on. I have only been able to beat it once in multiplayer because I had a good enough run that I could effectively kill it in a few hits, but all the other times it's been impossible because it hurts my eyes to play. I understand what the visuals are going for but they really did not need to be as migraine inducing as they are (i would really appreciate a toggle at the very least to turn off the effects..)
!feedback
Solus wing is waaaayyyy too tanky pre-loop. I've never looped to fight it so idk how that is, but pre-loop it's painfully tanky no matter which character i've played.
Edit: "wayy" too tanky might be an overstatement but it's still a painfully long fight. Especially on huntress where a single misstep will probably kill you since you have to be so close all the time to even hit it unless you have ballista or an equipment with long range.
It's a fun fight, but it's too long
!feedback
How awesome would it be if Operators alt secondary could use EVERYONES drones for Swarm, drones just return to other players afterwards of course
!feedback
this is just a minor thing i’ve noticed while using power mode and having rebar as your primary, luminous shot stacks will build up but it doesn’t proc until you exit power mode with it. this works fine with nailgun so it’d be nice if it worked with rebar too :)
!feedback
Please make temporary items unaffected by Artifact of Command. It sort of defeats the purpose of Drifter's special if you have to choose four items that will be gone in 5 minutes. I feel like making temporary items immune to it would keep the gameplay flow intact.
!feedback
I think it would be cool if there was an artifact that makes every item temporary, but makes them convert into normal scrap upon expiring. The item you later print from the scrap is still temporary and the cycle repeats. It could be called “Artifact of Transience”
!feedback
the starting two drones should always be available for respawn regardless. Had a friend who has never picked up a drone the entire time we've played ror2 together, and since it wasn't available in his logbook, he just couldn't respawn at all and went back to the classic "sit and do nothing while my friends play the game." I get hiding the more powerful drones if the player hasn't found them, but feels like it kinda defeats the purpose of the respawn mechanic if a new player cant even be a gunner drone.
!feedback
Operators secondary doesn't scale/effected by drone levels, its a shame having a level 4 drone and its "special skill" not being improved at all.
Would love it if my level 4 doc drone gave me the 8x the effect since it took so much getting it there.
!feedback They need to add cross play between console and pc
!feedback
I think Voidling is long since overdue for some kind of rework. Given the final boss of Alloyed Collective opens a portal into the Void Locus if you've got the dlc, I think it may be an opportunity to give Voidling some love.
I think its reasonably well agreed that Mithrix is relatively perfect, but Voidling for the longest time has felt pretty lackluster for a route end boss. His moveset is so outrageously short and boring and hes either the easiest thing you could possibly fight, or a monstrously stat padded damage sponge. Especially now with Solus Wing basically doing the Voidling fight better and incorporating entirely new pattern/grid attacks, I'd love to see Gearbox go back with a fine toothed comb and give Voidling a new lease on life.
Maybe bring back the idea of him straddling the middle of the arena and you could make breaking some of his legs have an effect on the fight?
Our favorite purple spider deserves a chance to really shine.
!feedback
In general many old bosses need redesigns.
-Aurelionite and Alloy Worship Unit both suck for being secret bosses up to current standards, even the souls amalgam is cooler than the alloy unit
-Voidling always sucked and is an absolute lackluster fight, i think returning to his concept in the middle of the arena would work since souls wing proves stationary bosses can be cool, his arena is literally a donut for no reason anymore
-Mithrix struggles with the current meta with so many layers of shields, could get away with more glass attacks to chip at the player
!feedback
what happened to the drifter x captain interaction? throwing chests into the hacking beacon does not work
you can chain to the drone you drop, even with 0 movement items it regenerates fast enough that you can re-grab it before losing height. you gotta go back and forth for that, though, but you have to do that anyway since drones are so slow. There is also the equipment that give you 4 temporary drones who can be controlled by Operator
!feedback
Equipment idea
First Access Delivery:
Request a Temporary Item Distributor to replace an interactable (used or unused). Interactable will explode for 600% damage in a 10m radius. Delivery guaranteed in 3 seconds.
60s cooldown
!feedback
Prime meridian could use some polish to feel more stormy.
My main gripe with the stage is how the color scheme suddenly switches from a blue-ish gray to vivid brown. It would be better if the blue just got slightly darker and more vivid to mimic the darkening effect stormclouds have on the environment.
Some rain particles, lightning strikes further away from players, and even a new lightning/tornado based enemy would also help with the ambience.
Edit: It would also be cool if it would start raining in treeborn colony after the teleporter is completed as foreshadowing
me building a defense line of gunner turrets as drifter
Add cross play
!feedback
!feedback
I’d like to see more skins for the new dlc. Maybe add an “accept” and a “deny” skin for each survivor?
And why not include the SOTV and SOTS characters too?
!feedback
the visual indicator (item in the backpack) for drifter’s primary m2 is very hard to see when sprinting which can be frustrating when some of the random items heal or shield the enemies, some level of improvement in visual clarity would be nice
!feedback
Dumb idea but sometimes the game can get overwhelming so I would love to be able to fish (like that fishing skeleton on rorr in dried lake) in some of the areas where time doesn’t persist.
With that it could also bring some of the more aquatic areas to ror2 from rorr such as dried lake and sunken tomb, aswell the crab enemies and the thqwib equipment.
!Idea
I think it would be worth the teams time to have a proper look at crossplay. Especially now that the two versions are becoming closer and closer when it comes to parity.
I think it would bring the community together and overall just make everyone happy. That might be worth the investment
!feedback crossplay post #80
!feedback
Mainly ideas, as I wanted to make a concise list of what should be done for the future of the game, a roadmap for years to come.
First off, I want to start off with and emphasize: Amazing work with the release of this DLC. I (and I'm sure many others) can tell a lot of labor and passion went into this game, especially with the patching of the previous DLC (it should be overwhelmingly positive now, we need to go back, re-review and fix that people!!).
Most of all, I really hope you devs at
Gearboxand co-developersDream Toasterhad the time to make, to have FUN with making this DLC. With how fun it is, and Seekers of the Storm is now, I can tell you are enjoying it.. and I hope you can use that as a bargaining chip, cause it's the developers that learn, through experience, that make the game.. not the ones higher up deciding what to do with it.
I hope you'll be able to continue having the leeway to never have to crunch, and always have fun when developing future content for this game; just like how Team Cherry had fun developing Silksong. If those higher-ups want profit margins, you need to be allowed to have the development time just like TC!! Cause if those higher-ups decide to fire you, you devs made the team; not GBX, and I'll follow you wherever you go if you ever decide to branch off to make your own games, you've gained my trust and faith. 💖
My ideas and brainstorming are running wild right now, I care so much for the game and want to see it blossom even more in the future. It's going to be a
txtfile for how much there is lol. And I mean this is a LOT, roadmap levels of detail and information for what I want to see in the coming YEARS of this game.
!feedback Please remove items from disabled/unowned DLCs from the Command menu. They don't show up in the logbook, there's no reason they should show up in the Command menu. It just adds unnecessary clutter.
!feedback
i think it would be cool to do another update where we just give all the survivors some more skills to add more layers of customization to each individual run.
Also the dlc has been a blast, (would be cool to see more skins for dlc characters but i understand not wanting to give too much focus to paid content)
!feedback if there has to be more dlcs id appreciate alternating between a focused dlc theme ie solus, and a less focused dlc.. more of a “heres a variety of unrelated things”
as i think everything new being related heavily to something else new is kinda weird sometimes if overdone
!feedback
New Interactable: Delivery Terminal
Cook 1 item, and receive it next stage. Appears on stages 2-4 (not every single one, but most)
design notes
Cooking kind of takes forever when you can look at every option for every little thing you want to buy, and that kind of breaks the pace of a regular stage (not to mention that there's enemies forcing you to choose quickly). So by forcing the player to only choose a single recipe, they should (in theory) have an easier time picking what they need.
The reason it appears in the next stage is that a lot of cooking recipes can turn garbage items into broken items very easily. Not like it can't turn good items into gooder items either. And multishops, like- way too much player agency for an immediate reward. I believe the delayed reward will balance cooking, and create a lot more interesting decision making by having the player intentionally nerf themselves in the present to grow stronger in the future.
!feedback
Re-enable drones on Void Fields since they’re resistant to void fog now.
!feedback
I want free dlc and cross platform play or just free content, it make me think you are money hungry give me free dlc
!feedback
I said this a long time ago but I'm suggesting it again, we should be able to use the text chat during multiplayer pause.
!feedback
Make chirp ability to grab chest activate the pressure plates in aqueducts
!feedback
The new solus enemies are great and pack a wonderful punch, but i feel like they're on too many stages now and the pools may need to be touched up/reverted, if only for thematic reasons.
!feedback don't count junk as "items collected" in Drifter's post game screen
!feedback
Hot take but you should get survivor skins for either accepting or refusing. There are quite a few ways to accidentally refuse the offering of the collective (a problem in of itself), but also if you want to unlock the new skins when playing with a friend you have to choose a character pair that both need to accept or refuse the offering to unlock it together.
!feedback perhaps tying solus enemies outside of solus themed stages to something similar to a void seed would be a smart idea, (maybe just, access nodes being on the stage?) since... as much as we all do appreciate seeing new dlc enemies appear on stages that arent dlc stages, the solus enemies feel jarringly out of place on non-solus-themed-stages
!feedback
Add a colorblind filter/mode for accessibility
!feedback
Riffing off this: Perhaps making the rejection take multiple hits instead of just one would make it easier to avoid accidentally rejecting the offer, and on top of that adding an extra chat message indicating that you have to get close to actually accept the offer (My first time reaching the offer, I had no clue how to either accept or reject it, since there's no good signal for it. I only rejected it off of the instinct of "what happens if I shoot the orb")
!feedback
Drone combiner should have a pop up text after interaction (similar to prayer beads) that'd say what combining drones actually did
!feedback
or list the effects in the inspect menu
(either change would be nice)
!feedback
Let me merge gunner turrets you cowards
!feedback
Solus Mines (and Solus Heart's blue orbs for that matter) should probably not explode on death, it's very unintuitive and feels kind of unfair, especially as a melee survivor
This DLC seems to have a recurring issue with seemingly very unintuitive/learny mechanics that you kind of just have to Know™ so this is just one of many such issues but it took me 4 attempts against Solus Heart to figure out what on god's green earth was instakilling me and the moment I figured it out I beat the boss first try
!feedback
Make artificer unable to turn on/off jet while typing in the chat
!feedback
drifters default shift lets you move chests into captain's hacking beacons to open them for free
in the early game this is too slow to be effective for most interactables however, so i think it would be good if you could charge the ability to greatly increase how far you throw stuff
!feedback
If drifter can prepare inf temp items before a boss then engineer should be able to have >4 pressure mines on the floor at any given time
!feedback
The shrine of shaping still needs changes. Exchanging max health for an extra life just doesn't make sense and it is usually just a mindless benefit. Edit: Might have suggested this idea before
I suggest that it should require a sacrifice of items instead. Each shrine would have a requirement of either 3 white items, 2 green items, or 1 red item (scrap would be prioritized obviously, and the specific number of items of each rarity could be changed). Also, the shrine now either revives all players (if there are dead players) or grants the person who interacted with it an extra life.
These changes would make the shrine of shaping a lot more engaging and tactical, forcing players to consider whether they want more permanent power in the form of items or a temporary boost to get through the stage. Multiplayer just adds another layer to the strategy, since it holding off on using the shrine could allow it to resurrect more people, and an extra life might be more valuable to certain players.
!feedback
I understand why this is a thing, but as someone who gets kinda floored from motionsickness from screenshake, I wish skills like Operator and Commando's primary had an option to disable the screenshake from the recoil and have it replaced with the reticle moving to replicate it or something. Looking up this issue online, I know I'm not the only one affected by this.
!feedback
Make Operators drone ability for turrets allow him to reposition them
!feedback
Add a toggleable option that perma-highlights the location of destroyed allied drones, this would make it so you don’t have to scour every nook and cranny of the map for them when they die offscreen
!feedback
Great dlc that just dropepd although I hope the team plans on giving DLC characters new skins, i get the mindset of not wanting people to have to pay for dlc characters and then other dlc for skins but even free skins for dlc characters rather than just being locked to a mastery only would be great, it'd be nice to have something extra to try to work for too unlock.
(Also add enforcer in the next dlc plz.....)
!feedback
make junk drone uncommon, theyre too good to be common but not crazy enough to be legendary
!feedback You know what would make CMD-SWARM 10x cooler? If your offensive drones used their attack while they ram.
!feedback
this is not even related to the new DLC but PLEASE just give laser scope like 10% crit chance
!feedback
Please rework the golden shrines in some way, they are completely pointless since Halcyon shrines were added
-way more abundant in your runs
-cheaper to aquire
-lets you exit the stage without doing the TP
-gives you 1 to 3 items
!feedback
This has been something I've wanted addressed long before SOTS, but now that I've come back to the game and am playing every survivor, I've remembered the issue: Blight really needs a buff. There isn't a single scenario where poison is a worse pick, and it even scales with enemy health, which makes Acrid feel static and repetitive with loadout synergy and playstyle, which I find to be a shame because I don't really play Acrid as much anymore because of that.
Poison can do 100% base damage per second or 1% max health per second, so I feel like Blight should continue to not work off enemy max health, but crank the damage per second higher, or maybe have another functionality like bleed does, so that it can at least compete with poison in some scenarios, because Acrid's kit is currently not sufficient for stacking Blight high enough to do any substantial damage, especially in comparison to poison. It would make some fantastic debuff builds (which are my favorite), while still having poison as a strong alternative.
!feedback
solus amalgamator's purple blast thing shouldn't hit through walls to prevent situations like this and make it more consistent with stuff like wandering vagrant's explosion
!feedback
REMOVE the ai from Engineer mobile drones needing to always be next to you and staring at you, that's one of the WORST parts about their crappy ai, it almost feels like you need to run up and head butt an enemy to get them to start fighting, increase their idle range from the engi by 100, maybe 200% and let them roam around looking for enemies to fight
!feedback
Add pilot from rorr into ror2
!feedback
The teleporter in the conduit canyon is very annoying when the area is reduced (like eclipse), it barely covers any area and most is deathpits, it doesnt even cover the arena you are suposed to figth the boss in.
This only bothers me cuz it means i cant hear the music when fighting the alloy hunter (because music sounds silent outside the area)
I think it should have been a unique teleporter to begin with, it does look unique and needs you to collect the keys to activate it, the charge already feels unnecessary.
!feedback
In another bid to make drones and other companies smarter, perhaps if you ping an enemy then all combat drones/minions will prioritize that target, while if you ping an ally then the support drones/minions will prioritize that ally
!feedback
I don't think the solutional haunt logbook should disappear after 5 minutes.
Agreed, plus it kinda homoginezes the enemy pools for all the stages otherwise.
!feedback make a bri bri bicus de dicus de dicus de bicus skin for mercenary
Deus ex machina is basically a better blast shower since it also clears all negative status effects (or at least, all DoT effects). Blast shower could do with a minor buff, like healing you some amount, giving barrier, or increasing stats in some way
!feedback
Make it so when prayer beads get levels, they proc war banner.
Sticky bomb's explosion timer should be halved.
I've had way too many situations where my one stack of sticky bomb procs on nearly the last hit of an enemy, leading to it exploding after the enemy dies and dealing no extra damage.
With sticky being the only item in the game where you need to wait for it to deal damage after proccing (unless you count the two missile items in the game, which still have a leg up because they're homing and guarantee damage, I feel it deserves a small buff: remove the majority of the waiting.
!feedback
Orphaned Core would be better if it had ranged laser attack after petting it
Currently it cant reach Voidling, Solus Wing and most Flying enemies, it would be nice for A RED item to have ability to actually hit them
!feedback
Remote Operation as a whole feels a bit too strong considering players can respawn as a drone as many times as they'd like;
Some items shouldn't be activated when playing as a drone through remote operation. Items such as Alien head still working seems like an oversight especially on Freeze drones or Jailer drones.
Reducing proc chances on all offensive drones would also make this mechanic feel a lot more balanced, even a simple gunner drone with Tri-Tip or Tentabauble can easily inflict a large number of stack on an enemy.
It's nice to have players return from the dead, especially for collecting boss items. but having them potentially be as strong as before their death does make dying in multiplayer feel quite a bit less penalising, especially during bosses.
!feedback
Using the TC-280 prototype's special skill as operator on void based enemies will often leave it in range of the instant kill effect they give off on death. This is a massive pain since you cannot repair TC-280s if they are destroyed.
please make the TC-280's skill a ranged attack so that they are more viable against void based enemies
!feedback
or make it fly up at the end
!feedback
the concept of keeping your items as a drone is honestly very fun and it shouldnt change, i like being able to (partially) return to life to not only interact with items but also help my friend survive with a certain drone depending on both the items ive built and what my friend is doing, its simply a lot better than dying and ceasing to exist in game, and also the potential to build drones is very interesting
however cooldown items are disproportionately powerful for drones since all of them use cooldowns, and also drone stats are simply overtuned relative to player stats, the most notable example is respawning as tc 280 drone and having 10k+ health and good damage, i do agree that you shouldn't be better off dying and respawning as a drone unless you were intentionally building your items around it or something
- i would consider adjusting drone abilities depending on the model to scale more intuitively with player control and items, for example gunner drone m1 is made attack speed reliant whereas some drone effects are moved to utility / special out of consideration for lysate cell and hardlight afterburner
- or potentially apply the ability changes listed above only when the player is controlling the drones
- player controlled drones could get a stat squish if required, but it could be compensated by allowing players to use their special operator ability while controlling drones
!feedback
I think it might still get killed in a confined space or against a void devastator's particularly large insta-kill aura, perhaps you could have it fly back toward the player at the end instead?
!feedback
first stage in the new DLC line where you need to get some keys from enemies and use them to open a passage to the second part of the stage where the teleporter is found (like a kind of puzzle) its really cool and making a nice difference from the same thing of always having access to the entire map in search of the teleporter, i would take more of that (and also something like the last stage of ROR Returns)
!feedback
ive been thinking that Drifter should somewhere, have the ability to capture enemy projectiles with her bag and release them towards enemies as an additional defensive layer since she is a melee brawler
putting it on Repossess would be too much, that ability already has a deep mechanic that is basically foundational to Drifter's kit and adding projectile capturing to it would interfere with enemy targeting. so what if our under-loved Tornado Slam captured incoming projectiles during its duration and released all of them during the slam? i think that would add a lot of value to Drifter's kit in a compelling defensive/offensive option that sacrifices macro while retaining the 'bag of holding' identity
for a soft easier to implement alternative consider turning enemy projectiles into junk, although that doesnt really contribute damage potential which the alternate is also lacking
!feedback
I feel like Drone Scrappers shouldn't appear on the map if you have Artifact of Command enabled, since normal scrappers don't spawn either because scrap has no use with it. It also takes away cost from the Director to put other interactables on the map. Just finished a run with my friends with Command and Sacrifice enabled and there were only Drone Scrappers in Pretender's Precipice. Made the map feel a bit empty.
!feedback
Please make artificers flamethrower as good as chefs sear
!feedback
Crossplay between consoles and computers would be nice because it would allow more people to play together.
!feedback
please for the love of god remove that stupid ass limitation on captain’s moveset in hidden realms, it feels so unnecessary and only really exists to piss off captain players for no reason
and before people screech “but the looooore!!”, gameplay comes first, then lore
!feedback honestly i think a fair bandaid solution would be drone players having increased cooldowns and less luck
!feedback
I feel like time shouldnt freeze for a lot of the optional routes in the game such as false son and especially solus wing.
i think these routes should be harder, not easier, than the standard route. getting rewards on stages that are time frozen make you outscale everything in the aftermath if you choose to continue your run which generally makes the final FINAL fight (mithrix/voidling i guess) way easier than normal
EDIT: obviously if this were changed though, fights like solus wing would need to be made shorter so that you actually arent worse off for beating them
!feedback
upon exiting void fields, make it so the next stages are nighttime variants
nighttime variants are often hard to see and come by, and time probably works very strangely in the void fields, so it’d make sense for a whole day to have passed upon spending a few minutes there. it also lets the nighttime variants get seen more often it’d be cool
!feedback
New stage that spawns you on the teleporter. You have to activate 2 areas. Once you do, you return to the teleporter.
This new stage contains items that CANNOT be obtained anywhere else. Even with the artifact of command.
In order to play this stage you must go to the bazaar between time and do not buy anything. Dont go down to the void feilds either. Just leave immediately.
!feedback
drifter is in a good spot right now but i find her default m2 (cleanup) kinda lacking in comparison to the alt (junk cube)
this can be attributed to 2 main factors:
- cleanup is random; junk cube is consistent
- junk cube can generate junk on demand; cleanup cannot
i actually dont mind the first part so much, the lottery aspect of her character is quite fun, but the second part hurts her effectiveness long term in my eyes as it essentially locks your junk generation to melee range (a very precarious position to be in especially late game)
i think that cleanup should be able to generate scrap; maybe you can repossess one of the things drifter can throw with cleanup? or maybe projectiles breaking on the floor generate scrap, ideally equal if not less than the amount it costs to bypass the cooldown to avoid spam
as an extra this would make it more effective for people who like to go to the lunar bazaar (me) and would also give it a neat synergy with backup mags
!feedback i would much rather the cube also not be able to generate junk, but rather other methods of obtaining junk be increased (ie m1, tornado ideally)
i feel as if her m2s being “consumes junk, doesnt generate it at all” is more interesting for her kit as a whole to have more resource management involved. if everything generated junk there’d be no real reason for it to even exist as a resource
!feedback
CMD-swarm is fine and I like using it, but the targeting (especially at close range) is quite janky and often doesn’t target what you want it to. I would love to see this adjusted as it feels pretty bad rn and genuinely hurts its viability as well
!feedback
I think it would be cool if Operator was given a special interaction with the Artifact of Devotion, since right now it's a horrific choice when using him. Maybe the friendly lemurians could count as drones for his abilities? Admin Override could just be a fire breath attack.
!feedback
Is it possible to prevent equipment from ejecting from you're inventory if you are hit by any kind of item invalidation while using Functional Couplers? It feels incredibly bad and annoying having to pick back up items because of it.
Either that or allow Drones to use Couplers swap function to pick up lost equipment, because players can just lose equipment forever if they get hit by an invalidator as a drone
!feedback
It would be nice if operator’s firewall gave you a bit more momentum than it does atm. It’s already a pretty strong ability but I would love to be able to use it for a bit of mobility too
!feedback
Collective elite shields should merge instead of intersect. Might help with the Venn diagram hell of fighting multiple at the same time.
On a similar note, if two warbanners are near each other, they should combine areas. images attached are exampls of what warbanner areas would look like separate, close, and touching.
This is especially important for multiplayer when more than one person puts down a warbanner during the same teleporter event, and the areas are near each other but not close enough to overlap.
!feedback
Good afternoon, I would like to say that the new enemy that disables all items is complete nonsense. And I have an idea: what if the enemy disables not all items, but only a few
!feedback
Increase the director cost of Solus Scorchers, Solus Distributors and Solus Prospectors. They're all good enemies, but they're just too tanky for how easy they are for the game to spawn. It makes Pretender's Precipice and Iron Alluviam hellish to fight in. Either that or lower their health.
For reference, prospectors have a similar director cost to Lemurians, but have twice the amount of health. Scorchers have a similar cost to Blind Pests, but over twice the health.
!feedback considering hikers boots gives both crit chance and crit damage, i think it would be fair to make it so you actually need to hit enemies while above them to keep the effect. the fact you can just keep hitting enemies in general to keep the effect is a bit powerful
!feedback
Add recipes for all elite aspects, I don't think many people care about keeping the base game six (blazing, overloading, frost, malachite, celestine, perfected) exclusive to the 1/3333 chance.
!feedback
was already mentioned just earlier but really wanted to emphasize that something needs to be done about solus distributor spawn rates in early stages, i was just swarmed by 7 of them on stage 2 as captain and had basically zero available counterplay, no other enemy in the entire game behaves like this while also costing so little to spawn AND having so much health compared to nearly every other smaller enemy that would spawn in stages 2-3, nearly every single other new enemy is balanced well enough (solus scorchers are pretty bad but only really due to how fast and weird their trajectory is, if that's not gonna change then they should just be left as is) so these guys stick out like a sore thumb. alternatively massively nerfing the solus mines' hp would probably fix the issue, but i'd prefer to just see less of them honestly
!feedback
Not sure how possible it'd be, but I think a nice/neat aesthetic thing would be for the Siphoned Forest's teleporter snowstorm to up in intensity with more difficult teleporter levels. IE the more shrines of the mountain/players there are, the more intense the snow gets, up to a point.
!feedback
I feel like solus wing should be split into 2 stages, first phase and the heat vent phase. Currently he feels WAY to tanky and his entire fight feels like a slog. By seperating the 2 phases, this would give the illusion of a faster fight, I feel like smthn could be done to deal with the repetitiveness of fighting him for certain characters as well, mainly the melee ones.
I also feel like solus heart is easier than wing rn which I feel is a bit of a letdown, especially after the rly strong cooking stage and how cool both the character and the map look. Maybe give it new moves or a new phase.
!feedback
Alternative False Son passive idea:
Rectifying Epistle
Lunar items positive effects are replaced with: 5% (+1% per stack) to spawn a cleansing pool upon finishing the Teleporter event.
Cleansing pools have a higher chance of dropping irradiant pearls, which buff all stats by 10% and reduce skill cooldowns by 10%.
(It appears as red item, similar to captain. If you scrap it, lunar items and irradiant pearls will return to their original effects, but higher chance of dropping irradiant pearls will still be present. Different lunars contribute to the stacks separately, so if you have two of the same lunars, it is 6% to spawn a cleansing pool, and if you have two different ones, it is 10% instead)
!feedback
make the gold that drops from the golden elites stack so that the game wont crash/stop responding
edit:
we think that wake of vultures making engineer turrets gilded (and possibly warped echo) is spawning a lot of gold.
!feedback
i noticed that if network suffering kills an enemy it doesn't give the money idk if this is intentional it doesn't feel like it is
!feedback
Change all cooking recipes that **require **the of use DLC items as the ingredients without giving items from the same DLC as the result, same goes for vanilla items as the result with DLC as the ingredients
(obviously doesn't apply to Alloyed Collective items as the ingredient)
!feedback
okay, sooo… why in gods name do eclipse lite and dynamite stack like that?? i mean, look at something like atg, which scales very very linearly with none of that “first stack is the best” nonsense. i feel like a lot of the pre AND post rework sots items had this issue and it greatly confuses me that this type of stacking still exists in COMMON ITEMS despite a LOT of people disagreeing with it.
now, to actually be productive somewhat and not just complain at a wall (i doubt anyone at gearbox ever reads these anyway but its worth a shot), i will try to make a somewhat decent rebalance on the stacking.
eclipse lite — start at 0.75%, but stack with 0.75% each time. please gearbox, this is a common item for christs sake, why does it stack in a similar manner to a red?? its not even that good on its first stack, why does it take FIVE FUCKING ECLIPSE LITES to double the barrier output currently? idk man its just really stupid to me i hope they address this.
now, for box of dynamite — maybe to not make this item too nutty with stacks you make it like 185% (+185% per stack) or something? i just hate that this item feels so shitty to stack IN A GAME ALL ABOUT STACKING ITEMS. its just like, why, gearbox, why do you keep doing this. i hate the design philosophy of “the first stack should be miles better than the following stacks” because like for fucks sake printers exist man idk like why does this keep happening and why does it keep getting applied to COMMON AND UNCOMMON ITEMS
sorry if i got a lil heated, like trust me i love the concepts of these items and i want to like them 100% but i just kinda cant when they stack like this. the two items i complained about are neat but have underwhelming stacking that holds them back a lot imo.
thanks for reading and if anyone at gearbox reads this i think you guys overall did great on ac. good job!
!feedback extra sentry keys having a use by giving movement speed is great, i think, and id love to see this extended to the commencement pillars.. if they were perhaps optional, as in you only need to do 2 or 3, but doing more pillars would get you items that could give some nice stat buffs. mithrix could afford to be harder, but more consistent stat item opportunities via pillar items would be lovely
!feedback
enemies that die with neutronium weight without a specific cause should give the item back to the player that originally had the item, instead of dropping it on the ground
it kinda sucks to spend lunar coins on a weight just to potentially lose the item forever if an enemy falls off the edge of the map
!feedback
so you know how cleanup drone removes the enemy corpse?well uuuh
it removed the wing boss
i can't progress
i don't believe this is intended
!feedback
The barrier drone feels extremely overtuned, it can turn like half your health bar worth of barrier if it feels like activating
!feedback
(small convenience/continuity idea)
A small thing that I have noticed recently,
Some survivors have their passive (Labelled as Misc) shown on the Loadout tab (3rd tab where you change skins and skills) but others don't despite having a passive.
The only survivor who gains something from their passive being an option on the loadout tab is Acrid, as it is the only survivor with more than one passive selectable (Poison and Blight.
Survivors who have a passive shown on the Skills tab (2nd tab) but do not have their passive shown on the Loadout tab are:
Bandit (Backstab),
Artificer (ENV Suit),
Mercenary (Cybernetic Enhancements),
REX (Natural Toxins),
Loader (Scrap Barrier),
Captain (Defensive Microbots),
and Operator (Drone Tech) (Although the two drones do have their own Drone selection boxes, the passive/misc is not labelled in the loadout tab)
with most of these being Base-game survivors.
The survivors with their passives shown in the loadout tab besides Acrid are all DLC survivors:
Acrid (Poison/Blight),
Railgunner (Magnetic Accelerator),
Void Fiend (Void Corruption/[V??oid Co??rruption]),
Seeker (Inner Strength),
False Son (Lunar Tampering),
CHEF (CHEF's Kiss),
and Drifter (Trash to Treasure),
(With non-applicable survivors being Commando, Huntress, MUL-T and Engineer for their lack of passives)
This is likely an oversight, but it would be a very minor convenience to players if either only Acrid had its passive/misc shown in the loadout tab, as its passives are able to be changed in the loadout tab or all of the passives be shown on survivors with passives.
Hope this helps alert others to the issue ^^
!feedback
This game is going to have a long term problem due to 2 self inflicted restrictions that harm the game in the long run
-DLCs cant interact with each other in case players dont have them
-No content made by hopoo shall be questioned or balanced ever
We will be in 2030 with DLC7 and still have the same void item pool, pools getting so large item stacking becomes rarer and rarer, the same bosses who cant keep up with the new meta and an inconsistent amount of skins per character.
Content feels more and more like is built in a vaccum and sealed to its own fate, never to be touched again.
To this day Anniversary is still the best update for that very reason, Hopoo dared to look at their past work and do a full swipe rebalancing items
, stages
and characters
, this is something the game needs right now but Gearbox is unwilling to do so because of these self imposed rules, which are more like handicaps that will keep piling up.
The dev team needs to sit down, look at old mechanics/items/bosses/systems/characters and re-evaluate them with the current state of the game for the sake of its longevity rather than let old systems fester.
Imagine a crazy world where you dont scrap certain items on sight
, small changes like this can alter the feel of the game more than a dozen alt stages that all play the same and you will only see every bunch of runs...
Reworking drones and respawning in multiplayer was a step in the right direction, please we need more stuff like this rather than bloating the game with more and more content that resides in its own corners of the game without interaction...
there's a channel for bug reports
mb lemme send it there
!feedback
Ok. Captain is a survivor with zero mobility skills. He makes up for this with his strong primary, passive, utility, and and special skills. Captain needs his utility skill to effectively deal burst damage and take care of swarms of enemies. Captain also really appreciates having his beacons. Without these, he loses one of his best traits, hacking beacons. Ok. THis seems like a fine character. A heavy hitting survivor who doesnt rely as much on a mobility skill because of his ability to dish out hard hitting damage, clear out projectiles, and get items quicker.
But then hidden realms just smash this all with a sledgehammer. Ok so lets look at this. Drones in the bazaar? Nope, doesn't work. Drones in the void fields? Nope doesn't work. Drones in the planeterium, neural sanctum, and gilded coast? OK those work. Now you would think captain beacons would follow this same pattern right. Yknow captains quite strong, maybe the devs felt that half his kit not working in a few areas was a good balance change. I mean i dont think so. I dont think anyone else thinks so. But whatever right, lets just say it is, it has some sense behind it. And it would make sense for him to be able to use the abilities that let him actually have any kind of good damage output without getting a ton of items that make his m1 strong enough on its own on stages with a boss. But no, captains beacons dont work in gilded coast, dont work in the planetarium, and dont work in neural sanctum.
Ok why does captain just not get to have half of his toolkit against the hardest boss in the game, the tankiest boss in the game, and the. Well for aurelianite its not too bad but. Still, why does captain just get gimped, but operator is allowed to keep its drones for these bosses? I get operators skills tie heavily into the character, but captain loses half of its kit. That is huge. Its just a simply unfun mechanic that serves no purpous other then ruining captain players for some cheap worldbuilding.
!feedback
I've heard comments about the solus enemies not fitting into existing levels well. However, I think this is an opportunity to make them an intentional invasive threat (a little like void seeds) instead of an unfitting presence.
On any given stage, a rumbling could occur (paired with a chat message), followed by a huge solus distributor emerging. Instead of summoning the little rolling bombs, this distributor could summon variants of solus units (more often those that are currently native to the respective stage). Although the distributor would have a lot of health, summon enemies quickly, and most importantly disappear after a bit, it would still be killable to end the invasion early.
I do think some solus units should still natively spawn on fitting stages, but this allows the solus to fit in more as an intentional invasive faction without removing their presence entirely.
!feedback
I believe that mithrix needs a rework, he has stayed mostly the same for the entirety of risk of rain 2's history. And I just think that he could use a rework to make him more difficult
!feedback
I had originally assumed that the gearbox team wasn't planning on touching much of the content originally made by Hopoo, but now that the drones have reworks it gives me hope that we may see some content given a once over in the future.
One place I hope this happens is the voidling fight. I've yet to meet a single person who likes that fight, especially on high level eclipse, and after having recently learned what it was originally supposed to function like, I really hope the gearbox team can go back through and give the old void boss the fresh coat of paint it deserves. Everything about that fight other than the moveset is spectacular, so I really think Voidling could be an awesome functional post game boss if the moveset was actually enjoyable in the slightest.
!feedback
having finally obtained all the new dlc skins, and therefore having beaten the final boss well over 10 times i think i can pretty confidently say that solus heart is WAY too easy once you learn every attack and perfectly understand what's going on. i'm pretty sure i only died once to it as artificer due to being ill equipped to deal with a very specific attack that kept tanking my health way down but otherwise once you get past all the visual flair and play the fight completely straight, it's just a lot less difficult than all the other final bosses in the game (even solus wing!). if that was phase 1 then that would be one thing but the fight ends once you clear its single hp bar! and because it's so much fun (probably the best fight in the entire game tbh) i think it deserves better, at the very least it shouldn't be easier than false son, even if you're playing a character without any movement abilities this only somewhat hinders you in a very specific phase of its attacks. it should either get more phases, have a LOT more hp, new, more varies attacks, or at the very least a similar system to the solus wing's "phases" where even though it's one hp bar the fight DOES change as you progress through it (though solus wing's phases should also be adjusted as it's currently a little too easy to cheese through the fight due to the weird way it was constructed). just making it a lot tankier would probably be a decent bandaid fix, but i would love more substantial buffs and changes, if possible
!feedback X10000000 this. This is what I have been feeling with the most recent patch it would suck if future dlc content cant make use of the new item combination mechanic this dlc introduced
!feedback i know its realistically a management problem, but id hate to see another game i love fall prey to “we have to ignore old content lest we make people angry”
even if it takes till after dlc4
i just cant imagine a future where all this amazing dlc content is merely slapped on top without glue filling in the spaces between, or some reworking of significant aspects of the game to account for it all
“my steak is too juicy” can be a valid complaint… if the table i am eating it on is dirty and undusted
!feedback
After playing with Alloyed Collective a fair bit, I wish to give my fun bit of feedback on some of the items and features I feel like need a bit of tweaking, along with something new;
Orphaned Core [and by extent Empathy Cores] should fully count as Drones, in terms of Operator's kit and to synergize with
. That, and I feel like Orphaned Core could possibly inherit more than just your movement speed items
Eclipse Lite currently kind of sucks to use. Maybe some would prefer a new effect entirely, but I feel like a good fix would be to just have the item grant the barrier on skill use, rather when it comes off cooldown.
I've seen cases of the Neutronium Weight not returning to you after you killed the enemy holding it, despite the description saying the weight gets transferred to the killer.
I feel like gunner turrets could use a bit of a tune-up, a bit more loving now that there's more drones. Why not add something of a common item that lets turrets walk around freely, as to not be stuck to one spot for more mobile firepower? Like a new addition to the Droneman family of items
This. Things that happen when the system date is a holiday. Namely different looking items and enemies
!feedback
Lowkey should add mouse and keyboard controls to console
!feedback
I think that the survivors lacking alloyed collective skins and prime meridian should really get them. The fact that the survivors of the void characters are lacking alloyed collective skins is absurd, and seekers characters have been lacking prime meridian skins since the dlc dropped, and they didn't add any to the new survivors either. It's just odd that there's for some reason a skin imbalance with the dlc survivors and the base game ones now, and it shouldn't be that hard to add in.
!feedback
After defeating ||solus heart||, a portal to commencement should also open up. Being forced to go back to stage 5 has so much whiplash after the sequence of bosses and stages in the DLC path, and honestly is just boring.
If the player can beat ||solus heart||, then they can do stage 5 no problem, and it honestly just feels a little boring looting after all that.
It would also just reward the player for actually going to fight ||solus heart|| instead of just returning to stage 5 after solus wing without going to ||neural sanctum||, since the current reward is just a random tech based red item, which doesn't seem like it's worth beating a whole final boss for.
For clarity, I mean you should have the option to go to commencement as well as the option to go to stage 5.
!feedback
Please give Devotee Lemurians immunity to the Lava on Helminth Hatchery
It just straight up sucks to just watch them die through no fault of your own
You even made Drones immune to the lava (something i discovered through the "Remote operation" feature you added for multiplayer), so why not give the Devotee Lemurians the same treatment
!feedback please give ||Solus heart|| some invincibility frames after you beat him so as not to kill him on accident like I did so many times 😭
!feedback
It would be really cool if more logbook entries got added for things such as aspects, orphaned core and even things like interactables such as chests, printers, scrappers, newt altar and shine of chance. I think the most fun part of this game is progression and the lore from the logbook entries so having more to work for and read through would be nice
Change the accept and reject conditions to be two portals: one being into the mainframe or whatever (accepting), and one taking you back to SPEX (rejecting) [and from this point on, SPEX’s room would also have the void locus portal, since you unlock that after defeating Heart]
The first time I defeated Heart, I didn’t even realize he was talking in chat and I just started blasting. Luckily, I was playing mando— whose skin is unlocked by rejecting the offer— but it could’ve been a massive waste of time if I was playing one of the characters who needed to accept instead.
!feedback
Is it just me or the lower sections of conduit canyon are painfully devoid of detail?
I know this game is pretty simplistic looking but these rooms are just empty polygons
!feedback
make rex self damage not do perma-damage in e8
he would still be more effected than other characters in e8 due to reduced healing but at least he wouldnt be atrocious
or make his unlock special not complete dog 😭
!feedback
Make 3d printers and scrappers faster, I don't want to spend 30 seconds trying getting one gasoline 🥀
!feedback
customization features like risk of rain returns has (multiplying damage done and damage taken, turning off new items and stages and interactables separately) would be much appreciated. would appreciate a custom difficulty scaling option too. (id love to play with brutal scaling but fast tp charge, personally)
!feedback
let us parry solus heart’s phase transition with deus ex machina like the corpse of king minos from ultrakill
https://tenor.com/view/ultrakill-gif-24976742
!feedback
Drifter Santa Claus skin for christmas?
!feedback
I'd like to see all variants of skins for all survivors. I know this might not be a priority, but I don't really see a reason as to why some survivors get less customization. For instance void fiend has 3 whereas commando has 4, and seekers of the storm/alloyed collective survivors only have 2. Again, I understand this is not exactly a pressing issue, but there's not really a reason not to add them in, right?
Add a skin for every survivor in every dlc. I don’t care if they’re recolors, I don’t care if they’re made in an hour with a minor model change and a shader, but every character should be given the same treatment as every other character.
As an example: ||the characters with “accept the offer” skins are likely not too difficult to make, as they similarly modeled with a shader on top of the wireframe.|| This should have been a skin for every character.
The other skins in this dlc are more complicated, so I understand why making a unique one for every survivor would be a pain, but I genuinely would not have cared if just the first skin mentioned was given to everyone.
Some simple ideas:
- If we end up getting another void dlc, give everyone a recolor with a void particle shader on some parts
- if we get an imp dlc, black recolors with red accents and a red backlight would work
- for an aphelian dlc, tar stuff.
These were all thought up in 90 seconds, so I’m positive the devs could come up with something more unique, but my point is the skins don’t have to be extravagant. They don’t have to take eons. They just have to exist. Give everyone something.
!feedback
i think there could be slightly more depth / choice with drifter if looted chests/shops gave far less junk when you destroyed them. kinda just makes them free junk if you can loot them and then break em
!feedback
I just had an idea not a way to implement. Probably a shrine though. Like the shrine of the mountain (or new alloyed collective beacon thingy), you sacrifice an item, and if you beat the enhanced teleporter, you get 2 copies back. Maybe the quantity returned would be based off item quality (e.g. 5 whites, 3 greens, 1 red, something like that).
In the next DLC— or, if you really want to add more content to AC— expand on the concept of a rarity that takes two items and combines them into one.
Hopoo had a great idea with void items, corrupting one item into another to combat item bloat, and it seems like combating bloat in general has been nearly entirely forgotten up until the few meal items had been added.
It would be nice to see more mechanics made to combat bloat (maybe add wandering chef to more places?) and expanding on mechanics already concocted.
!feedback
still feels weird to me that i have to deliberately choose to not homogenize my runs by not always going through the green portal or virtual portal, because even though that is totally a choice up to me, i still ultimately end up facing the halcyonite and solus amalgamators; there is no reason to not fight them, unlike the choice of going through the portals, as it is strictly better for your run. maybe there should be some sorts of downsides to activating them, though i suppose a harder teleporter boss is a good attempt… the amalgamators do not tend to work at dissuading me from always hitting access nodes, because theyre fairly easy.
maaaybe what really could fix this though is just… the more dlcs you have enabled, the less likely stuff like access nodes or halcyon shrines are to spawn? maybe iron alluvium deserves to always have one. maybe the newt should be the way you can guarrantee a potc run or a solus wing run!
but any fix to “yeah ill always fight these optional bosses that always appear in my random roguelike” … may be appreciated?
!feedback
I know the last DLC literally just came out but I like coming up with ideas for my favorite games so here's a common item one I had
!feedback
I think the artifact of Origin from the first game would be super fun.
!feedback
An add-on to a prior feedback before, but at the very least being able to reobtain the ||Encrypted Cerebellum|| again in some way so ||Solus Heart|| isn't permanently locked out of after its removed from your inventory should be considered especially considering False Son can be fought repeatedly in the same run with no restrictions.
We need more movement speed items in rarities other than common and uncommon.
Make a lunar, make a void, make a meal, whatever. Just more move speed options.
And no, equipment don’t count.
Remove the range limit on Huntress' abilities against bosses, or at least increase it severely against the alloyed bosses. The alloyed collective bosses are all flying enemies and it makes it extremely tedious to have to run in and out with a character with very little health.
!feedback
Solus Wing’s Health Needs A Nerf
This boss has an absurd amount of health. This of course is supposed to be balanced by the weak points, however those also have an absurd amount of health too. This also seems even more stupid when you consider this boss has features that are direct counters to BOTH of the new DLC survivors.
The boss flies in the air, making it difficult to land hits with Junk Cube on Drifter. Additionally, you can’t really melee Solus Wing on drifter because Solus Wing just does one of those ring attacks and takes away more than half of your HP. I don’t understand why Gearbox would design a boss almost specifically designed to counter drifter and make it impossibly tanky.
Moving on to Operator: Solus wing has an absurd amount of AOE. This just means it basically one-shots all of your drones off rip which basically guts your damage against it.
This boss is basically “The boss designed to specifically counter Drifter and Operator”. I think these issues could be fixed by simply gutting Solus Wing’s HP, as right now it’s comically tanky and takes way too long to kill, making it just kind of unfun.
!feedback whyyy doesnt drifter keep sprinting after using her utility on nothing
!feedback
If bands are off cooldown you can proc them onto Operator's drone while using his alternate special. Would much prefer if this wasnt the case so that I can proc it onto an enemy instead
!feedback
Add a small chance for the Wandering Chef to appear here too.
!feedback
update simulacrum
new alloyed enemies are horrendous on monsoon. anyone who cant fly is cursed to a brutal maiming . would like some new maps in there too.
!feedback
Attacks that lock on to enemies are completely screwed on Solus Wing, specifically Engi's Harpoons and Huntress'. Engi's harpoons just don't work against Solus Wing and Huntress' range is pitifully short and makes her practically a melee range character. Please specifically increase the range of her lock ons and fix engi's harpoon lock ons
!feedback
make tranquility start at max on solus wing boss fight when using mediate as to prevent a situation where the player is forced to just aura farm for like two minutes before starting the fight.
!feedback
Operator even though being a drone operator character has several anti synergetic effects with drones themselves and the newer drone systems. One of the more egregious pain points with the character is that next up drones do nothing and float near the character, this bars away the potential utility of trying to keep a drone in your next up slot to use its effect. Additionally to that equipment drones and drone item effects are exempt from this for some strange reason and function perfectly normal. Upgrading drones shouldn't cripple the character for attempting to make their drones stronger and reduce potential entity lag from having too many drones. Admin Override should include drone level into its charge count to maintain lethality and still be a boon for the character. CMD swarm damage should have an additional scaler in relation to drone variety & level.
!feedback
Mithrix should prioritize players over drones with melee attacks
!feedback
hope to add an option for switching aiming modes for railgunner (hold to aim or tap to aim).
!feedback
Let us end the run after Solus Heart in eclipse
!feedback
Please add an saving feature
!feedback
THIS! It makes absolutely no sense that the drone survivor actually makes the drones weaker by keeping them close and making them not do anything. When I first saw Operator gameplay, I thought that keeping a drone next to him is a way to make it possible to aim with a drone and shoot at one target together, maybe even giving the drone your item effects like attack speed, bleed, crit etc. but for some reason the drone just floats next to Operator and doesn't do anything...
!feedback
I might just be complaining here, but I think the new item-disabling purple guys are not very well done/out of place right now. The final boss's (Mithrix) whole gimmick is that he takes your items. That moment won't have the same impact if get the same thing done to you on stage 2. And yes, I know they're different, but really, the same thing happens: you lose your items. I think maybe making them a post-loop enemy would work, or give that gimmick to a post-loop elite.
!feedback
I've been making a Risk of Rain 3 concept, and In that concept, there is a tier of items called Shadow items. They basically effect not just you and the enemies, but literally everything in the game, like the timer, tele radius, etc. These items are pretty busted in concept but I think they're interesting. Here's an example:
DESTINY SHROUD: When ANY numerical value is activated, that numerical value is rerolled to be any value from 45%-200% of that original value. Higher stacks of the item cause the roll to favor higher percentages
!feedback twisted or voidtouched elites disabling items would be interesting!
!feedback
Instead of sending the entire item to the enemy, Neutronium Weight should stay in your inventory and only pass around a debuff. When you hit an enemy, they take the debuff from you. If they hit you, the debuff returns to you. If they die, the debuff returns to you.
It would work much better that way than the way it does now, where either a drone steals it or you somehow lose the item entirely.
!feedback
Neutronium Weight should either immediately return to you after the target holding it is killed and/or it should spread like noxious thorn
!feedback
Disable Faraday Spur's damaging effect while in Bazaar Between Time and the new area with Spex and Chef.
!feedback
If you are using the Dead Cells skin on Mercenary and die, there should be a small chance your death message is “Your cells are dead”
!feedback
Change the way logbooks are obtained. It's not too bad for enemies, but I'd change it to guarantee dropping one per stage after player killed x monster N times and it'd be perfect (if it doesn't already work like that). As for the environments, though..
It's really frustrating to not find a scanner after visiting a stage a dozen of times, and with increasing amount of stages it becomes even worse. I have a few suggestions here:
- Guarantee a scanner if one player visited the stage N times
- Place logbooks in secret spots, hidden realms style
- Add an equipment that'd spawn on every stage 1 that lets you scan the environment for logs one or multiple times, fuel array style
!feedback
Drone upgrade stations lack visual feedback for users to get an idea on which of their drones are being upgraded and which are materials for the upgrade. A highlight for the drones in question on the drone list would go a long way in upgrade QoL.
!feedback
Gunner Turrets feel left behind this update even though they are a notable ally for our planet crashed friends. While stage entry their positions being randomized is fine it puts a notable annoyance when they don't contribute to events like bosses and shrines. Teleporting them to form a circle around the event in question would make them a more worthwhile purchase and actually have impact later in runs.
!feedback
Gunner Turrets made drone upgrade station viable
is there mod that lets you choose a random character
!feedback
Transport drone damage should be stored as a debuff and applied when either the target hits the ground or its fall is interrupted by any means (i.e another drone grabbed the target)
!feedback
Back at it again, 3 years later, asking for a Scavenger
Boss Item
The scavenger has a lot of iconic effects that would be perfect for a rare boss item, either relating to Thqwibs or the bag on its back, and I think it would be fun to steal one of its iconic abilities if you get lucky with a **Tricorn **
or unlucky with a scavenger teleporter event (especially since Drifter
can somethings get Thqwibs with her cleanup, we are just one item away from being able to literally be mini scavengers)
Thqwib Container
+ 10% (+10% per stack) chance to throw a Thqwib, dealing damage and activating all on-kill effects on-hit.
Goodie Bag
+ Upon entering a new stage, gain 5/2/1 (based on rarity - 79%/20%/1%) items.
*** Stacking can either increase the posible rarity of the items you get, or make it activate multiple times. Don't listen to me though, I'm just a guy
I am a little biased because I love Ceremonial Dagger
but I think the first one would make a lot of people very happy, even if it just means proccing a single gasoline once in a while, though we do already have Forgive Me Please
so maybe it will be good to have something new
Yup
!idea
Artifact of Reverence
If any monsters survive on the stage until the end of the Teleporter event, each will have a 50% (halved per monster) chance to join you on the next stage as an enthralled temporary ally.
the artifact gently hums with Soul, distilling on the bearer a noble, regal aura.
Artifact of Regret
The unkillable ghost of a random monster from the previous stage will relentlessly haunt you for your sins. Ghosts have 50% damage but 200% movement speed.
the artifact gently hums with Soul, instilling the bearer with a heightened sense of conscience and remorse.
whats it called
!feedback
One of the new Yellow items in my RoR3 concept, dropping from a Brass Contraption inspired boss enemy: The Brass Caller
BRONZE RINGER: Gain a 25% (+15% per tack) chance to Rust enemies on hit. Rust slows movement speed by -70% for 2s and deals 210% damage over 3 seconds. Drops from Brass Caller
!feedback
I'm sorry if this sounds rude, but I've faced this with so so so many games and I'm sick and tired of dealing with it.
We (yes we) would very much like an actual option for vertical vs horizontal split screen. I might have a big tv but I still can't read/sometimes see things when it's stretched out horizontally. I don't care if the program thinks it knows better, I can't see/read things when my roomie and I play and it makes it really hard.
Maybe add a split screen fov option if that's what you're concerned about but we know what we're sacrificing if we choose to select it. That's what we want. A choice.
!feedback
!feedback
Blacklist Mithrix and other Enemies from using Networked Suffering
Networked Suffering has the same issue where it punishes you for simply existing and is guaranteed to one-shot you in the same way that Ceremonial Dagger did (any why that is also banned). As such, I suggest blacklisting Networked Suffering from being usable by Mithrix and other enemies.
!feedback
Let drone combiner stations spawn on stage 3 at like half the rate they do on stage 4 and 5.
!idea
Best Buddy Plush!! Make it and I would buy it in an instant.
!feedback
!feedback
In my Risk of Rain 3 concept, I'm making it so Equipments have an extra bonus. Each Equipment has a special interaction with one specific item, giving either the Equipment or the item it synergizes with a boost
For example:
If you have Sawmerang, as well as the Xtra-Lectric Boomerang (just Electric Boomerang basically), the boomerangs that are sent out have a 100% chance to bleed on hit
There's also one with Recycler and Sale Star, where if you recycle an item, that item will be duplicated as well, but that effect is only usable once per stage (it doesn't consume the Sale Star though)
!feedback
Void scrap, scrapping void items would help when you are trying to set up for a cooking recipie and get goobered by accidentally picking up a item that corrupted the items necessary.
Void scrap cant be used directly in any printer but can be cleansed at pools for a scrap of random rarity.
!feedback
more visual feedback like a timer around the crosshair or shaking of the bag that makes it more obvious how long until an enemy pops out of repossess would be greatly appreciated
!feedback
make the monsoon related unlocks consistent with eclipse, you get the monsoon skins through eclipse completion but it won’t give you the logbook entry for the survivor nor the steam achievement for the monsoon clear
!feedback
Fix Distributors. Remove the fire trail from the blazing elites and make them unable to teleport within a certain distance of the player
!feedback
Smaller thing, but I feel like the game could use a bit of an art pass. Specifically in terms of some of the newer buff icons. Not trying to sound like you guys did a bad job or anything, because you didn't, but I would like to see a bit more visual cohesion with the original buff-providing items and icons.
!feedback
False son Laser Burst and Laser of the Father refill should trigger Eclipse light
!feedback
iron alluvium is so, SO much harder than any other stage 3 because it has no true fodder enemies. no lemurians, no wisps, no beetles, nothing. the spawn pool is harsher than even sky meadow's barring the absence of some obvious late game enemies like mushrum and elder lems and considering the point where it's at in the game it's not really sustainable a lot of the time, for a stage that's already so weirdly barren of loot. prospectors are close to being proper fodder but they still have double the base hp of a lemurian. generally every solus enemy costs way too few credits and most of them are simply not justified in the slightest! (think i made a similar post before about the separate problem of solus distributors) as it is it's simply not desirable to visit the stage at all if your run is struggling, which is very unfortunate for one of the best designed and structured map layouts in the entire game.
tl;dr increase credits cost of smaller solus enemies, add actual early-level monsters like wisps to iron alluvium to properly balance the enemy pool
!Feedback. Cooking Recipe: Fully Grown Zoea + any Corruptible item = 2 of the Corrupt version. I feel this would be good as it not only provides a way to corrupt items easier than dying, but it also provides Zoea with some much-needed functionality.
!Feedback
Solus extractors are a fun addition but most times that not die without doing nothing. Many people still dont even know they make copies of the items.
They are not that dangerous so increasing their durability or the speed in which they do their stuff could make them shine more
!Feedback !idea
Please spit the console VC into
3 VCs
One for PlayStation
One for Xbox
One for the adopted redhead stepchild Switch
That way with one glance you can see/tell who’s hanging out and available for what console so we don’t end up with a player on one console seeing a group of 3 and get their hopes up only to join the VC to find out they are on a different console entirely
OR Hear Me Out We Can Fix This Whole Issue By Making The Game
-> Full CrossPlay <-
not just steam and epic
This would dramatically increase the player base interaction with each other and add some longevity
!Idea !Feedback
Please make the heretic an unlock-able character and by this I mean you go about the normal way of Transforming into her but when you become her you would also unlock her as a selectable character at the start of following runs
!feedback
Huntress cant hit upper weakpoint of Solus wing with anything except Ballista,
She can reach it only by riding the boss and she is already really squishy
it would feel better if her auto aim could target that weakpoint from a further distance just for this fight
!feedback
Recipe book
Whenever you cook something in AC, the recipe is registered in a recipe book, accessible in the menu.
Bonus: setting that allows you to get a small notification upon picking up items on what it can be cooked into FE;
“Sticky bomb;
Ingredient for > atg symbol
(Only if atg was made beforehand)
!feedback
Please add kinetic dampener to mithrix's blacklist, for the exact reason why razor wire (and antler shield) are (were) blacklisted
Trying to damage the boss at a close range shouldn't make me instantly detonate
!feedback I´ve noticed how most people don´t like the Singularity Band and avoid that item like the plague, and it´s understandable, lower damage, higher cooldown... Overall lower offensive power, but it´s great at crowd control and thanks to it it can be used as a great defensive tool, but unfortunately enemies can still shoot through the singularity, so, as a proposal, how about making it so the projectiles that enter within the radius of the black hole start spinning inside (perhaps even dealing ticks of damage to the enemies making it so its power has the potential to scale with the amount of enemies trapped inside) I feel like this would make it a great defensive item when needing space to breath.
!feedback
Many of the changes that came with AC improve less desirable game mechanics and it's fantastic. Multiplayer respawn as a drone so you can still pick up items and don't just have to watch your friend play. Wandering chef recipes encourage decision making when it comes to some weaker items rather than just scrapping. Drone combining freeing up space on your drone limit and visual clutter. Even some of the items and survivor abilities seem to improve lackluster features (repo can move printers away from edges).
Please continue to do this in future DLC/updates. Potential areas to target: -Bazaar rerolling until you get the items you want with unlimited lunar coins.
-Bad abilities like arrow rain, blight, apples.
-Unclear or vague death causes.
- bazaar reroll: simply add a 3x reroll cap
- make arrow rain have an actual proc chance, like 0.5, and slightly buff damage so it competes with ballista
- blight just needs bleed stacking
- apples should grant more buffs than just healing
- cant do shit about the vague death causes sadly
!feedback:
- Commando's Phase Round should be chargeable for increased size and base damage
- Commando's Frag Grenade falls slowly in the air and can be shot to detonate early, having it proc on kill items if shot would also be fun if that's not too broken
- Huntress's Arrow Rain should have a decent proc chance
- Captain's Diablo Strike should scale with attack speed at a significantly slower than average rate so that its not completely outpaced by other options in late game
- Buff Artificer's flamethrower range
!feedback
Solus wing is a difficult character for multiple players to target due to it tracking a single player and doing so with near pin point targeting, between attacks it should have a limited turn rate and an especially limited turn rate in respect to the Y axis as the top weakpoint can be nigh untargetable for melee characters.
!feedback if you do an imp dlc i think the imps should sometimes fight enemies like void enemies do. probably not quite as aggressively as the void but imps may very well dislike a lot of the other inhabitants more than any other faction
!feedback
Just put the recipe in the logbook for the item produced
“Can be made by x and y”
!feedback
Artifact of swarms works on probes given by the solus yellow item... is it intended?
!feedback Please adjust or remove the screenshake on Operator's primary, it can be very nauseating especially in longer runs with high attack speed.
!feedback
im not the only one that thinks this, but having a magnet sorta item would be cool
So my pitch is, buffing collectors compulsion.
giving a non stacking, 3x pick up range, for stuff like treasure caches, monster teeth, (hell elusive antlers buffs if you want), and most importantly, drifters junk
!feedback I think that the solus scorchers spawn way too often, they were spawning above me like every 20 seconds pre teleporter event
!feedback On that note, the Solus Distributors should not cost as much as two Lemurians to spawn.
!feedback
Gunner Turrets should count as drones for operator but only their little gun segments are brought to the operator and function from within the mechanical arm (or float besides them) returning to their old positions on the map after usage
!feedback
Two items i came up with plus a new debuff
ROCKY STICK: Gain a 20% chance on hit to attach Flint to an enemy, which stays attached for 4 seconds (+3s per stack)
ASTEROID BELT: A ring of 10 (+10 per stack) meteors float around you in a 10m radius, dealing 275% damage and attaching Flint to enemies, lasting 4s
Flint: Increase armor by 17 for each stack of Flint, capping at 255. The timer of the debuff is not reset upon reapplication
!feedback
We have Col. Droneman from Spare Drone Parts, Lt. Droneboy from Box of Dynamite, so how about a Common addition to the dronefamily?
Salvaged Battery
Your drones gain an offensive microbot.
Gain Pvt. Droneguy. Drones gain an offensive microbot that deals 55% [+55% per stack] damage to 1 [+1 per stack] enemy within 20m every 0.5 seconds.
!feedback
With the release of alloyed collective, I’ve found that some Allies are being left behind. As such I have come up with two potential solves.
sidecar
-you gain +1 to your ally cap (+1 per stack)
nano virus
All Allies now count as drones
I’m going to leave the stacking effect of this up to others
!feedback
this has been said before but it doesn't feel good that the optimal way to play captain against solus heart and voidling is by using three of the heresy items. at this point the only reason not to become heretic is to unlock the captain skin
!feedback
Controllable TC-280 Prototype's stats are way too good. It has so much health that you can literally tank everything. Damage is overtuned, it has more dps than some survivors. And its cost is really low for no reason. After stage 3 you'll almost always be able to afford it without reasonable farming
!feedback
i've seen gunner turrets discussed a lot lately. i think it would be nice if they spawned inside boss arenas on boss stages
!feedback
rework mithrix attacks to actually feel like they can be dodged and arent just keep running or be above him
!feedback
Laser scope rework nr82: increase critical hit chance by 40%, obtain +1% (+1% per stack) critical hit damage for every crit chance above 100%. For railgunner, this means DOUBLE the critical hit damage from stuff like lens makers, always.
!feedback
drifter struggles with junk generation late game because you (or your drones) tend kill things before you have the chance to bash them or repo them
i think the chance for junk generation should be changed from just her primary to any damage inflicted by her or her items
(maybe also her drones too? in a similar vein to how drones benefit from captains passive
but i can see how this would be a little op with a lot of drones so maybe not)
!feedback
Redirect some of Faraday Spur's power into its stacking
Currently, Faraday Spur is an uncommon item that if gotten can carry an entire run's speed with just one stack of it. This seems to be due to that since stacking it does not affect this item's speed at all, the item's speed has to be extremely frontloaded to be worth a player's time. What this leads to is players simply keeping 1 stack and later stacks either just feeling useless or straight into the scrapper (a major flaw for a RoR2 item imo), since the infrequent damage AoE is not exactly a major pull for the item.
My suggestion is that the base speed or charge rate of Faraday should be decreased, and instead make this reduced stat also increase per stack. This helps to not have a single green stack carry a whole run's mobility (the 2nd, arguably 1st, most important stat), while also encouraging stacking of it to become potentially much more powerful than before.
They could make it so arrow rain and seed barrage scale off attack speed making them do more ticks of damage based off attack speed
!feedback
!idea
#accessibility
I’m thankful for the past implementation of the item inspect feature which majorly helped those of us who suffer from memory issues be it from brain damage, ADHD, etc.
And
I love the implementation of wondering chef because he makes player have to think about either grinding less useful or unwanted item for scrap to be used at current/future printers or saving them for chief recipes thus giving players more agency in each run…But I feel chef could use some work in the accessibility front.
That’s why I would like to request adding a in-run recipe reference book that would register crafting combos in it when you first craft an item with said combo.
Think something like the logbook registrations meets item inspection and it could be accessible through an in-run terminal.
(chef’s “family recipe book”)
It could be placed against the wall to his right on a pedestal with a reading lamp above it alongside a apron and spice rack hanging on the wall to either side of it.
!feedback
More bonus/alternative: what if instead of a cookbook, all items got their recipes in their logbook instead
!feedback
Templars should not be on Conduit Canyon. Not only do they make almost zero sense thematically, they are literally just there to be a nuisance and make the stage arbitrarily harder. You already get swarmed with some of the games most dangerous enemies; having Templars there seems unneeded
!feedback
viend alt secondary: Aby??ss calling??
viend charges a giant 2dimensional circle around them on the ground, taking up 2.5% corruption every 0.1 seconds, and growing the diameters the longer you charge, stopping after 2 seconds and embursting the ground by dealing a big aoe that deals 400-2000% to all whom reside inside.
Change the wandering chef’s UI to
- Not show items that can’t be used in crafting at all
- Darken items that you don’t have the other item to craft with
- Move all items you can craft with to the top of the list
this is so incredibly dumb but yall should give drifter a Santa skin for Christmas
!feedback
Expanding upon this operators passive while cool with the special drone types does nothing to prevent going past the ally cap, a passive that auto combines eligible drones when the ally count exceeds 10 or so. This could go miles for both improving performance and streamlining the character. Additionally this could also in theory be shared by Captain as both characters interact with drones as one of their primary effects.
!feedback
Following that line of process, a minor buff for Captain could be that for every level gained drones additionally gain an extra Defensive Microbot from the passive. (i.e a level 2 Gunner Drone has 2 Defensive Microbots instead of the usual 1)
Replacing harmless Hermit Crab with deadly Collective Clay Templar on Conduit Canyon actually makes you monsters
!feedback
ty twin
!feedback Please change Remote Operation so that drone players can swap to a better drone while they are still "alive". Currently, the only way to pick a new drone is to run into attacks in the hopes that you die. This isn't fun or convenient.
!feedback
Our good friend the Void Fiend has been albiet left behind in overall feel in comparison to most of the survivors. A proposed alternate special could offset this feel for the Fiends among us. Surge & Crash (S&C) could fill a alternative element to his kit to encourage Utilizing both corrupt and normal states. S&C's main mechanic is that it would swap and lock you into the opposite state for a period of time scaling with the amount of void items owned. This would allow for Fiend to enter normal state for his range and vertical mobility while also allowing corrupt to be a more controllable in early stages. Using the skill in the Normal state adds both a %soul damage and a fire rate debuff. Using the skill in Corrupt state adds a movement speed and jump height debuff. All debuffs remain on the Fiend until they naturally swap to the opposite state naturally or after the state lock buff expires. Gaining Corrupt from S&C instead of normal will put you in a more vulnerable position with less health and give less of a dps buff in comparison to corrupting normally while Normal would be somewhat minimal penalties to transform into but slow you down a tad bit on stage traversal.
!feedback
Add flashing lights disclaimer
!feedback
Add a “featured feedback” channel where things that have over 20 upvotes AND have an upvote ratio above 1:10 go
!feedback
Beating Solus Wing and gaining access to the Computational Exchange provides a massive power spike (free drones, item crafting, etc.) at no additional cost or "risk" other than having to fight a moderately difficult boss. Solus Heart also provides a free random red item -- not as game-changing of a reward, but it still comes with no additional time penalty. I don't think the rewards for doing these fights should be nerfed; on the contrary, I think the crafting mechanic in particular is the coolest thing in DLC3, and I'd actually like to see it expanded upon in some way! My issue here is that it makes the rest of the run way too easy. Going into Stage 5 after defeating Solus Heart (or just leaving the Computational Exchange...) and having extra reds, meal items, a free TC-280, and in general a stronger build, provides almost no challenge compared to heading there straight from Stage 4. This messes with the balancing of the Eclipse difficulty in particular, which is ostensibly supposed to be "challenge" content and actually forces you to go to Stage 5 + Mithrix, rather than ending your run at Solus Heart.
I'd love it if the run was affected in some way after clearing the new route, should you decide to continue. This is where I'd pitch a conditional buff to Mithrix, but that's been suggested already hundreds of times
One of the ideas I had in mind was altering the enemy spawn pools in some way. Why not allow for the Tier 2 elites to spawn on Stage 5 before looping? Void Reavers and Scavengers showing up earlier than usual? Solus enemies on the moon? I'm mostly just throwing some ideas out there, but the bottom line is that any sort of change occurring after defeating Solus Wing/Heart would be a welcome addition to the game, providing both a tangible risk attached with otherwise free overpowered rewards and a more challenging gameplay experience for players who are into that.
!feedback i think for affecting runs more, time scaling just has to be more substantial - perhaps after certain difficulty is reached, tier 2 elites begin to spawn, tying it to RoRs whole “time is difficulty” thing. Mithrix could definitely be made to be harder if he “has more time to prepare for your arrival” too.
i.e Several game-phases triggered by reaching certain times depending on difficulty, adding more to his attacks gradually. Making mithrix be special by being the only boss that uniquely gains entire attacks depending on the time you take could TOTALLY make him stand out as unique
!feedback
Please fix barrier thing in Conduit Canyon
Add in viend's corrupted skills into the lobby selection screen and change his passive to "when corrupted, swapped to the unselected skills, swapping back after losing all corruption". This allows for players to choose whether they want to play passively until corrupted, play aggressively until corrupted, or play with a mix of both.
!feedback
Turn this channel into a forum. A forum with tags for different kinds of suggestions, down to the character/item/stage/interactable/enemy it modifies, if any.
And turn on the "order by last active" as well.
I believe such a forum would make finding good suggestions on specific topics much easier, and would give all ideas that people engage with a fair chance to be seen.
!feedback
If we got feedback forums, I would really, really enjoy if it had a little more guidelines, hopefully separate for dlcs and base game, but most importantly, actually talking about changes to the game, feedback thats in it, i love arguing about hypothetical items as much as the next guy but its clear that its more of a fun commiunity activity than collecting player feedback for the betterment of the game, the team has shown they can do extroirdinally well with new ideas and items with the SotS reworked items and the AC ones so they kinda just... dont need new content ideas, maybe something general once in a whole like a forum post discussing "what is content youd like to see" to collect info on the commiunites wishes and desires for the future, maybe even ideas for content like we have here, but I just think it'd be much healthier to have an eye kept out on commiunity feedback rather than a place where a lot of is "here's my cool new lunar item idea!" (Which is still great tho, I love to see it and i think its wonderful to see the commiunity be creative and I mean this in as much good faith as I could possibly have)
!feedback
I've put in close to 400 hours of pure Mercenary gameplay and I have a few suggestions about what I feel like his ability eviserate could be worked or adjusted to make vanilla play with him more viable. Right now he kinda ranks as a B or C tier character due to his skill ceiling and play style being a up close and personal melee character. The main issue being that Eviserate has a few bugs or issues with the skill, i.e the hitting your teammates or robots with it by accident thereby missing out on key points to proc an item and making him deal a lot less damage at times. I was wondering if potentially it could be reworked to function similar to engineers hunter harpoons where when pressing R, you would have a slow-mo period to mark multiple enemies and thereby dash to them and hit them all with you ending on the ground nearby. This could be stacked with speed or something along those lines, and sure it'd be a bit overpowered if you tuned it up too highly, but I feel like I keep having the same situation happen again and again where I'm moving around so quickly that my bots trying to keep up, are in the way of my next attack. This would fix that issue and make eviserate a bit more balanced on his skill list.
!feedback
More item feedbacks from the Alloyed Collective! Just some things I've noticed and things that could improve them;
Orphaned Core: Best Buddy is cute, don't get me wrong! But I feel like it should be able to respawn, akin to Empathy Cores and Queen's Gland. That was Best Buddy is more present. That, along with I feel like Best Buddy should inherit ALL your items, or at least gain attack speed from the movement speed item it inherits.
Deus Ex Machina: The parry is cool and all, though I feel like all it needs is that it RESETS the cooldown of the equipment on a successful parry, or at least sets it to 1 second, because continuous successful parries are always pretty cool :>
!feedback
Add at least one of Lemurians, Lesser Wisps or Beetles to Iron Alluviam. Right now it’s the only stage 3 in the game that doesn’t spawn one of the three. These enemies are low cost and easy to deal with and would use director credits to take off the pressure from constant waves of Scorchers/Prospectors/Distributors that spawn on this stage.
!feedback
I really love a lot of the stages that have come from Gearbox in the last two expansions, I think they're the thing that the new team is most consistent about making high quality... Visually.
I like big stages, and Helminth/Impact are mostly alright overall when it comes to their scale (although Impact is more stage 2 sized), but Pretender's Precipice is just absurdly huge for a stage 2 and does not have the credits to compensate for that at all. Additionally a lot of the loot is hidden behind walls and can't be easily seen from afar so you can't efficiently plan a route through the stage easily, and players are very unlikely to have reliable mobility so early in a run.
With that said, I want to propose one of a few things be done to fix this:
- The worst option IMO - simply increase the interactable credits on the stage. Really more of a bandaid fix though.
- Add some extra ramps / bridges to help the player move vertically, and/or increasing visibility of the stage (removing some walls, adding windows, etc) to make loot easier to spot.
- My preferred solution - Add some way to traverse the stage more easily, like the Helminth speed tunnels, geysers, Solus ziplines, something new, anything.
The enemy pool on this stage is also kind of wack IMO, but I'll save that for a different post
!feedback
I love playing operator but i hate when ur drone get os by the things who oneshoot all things no matter what and i need to found the 15 drone in the grouns maiby add permanent ping on the drone who die or for a little bit like 2min or3 or somthing to help for this
!feedback
It kinda sucks that there is no crossplay. I can’t play with most of my friends because I lack a pc. And quickplay matchmaking takes forever.
!feedback
This is incredibly unimportant, but I think it would be funny if the Spurs item made a jingling/jangling noise.
!feedback
There's a wierd inconsistency with how radius is displayed for different items. Namely Bolstering Lantern and Focus Crystal. Focus Crystal says it increases damage dealt to enemies with "13m", with the 13m highlighted in yellow, while Bolstering Lantern works in an area of "20 meters", with 20 highlighted in blue. Very minor, I know, but ideally item descriptions would be consistent in how they denote these things.
!feedback
wholeheartedly believe drifter should be getting +4% movespeed/damage/health (buffing your general stats) for each common scrap rather than 6% movespeed
alongside that, I think uncommon scrap should be tuned down to 2 hp/s, but that's only assuming that the +4% health will be too strong with the 3hp/s (if it aint, dont touch it, please)
this character is suuuuper fun right now but it's hard to justify going into her trash to treasure stuff over "junk cube > repossess > salvage," and she struggles a lot with being physically tanky despite having such high regen and basehp (so this aims to fix that):
- YES, you can technically run stone flux pauldrons, but that's also apart of another DLC than drifter & performs SIGNIFICANTLY better on other characters (e.g., false son) than Drifter because she is inherently scared of taking big chunks of damage
- YES, this also makes her stack much better with armor, but I think that's perfectly OK considering her general struggle with flying enemies when you lack the jump height to reach them
BUT because of the counterpoints, and because she is so melee-centric, I would really like to see her passive get another tune-up where it's lacking right now
as a comparison; Loader, the other mainly-melee character, is getting nearly the same health as drifter (and armor), but has an enormous movespeed and damage potential difference compared to her (driveby levels movespeed), alongside a less up-front think-about-it move (pylon) that deals with pests & procs without needing to be very careful
and as a note, I do not want any of drifters base stats buffed at all instead of doing a change similar to this; I think they are good where they are at, but I don't enjoy my Common Scrap being a significantly worse Goat Hoof
this change also aims to make tinker slightly stronger as a byproduct (given, I will probably make another post on tinker itself if this post goes well, I think it struggles with what it's trying to do)
!feedback
this is more of a personal gripe of mine than anything, but can the two dlcs per stage thing (as in, only two dlcs' interactables can spawn on each stage, except for stages that force a certain dlc's content) be removed, at least for the new drone types AC adds?
i've had runs that have entirely been vanilla drones despite many of the new drones being common, and it really bugs me that such a cool feature has a chance to just be forced to never spawn in runs if you get unlucky with stage rolls
(this is also why the halcyon shrine doesn't spawn on stage 1 sometimes)
!feedback
i second the idea that you should be able to finish eclipse runs at solus heart but if that dosen’t happen can there at least be a way to get the accept alt skins if you are on eclipse
like maybe u begin the acceptance animation but then there’s an error halfway through and solus heart disappears like you killed it
!feedback id love to see hikers boots reworked to actually be more crit chance and damage increasing the higher you are above your enemies, instead of the unintuitive way the increasing of the damage works right now
!feedback
Please allow regen scrap to be used in Wandering Chef recipes that would require green scrap. Either that, or allow regenerating scrap to be crafted with amother regenerating scrap into 3 green scrap.
!feedback
Hiker's Boots should apply its effect only while above an enemy and not require stacking a buff
in other words, it should just increase your crit chance and damage by 10% while above the enemy you hit
theres no reason it needs to be another dlc item that grants a buff, and this would make it more situational over Lense Maker's (ofc to compensate the stats of it could be buffed to be like 12% chance and damage idk)
!feedback
Me want be Lemurian, Let me be Lemurian instead of drone.
!feedback
extremely small thing but this being the Drone Update i cannot believe that merc's eviscerate can still get stuck on drones lmao either make drones unable to physically interact with the player at all (i mean why should they) or at least make it so eviscerate specifically can phase through them lol cmon
!feedback
To make Solus Invalidators more fair while also slightly boosting their threat factor, instead of direct hits inflicting the invalid debuff it insteads breaks one of your items for the rest of that stage. This lowers their upfront lethality of wiping all of your items in a clustered situation at the start of a stage and instead front loads it by penalizing sticking around in stages and potentially crippling you for the duration of the stage horribly if RNGesus is not in your favor. the AoE still would inflict the invalid as if you cant out walk a delayed detonation you are already doomed that run.
!feedback
Let there be an option to turn of flashing for epileptics, the game has been out for 6 years and theres no option to turn off the flashing.
!feedback
It’ll be really cool if pilot was added to risk of rain 2 he’s probably the most fun character to play in returns in my opinion
!feedback
It's possible to die during the accept and decompile cutscene, which is incredibly frustrating. Can that not be a thing please?
!feedback
I'm sure this has come up before, but it'd be cool if there were more consistency in what "extra bits" of characters vary with their skins. Like, it's awesome that Engineer gets variants of his bombs, throwables, and turrets...
but it kinda sucks that in comparison MUL-T only ever gets yellow power-mode cylinders, Rex always sprints with default purple vines, and Operator's bespoke lore-important transport drone doesn't even color-swap its eyes to match his look
Hell even Bandit got distinct throwing-shiv models between his default and Monsoon skins (though it seems that was overlooked in both of the DLC ones; they just have Monsoon's kitchen knife)
!feedback
I’m probably far from the first person to have mentioned this, but it would be great if the “defensive shopkeeper” (Newt, SPEX) mechanic or whatever you wanna call it was put out of commission for good. At the very least, placement and interaction range (if necessary) with the shopkeepers, including SPEX, should be tweaked significantly to not make it so easy to trigger or have a way to undo the lockout. Really shouldn’t have to shoot my middle toes in order to accommodate for a giant unmoving target that is placed directly in the center of all the room’s transaction, especially when I have to fight a boss with a significant amount of health in the room beforehand.
I was trying so hard to be considerate of SPEX for the entirety of this run and I still found another way that it can be ruined.
!feedback
Hi ! I feel like it's too easy to unintentionally hit the big solus guy in the Computational Exchange when using the scrapper when you have fireworks. Do others feel the same or is it just a skill issue from me ?
!feedback
is it too late to ask for engineer walking turrets to be able to utilize "sprint" items? either let them have the ability to sprint or just make their regular movement count as sprinting the whole time, they're not bad or anything i like using them from time to time but they're just always going to have worse survivability than stationary with bungus and it's honestly just unfortunate. kinda feel like their AI should improve too now that drone AI is finally good, they might not have a problem attacking targets but they can be so bad at actually following you without getting randomly stuck lol (there's no way this hasn't been brought up like so many times over the years but hey nothing's changed so)
!feedback
The current item pickup UI is simply not able to handle large quantities of items pickup at once. While previously this was only a concern with scavengers, with the addition of junk drones, drifter, and temporary items in general, it is often possible for the item pickup screen to be flooded to the point of filling up faster than it goes through all of the items.
Some suggestions to fix this:
*Reduce the time temporary items stay on screen. They aren't sticking around for very long anyways, so information about them is less important than information about permanent items.
*Reduce the time additional stacks of existing items stay on screen, and/or add an option to hide the popup for extra stacks of items altogether. You already got this item, you already know what it does.
*Make the screen scroll through items faster the longer the "queue" of items waiting for their popup is. If the player has a queue of 20 temporary items and 10 items from a scavenger's backpack, the UI should work faster to catch up.
!feedback
Please fix xbox multi-player
!feedback
Let us outright kill the servitor in the computational exchange if we accidentally damage it. Edit* SPEX
Im tired of wasting whole runs with the intention of killing ||solus heart|| only to get locked out of the shop area.
We can already nuke the newt if we need to get into the bazaar and accidentally damage it, just spread that same option.
!feedback The last two DLCs have done this weird thing where you fight the DLC’s final boss earlier than you’d fight Mithrix, even though False Son and ||Solus Wing|| are arguably harder fights.
The SotS ship has definitely sailed at this point, but I think Conduit Canyon should be a Stage 5, and have access nodes available on Stage 4 maps instead.
!feedback well i think halcyon shrine should be stage 2, personally, so that its more of a run decision than just something immediate, as much as i do appreciate false son runs being faster
but! the real idea here is.. to make paths just work no matter when you start them
if i use an access node on a stage 4? it should bring me to conduit canyon. a stage 3? conduit canyon. even on stage 5!
same for halcyon shrines; the path of the colossus should just start on reformed altar no matter when you start it, and lock you into it like conduit canyon forces you into solutional haunt.
“what about the balancing of the route, why wouldnt you just take it way later?” well… isnt that something to consider if time scaling does its job well? being able to choose to go somewhere earlier with a less scaled boss could feel far more impactful
!feedback Let us put equipment items in the shrine of rebirth, and let us store more than one item in the shrine of rebirth at a time. Elite aspects are exceedingly rare equipment items at only a 1/4000 drop chance when killing an elite enemy, and most of them are situational and only good on certain characters/builds. Given their rarity, if you do see an elite aspect it will be late in your run when your build is well defined already, making the elite aspect useless or even detrimental.
Allowing equipment items to be in the shrine of rebirth would allow us to actually make use of an elite aspect by storing it for later, removing the biggest issue of elite aspects by allowing players to build around them instead. Given how exceedingly rare they are, it's a tragedy how often they end up being useless. In addition to letting players actually use elite aspects effectively, allowing them to store elite aspects in the shrine of rebirth would open up completely new and interesting ways to play the majority of survivors. And though it's true starting with an elite aspect can be busted, the same is true for legendary or boss items, so I don't think that's a relevant argument against this.
Alternatively, allow players to permanently unlock starting a run with an elite aspect (forgoing choosing the item they stored) if they choose to reincarnate with that elite aspect. Thematically, it fits very well to be able to reincarnate as an elite survivor, and it would make it so you don't have to constantly find elite aspects to store for future use if you want to use a particular one.
As for storing more than one itme in the shrine of rebirth, I just think it would feel better to be able to store more items. I still think you should only be able to bring one with you, but it would be nicer in situations where you found a super fun item but already have a different fun item stored.
!feedback
Add a seperate counter that shows your actual items vs your temp items
!feedback add a new primary to engineer maybe a small continuous laser beam or something like the attack from his carbonizer turrets
!feedback the new equipment is one of the most fun things in the game, the skill expression is provides is an amazing step in the right direction for equipment
!feedback change collective elites and solus invalidators to, instead of disable all items, give you a status effect that reduces the effectiveness of your items by 2 stacks, and then increase the time from 2.5 seconds to 4 or 5.
This would reduce their negative impact significantly (and allow another enemy that can do a similar effect a bit more relative power ahem- ||solus heart||). Any items with less stacks than the debuff would be capped at 0 minimum.
Edit: Decided to remove negative stacks because it'd be a lot of edge cases for a single status effect, applied by one enemy and a tier 2 elite aspect.
!feedback
it feels like elite mechanic, key dropping and map with open pit for enemies to fall just dont work well together at all
rn Solus invalidator constantly falls away by rolling back from attack and drops key to void
Flying enemies drop keys to void very often
Solus scorcher is very annoying as Collective elite
idk maybe could be less annoying if keys came back after falling or enemy pool being changed to not have every second enemy just drop keys to void if they fly too chaotically
!feedback for the future, a tier 2 elite that temporarily inflicts e8 curse could be quite an interesting lategame threat
!feedback
The DLC Survivors have all been fun and really well executed (Besides the DLC Characters not getting skins from their own DLC which does suck and would have all the DLC characters at a good 3 skins but yk)
I think a good future survivor Idea could be a druid like character that can temp transform into different monsters as the Ror2 monsters already have movesets so it would work well and be a new playstyle
!feedback
Skills 3.0
!feedback
More void items. Thats it that's the suggestion. Add some with the dlcs I know that's locking content behind buying multiple dlcs but most people buy them all anyways. I'll post concepts later.

!feedback This has probably been said before but it'd be awesome if Mistery faded back in 10-15 seconds after Solus Wing is defeated. The song is so so so good, but you only get to hear ~20-30 seconds of a 6 minute long song because it doesn't start playing again after the boss is down. This'd also just make the post-boss exploration of the stage a lot more satisfying, instead of sitting in silence while get all the goodies obtainable on the stage (Which you generally wanna do because difficulty/time doesn't advance there)
!feedback
let duplicator copy blacklisted temporary items
Sale star, Regen scrap, Prayer beads should be banned, but let RED item actually have interactions with them, just giving random temp item when you pick up those with duplicator is kinda lame and I dont think game will get any worse if red item actually becomes worth its rarity
also it copies Sentry keys weirdly, currently you can pick up to 9 keys and temporary copies contribute to that
and let it copy Prison matrix for Multiplayer interactions
!feedback is it possible to be able to hover over temporary items in the inventory and see the time limit on them? its very hard in the middle of late game runs to see what ites are being both created and destroyed and having a small UI timer when you hover over them in the TAB key menu would be really helpful to understand when temp items run out
!feedback I think it would be cool to increase Solus Heart's health by a mild amount. at least in my opinion, it is an absolute masterpiece of a boss, the soundtrack for the fight is unironically my favorite theme in either game, and In all honesty everything about this boss is so perfect, but it would be justified to be a bit more difficult, at least length wise, since it only has one phase, and it is a very very optional boss thats meant to be only for people looking for that challenge. Im not saying it isnt already hard, but It wouldnt be at all damaging to the game balance to make him harder, or just do some small tweaks to make him more significant as a boss, since he is just THAT good, (letting you end eclipse on him, letting him give mastery if you accept on monsoon, etc)
!feedback umbrella option for separating temporary items into another inventory to see the items you actually do or dont have
!feedback
💡 Two New Ideas for Risk of Rain 2
- Artifact of Unity
- What it does: Shares all items picked up with every survivor on the team (in multiplayer).
- Why it's good: Forces a shift from individual looting to cooperative team builds and strategy.
- New Survivor Abilities
- What it does: Adds new, alternate skills for base-game survivors.
- The Lore: Justifies these new abilities by saying the survivors "learn" or "adapt" to the unique, powerful energies of the planet Petrichor V.
!feedback
add a artifact that lets you play as drones, the drones you play can have more buffs in order to compensate and you can upgrade your drone into a new type using gold
healing/emergency drones healing "attack" now siphons enemies, dealing damage to them
(this is not very polished but it could be fun)
!feedback
false son m1 could still use some visual improvements, as well as drifters m1
it might help if fs had a chargeable m1 like captain? (instead of m1+m2)
!feedback
revert sauteed worms' logbook entry back to what it was before the patch, it being the only name drop providence had and also being a direct account of what essentially is the inciting incident that started risk of rain made the original entry have the amount of impact and significance it has, and it being on an item that you had to go so far out of your way to obtain and unlock access to the logbook entry made it feel justified in being so completely different from all the other ones
!feedback i think we ARE reaching a point where it is necessary that the game does sweeping changes, specifically in numbers
the feel of the game is ultimately decided by a mixture of mechanics/visuals/numbers.
from stages like siphoned forest vs titanic plains having disproportionate credits amounts, to items like spur or opal having strangely high numbers, to false sons club having that much damage, the game needs many adjustments to become more cohesive. perfect balancing isnt fun; itd be boring if every item was massively toned down, but i also dont wish to see RoR2 become a game where even on artifactless monsoon it is easy to become overpowered without much effort
!feedback
the prison matrix's in solutional haunt should be immune to eulogy zero, can create unlucky situations where you'll be locked out of solus heart if both of them turn to lunars assuming you don't have the other item combinations, and can lock you out of drifter if you don't have her unlocked
!feedback revert Sautéed Worms logbook entry 
!feedback
Revert "Repossess no longer generates scrap when damaging a Junk Cube."
This was a really cool aspect of Drifter which heightened her place as a resource management character. "Do I use the cube for damage or junk?" was a question I found myself constantly asking. It made cooldown reduction/management that much more of a priority for her character. It made me consider if there were interactables nearby that I could get to quickly and junk--as those were always preferable to the cube. It made boss fights like Solus Heart/Wing much more interesting as well because it forced me to consider prioritizing scrap over potentially damaging a boss since scrap is more limited in those fights. I understand why this change was made but if people really want to spend 15 minutes dropping temp items in Command Bulwark's Ambry then just let em. Scrap from the cube made Drifter a more engaging and creative character overall and I'm really sad to see this change made.
!feedback
react thumbsup if youd prefer dlc4 first, react thumbsdown if youd prefer the basegame to get more fixes and balancing first
(your choice doesnt matter, theyve already decided, but like im curious about the audience here lmao)
!feedback
option to auto toggle second/both weapons in Power mode
Make a movie
!feedback
Have previous patches of the game available as "betas" on steam (ie: the patch right before each dlc launched/the patch before the current patch)
Could we let junk cube generate junk again but just either limit the amount of temporary items that can exist on the stage at 1 time or add a timer to temporary items laying on the ground? Giving a timer to temp items on the ground only really limits the strat of saving rusted keys or shipping request forms for the next stage.
!feedback
Give junk cube its junk generation back, but either disable salvage in newt and paused time stages, or limit drifters temp items to a max of 10 out on the field at a time, so she cant just infinitely print em out on bazaar.
Removing junk generation gets rid of the inf item problem, but severely screws up her early game econ, and makes her final boss encounters that much worse, when tbh she already doesnt actually do that great into them.
!feedback
give junk cube it's junk generation back cuz uhhhhhh it was more fun like that
!feedback
i think maybe changing the junk generation for cube to only apply when hitting an enemy with it repossessed is a good middle ground as thats where (in my opinion) a large amount of the reward by being smart with junk management and continuing damage uptime by placing more cubes down
!feedback
Bring back the aspect crafting recepies (they have all been removed with the latest patch, with the exception of the collective aspect) and implement the unused recepies for crafting base game aspects
!idea
You should maybe add a new survivor to the base game since unthinkable it’s unfair the people who don’t have the dlc can’t get a new character
!feedback
drifter’s third swing on her primary skill should guarantee a junk drop when connecting with an enemy
It would be appreciated to see a UI overhaul.
A lot of the tabs in the menu can be consolidated into one place, especially the alternate game modes tab. Additionally, the unnecessary two extra windows that it takes to select eclipse in single player (selecting eclipse in alternate game modes tab > selecting character and hitting play > now in lobby and hit play a second time) versus streamlining it in multiplayer is a clear sign of forgetting old code and building over it.
To write out a couple concrete changes, It would be nice if
- the game mode selector was inside the lobby
- your lobby can automatically switch between single player and multiplayer (a la fortnite, marvel rivals, GTFO, etc.)
- the main menu is overall shifted into being the lobby screen
!feedback
Please improve Drifter's swings visuals
!feedback
Make gips light enemies so Drifter's tornado attack can drag them instead of bouncing off them
!feedback
Ok I probably should have worded this better
Setting option to Automatically Use/toggle both weapons at once when in mult power mode
!feedback
Change the log back for sauteed worms...but just change the lines that were problematic. No matter what it was about, there's a very easy way to rewrite the log around it. It's not fair to drop a really cool story beat and then retcon it because you messed up a few lines that interrupted the continuity. I'm guessing the problem was probably with the teleporter, but that's like...a few lines. Very easily fixed.
So, TLDR, bring back the log and just change little parts to make it fit in continuity. The new log is lame.
!feedback
in general just remember you can tweak things without entirely redoing them sometimes, gearbox ..
!feedback
Revert the recent change on the junk cube generating scrap. Add an independent timer on temporary items (separate from the time they stay in your inventory) so that they cannot be abused.
!feedback
Currently, if an item is directly inside of the ipline, it sometimes can't be bought. E.g. the Missile Drone in the vdeo provided.
I've also had it where it is possible to get the item, but just very tedious- needing a specific camera angle.
Maybe change it so purchasable items are a higher interactable priority than the ziplines?
https://medal.tv/games/ror-2/clips/lGo1BFs1P4cC0Pb8I?invite=cr-MSxadlgsODQwMDA1OTM&v=120
Watch Can't Grab Drone Because Of Zipline by ZXavier and millions of other Risk of Rain 2 videos on Medal. #riskofrain2
!feedback
Please add keyboard and mouse support back to console, it’s the only thing from playing nowadays
!feedback
Make Operator's alt m2 target the enemy's center (similarly to harpoons) instead of making it so you have to align it properly for the drones to lock onto specific parts of said enemy. I've had multiple instances where I couldn't damage the solus wing with this skill because of the way the m2 works no matter how many times i spun my mouse around the screen or how many times I tried focusing down on the solus wing's memory modules. It just feels insanely clunky and this would make it so much easier to use. It's already competing with override so might as well make it a bit less clunky.
!Feedback
There's a large amount of power creep and I like looping, but after stage 7 or 8 I'm one shotting most enemies and it takes some of the fun out of looping
!feedback
Make previous DLC characters have Alloyed Collective Skins. (I purely just want an excuse to play the dlc more)
Can we PLEASE get a survivor in the next DLC that has an alternate M1? All of the DLC characters (except Void Fiend but hes weird) have had no unlockable M1 alternatives! Please!
!feedback
Now that you said it, yeah, no DLC character has an unlockable M1
!feedback
Make Wandering Vagrant projectiles destructible like the projectiles the Solus Amalgamator & new final bosses have, this would allow on-kill items to proc more when fighting against them & make them a bit less annoying.
!feedback
Artifact of Truncation: Every stage's teleporter is now Primordial, meaning you can go to the moon at pretty much any time you want.
!feedback
Rising THUNDER should count as electric attack for Faulty Conductor
and Orphaned Core should be able to inherit Faulty Conductor since it gives speed and its ram attack should crit with energised buff
!feedback
Also make the SoTS and alloyed survivors have a meridian skin
New cosmetic option: badges.
Badges go on the player model, over the selected skin, and appear on the character’s chest (or wherever is most convenient for the player model).
- one badge per DLC; beating the boss from the DLC awards the badge for the played character
- The badge icon is based on the DLC’s logo
- multiple badges can be chosen at a time
This is basically my idea for a way to give every character a cosmetic achievement for beating the boss in every DLC without requiring the devs to do exponentially more work for every DLC. The icon is already a necessary part of the DLC so there’s no additional art they have to make, and the badge would look the same for every character, so total work scales linearly instead of exponentially.
For the record, I would much rather have skins; since Gearbox has made it clear they won’t be doing that, alternatives wouldn’t be a bad idea.
!feedback
its soon 2026, 7 yrs since EA, and we still dont have a commando fishbowl skin. lets go people!
!feedback
Make it so Acrid’s blight refreshes blight stacks duration, similar to bleed. Currently, Acrid’s poison is better than blight in almost all situations according to testing, and so by allowing Acrid’s blight to refresh duration of prior blight stacks (similar to bleed), Acrid’s blight would become competitive with poison and further promote the aggressive play-style intended for blight.
!feedback
Wake of Vultures rework:
killing an elite permanently transfers its power to 1 (+1 per stack) non mechanical ally excluding players (allies can not gain more than 1 aspect at a time through this item)
Between the Defense Nucleus, Squid Polyp, Queens Gland, Halcyon Seed and Happiest Mask we have a LOT of ways of getting non drone allies, we should really have at least some way of boosting their effectiveness
!feedback Heya gearbox. Please revert junk cube no longer dropping scrap. Im assuming this is because all of the content creators using it to get infinite temporary items. Which you can just do anyways without it. But that wasnt even good. Or like. An actual use case. Its use case was giving drifter the ability to consistantly generate a good amount of scrap mid fight. Now your only options are carrying around an interactable with you the whole stage. Which just isnt fun. Drifter just cant pull off the same combos she was able to before this. She cant output the same damage junk cube allowed now. All because of an interaction that wasnt even good. And if you want to remove rerolling shop soups, just remove the ability to use tinker in the bazaar. Nerfing your movement speed the whole game (except for early game because thats the only time you can get scrap consistently from enemies) just to make the ability usable, blows. Junk cube was what made drifter my and many others favorite character. And now the whole thing that made her fun has essentially had its legs broken. You just dont get enough immediate scrap from enemies to be able to quickly summon junk cube. Why is drifter not allowed to have this? Why can false son and seeker completely tear apart the game but drifters only way to pull off what is effectiely her ONLY COMBO on her ONE DAMAGE ABILITY. Is just removed. No one asked for this change. I dont think anyone who actually plays junk cube likes this change. It is just a net negative. Oh yeah not to mention it doesnt even fix rerolling newt because you can just slap newt.
!feedback
seeker and false son should not be the standard for character design. drifter has a lot going for her already and an engaging kit by default with 2 unique passives. drifter does NOT need junk generation to be made easier, only maybe against bosses. but drifter also technically doesnt need junk anyways! it just helps her out a lot. i believe using junk is supposed to be a bonus you can sometimes gather up for a power boost, not an integral part of her constant power.
!ideas
pc players can play with xbox players there should be a code that you can join
!feedback
Seeker's tranquility stacks should (very) slowly dissipate after a cooldown.
This cooldown is reset whenever a new tranquility stack is gained, or when one would be gained at full tranquility. Every stack of tranquility would also make the cooldown slightly faster, so that it is easy to maintain lower stacks but requires more skill at higher levels. Visually, the given tranquility stack would blink red on the hud when it is about to disappear.
Currently Seeker's passive is just something you engage with at the start of a stage and then forget about. I don't mind it that much but it would be far more engaging this way since you would have to work at least a little to keep max tranquility. This would also balance the self-revive a little more, since it would not be active if the player loses a stack of tranquility.
Edit: Slowly as in a minute or something similar to avoid drastically changing her playstyle but still make her more engaging.
nerf solus wing more. This fuckass sack of hitpoints deserves it
!feedback
Remake Faraday Spurs activation method. Currently it's done via a jump while charged, consuming all charge. With this you want to jump less to fire Faraday Spurs near targets you want to hit.
There's an item called Wax Quail that lunges you forward on jump. With this you want to jump often to dodge often.
With both Faraday Spurs and Wax Quail you either jump often to dodge, wasting Faraday Spurs attack if it is active, or jump less to hit wanted targets with Faraday Spurs, diminishing Wax Quail functionality. It's kind of an antisynergy between these two items and I don't like it
!feedback
!feedback
Increase warped echo's damage reduction back to 20%, a white item shouldn't be that bad on its own.
!feedback little repeatable secrets like the free drone on pretenders precipice are fantastic, we need more stuff like that / alloy worship unit / bands.
also the mountain shrine amount being visible is nice qol ty :)
!feedback
I really enjoy playing this game with my friends but they live in a different timezone which means that someone ends up having really high ping. If possible, can you add an option to enable client side hit registration such as what helldivers offers in order to make playing with friends with high ping a more enjoyable experience
!feedback
Unrelated but could we make it stack well? Or better? Like even if we use it for its intended purpose of lets say, proccing pennies, an additional stack is only one third of the initial stack, while picking up a 2nd penny is double the effect. There's no realistic point for stacking the item and that sucks tbh
!feedback
Operator M2 ults idea
Delighted probe 
fires piercing laser beam dealing 800% damage per second for 3s with 15m range, similar to Incinerator drone
Quite probe 
Marks the area and explodes with ground strike for 1000% damage after 3s, similar to Solus control unit
Best buddy / Orphaned core
Fires slow projectile dealing 200% damage and disables skills for 4s, attack identical to Solus invalidator
while Best buddy is next in M2 order, it doesnt appear on left to operator, instead next drone takes its place, activating ult, teleports Best buddy to this place to fire (similar how drones teleport to player when entering boss arena)
!feedback
Thank you for fixing this!
!feedback
Artifact of Rabble: Every TP boss is a horde of many. All the boss items are put in the possible reward pool.
!feedback
Sirens Call night variant
(really uh, any.. basegame stage night variant)
!feedback
Make all aspects craftable again.
!feedback
Make runic lens' meteors able to actually hit Solus Wing weak points. Right now they just fly through doing nothing for some reason
!feedback
I dont think im the only one thinking this but, orphaned core sucks.
its cool it gains buffs from movement speed items, but it ends up being too much after like 1 loop (or 1 Faraday spurs).
So my simple change would be; giving it an effect that converts movement speed increases into damage, keeping its core gimic, and not moving so fast it ends up killing itself with fall damage
!feedback
Instead of nerfing junk cube for being able to make infinite temp items, make temp items expire after like 2 minutes of being on the ground
!feedback
tornado slam is in a bit of a weird spot where it’s kinda meh early game, great mid game, and once again kinda meh late game
a large part of why it’s so meh late game is because once you have enough move speed (basically guaranteed with spur) the ability tends to send you flying in a random direction before you have the chance to do anything with the ability, which is obviously counterproductive for the character who wants to get up close and personal
this also has the effect of making it harder to pick up all the junk
the aim assist should be improved in this regard i think
!feedback
Merc’s eviscerate should prioritise hitting exposed targets
!feedback
I feel like Operator's Firewall should be larger, I love this ability but I would love to have the shield cover a bit more area so having players cover behind you wouldn't be as niche in certain situations. Currently it's not that big, and compared to Ascent it does lack a lot.
!feedback
Bring back old description to sauteed worms and remove non cannon info
!feedback
I know this is a big ask but I find it silly that there was no Artifact of Tempus in Alloyed Collective, it should definitely be added with it
!feedback
A simple fix to the very persistent issue of items falling off the stage would be to teleport them back up. I believe there have been multiple community mods that address this, so I'm surprised this was never fixed in vanilla.
Of course, I imagine it's more complicated than that behind the scenes simply because items are not players and probably can't take advantage of the mechanism used by players, but you have to understand the frustration of losing red items because of this. It being out of your control and everything. This problem has become even worse with the arrival of Treeborn Colony and Conduit Canyon (nothing wrong with the stages themselves, they're beautiful).
This must have been suggested here a lot of times, but I wanted to suggest it myself just in case it hasn't (which is highly unlikely, but at the same time I can't believe this problem hasn't been fully fixed for several years).
!idea
Multiplayer QoL Idea.
a very big annoying factor if you play with randoms ROR2 that almost always tones down the fun is how little other players care about the aspect that you play t o g e t h e r. I cannot remember when i had the last enjoyable Game with people i dont know, but i would love to have more.
Modifiers/Artifacts:
Make the "voting" more consistent. It cant be true that if 1 player wants that artifact of command that just everyone has to just deal with it. Even if its tie (like 2 yes 2 no) its ALWAYS active. Sometimes even 1 vs 2 still wins for the "Yes" side.
Item pickups:
96% of the players in multiplayer just go "oh item me takey" without regard if said item has just been printed or bought by another player who was standing right there, and dont even get me started on void potentials or teleporter rewards... My idea would be that items are assigned to players for a limited time. If i buy a chest, only i can pick it up for lets say 10 seconds. Maybe make this time skippable if i mark the item. Same with teleporter drops, every item is highlighted for a certain player so they know which one is theirs. You can still share, but stealing would be a little prohibited by that.
More obvious new mechanic:
I love what has been done with the "drone respawn" mech. You dont miss out on items anymore and can still help your team... But i feel like about 1 out of 20 players even notice that tiny prompt at the bottom of the screen. Even the friend i play with alot frequently forgets that thats a thing. And Randoms who dont see that they dont miss the entire floor see only 1 alternative when they die: quit. And thats also quite the party pooper.
Make it bigger, brighter or something, or give a little instruction on "hey you died, but this isnt the end!"
!feedback
Solus Wing body or weak points don't get highlighted with red outline when pinged. It's really confusing
!feedback
can we PLEASE have logbook entries for the aspects? i hate not being able to show people all the aspects ive gathered
!feedback
Add the Ancient Scepter from Risk of Rain 1/Returns.
The item alone provides a ton of replayability by itself.
!feedback
PLEASE bring back the ability to craft (or i guess, cook) Elite Aspects w/ Wandering CHEF in the computational exchange
Elite aspects are already so rare, having a semi-guaranteed way to get them in a run would be awesome
Also it actually made me happy to get wake of vulture for the first time ever
in truth, this defeats the purpose
this is the same as just,, buying a shiny pokemon
👎
!feedback
Figure out a way to stop interactables from spawning at the positions of the tunnels on solutional haunt. It's just annoying, there's no "challenge" to having to walk around until you find the right spot to interact with a chest or something. It's just kinda dumb imo
Having the option there is still a good thing. Not like having it would break the game; it takes up your equipment slot. And even with the new boss item that gives you more equip slots, you can only have one active at a time
Also shiny hunting is a time wasting farce and a poor comparison. Shiny pokemon are purely cosmetic and serve no gameplay purpose besides pride. Whereas there is a clear function/benefit to finding and having an Elite Aspect.
And besides, in order to access the Wandering CHEF to craft in the first place, you need to go through Solus Wing first.
Which means you either faced a difficult challenge and succeeded; thus earning the right to use them, or you're immensely broken already, and whatever happens past that point is essentially a cherry on top of your current build.
you mised the point entirely
Did I, or am I just not seeing it your way
Removal of player agency, no matter how small or inconsequential, is almost always a net negative in terms of fun value, unless it's done deliberately for the sake of a narrative or story purposes
And last I checked, neither ROR2 or Pokemon are games people come to for the story as a selling point
So why not have the option to simply craft/cook/trade for Elite Aspects as a reward for overcoming a challenge? Amongst all the other crafts you can make, of course
Maybe the DLC has spoiled me somewhat and you think Elite Aspects should have always been a random 1/4000 chance that nobody can plan a build around
But that's not how I see it
!feedback Ok. OKOKOK. Junk cube has had its ability to drop scrap removed because of its interaction with salvage. However, this has effected the legitimate stratagies related to junk cube. Specifically, it has removed junk cube as an option to quickly generate a burst of scrap to setup for another cube combo. Now, on one hand the junk cube repuourpous stratagey is a rather game breaking exploit. On the other hand, the removal of cube scrapping has removed alot of real options that the more experienced players used it for. It has made all bosses a real pain with junk cube and repurpose, especially solus wing who rarely spawns enemies and is difficult to gain scrap from. So whats the solution? Its a lose-lose situation whether you revert the change or keep the change. However, there is a solution. One that has been staring me in the face the whole time. The in combat tag. Now what if, and hear me out now. Junk cube dropped scrap only if an enemy was recently damaged. This would fix the exploit, while still allowing good drifter players to use junk cube scrapping to set up combos. It kills two birds with one stone. The skill expression of junk cube is restored, while the broken exploit is pretty much completely fixed. Even if this solution doesn't end up working out, it still would be worth it to give it a shot. I know me and all others who absolutely love using junk cube and repurpose together would greatly appreciate even just a test of this change. That is all.
!feedback
New Survivor: The Drowned
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: 0
Passive: Fire, Electricity, Ice, and Poison/Blight Synergy (other survivors can boost this characters attacks if they hit the same area, or enemies affected with “Splashed” status effect, with Fire, Electricity, or Ice. Fire creates Steam which negates any Fire damage, but slows enemies proportional to what damage the Fire would have done. Electricity deals an additional 25% damage on top of already existing damage. Ice will apply “Frost”, but if hitting enemies at 10 stacks of “Splashed” will instead apply “Freeze”. Poison/Blight will convert 1/3 (rounded down) of total “Splashed” status effects into Poison/Blight). Water attacks will put out fires in the environment, and enough attacks will also solidify lava for a short period.
Primary: Fire 3 water balls that each deal 75% damage and have a 60% chance to give hit enemies the “Splashed” status effect.
Secondary: Shoot a stunning water spear that has a 100% chance to inflict “Splashed” and deals 200% damage.
Cooldown: 15 seconds
Utility: Send out a 20 meter wave of water that applies 1 stack of “Splashed” on every enemy it hits, gain 5% Movement Speed for 25 seconds for each enemy affected.
Cooldown: 25 seconds
Special: Create a massive 50 meter Water Tornado that slows enemy movement and makes their aim worse (can still hit, but less often). Allies can hit the tornado with attacks to change it into a Fire, Electricity, Ice, and/or Poison/Blight Tornado. Each status effect added to the Water Tornado inflicts that, along with “Splashed”, to each enemy once every 1 second. Tornado lasts 16 seconds (+2 seconds per additional status effect, for a maximum duration of 24 seconds)
Cooldown: 40 seconds
Ending statement:
“…and so she left, seeking to rid herself of the Curse.”
!feedback
This is probably going to be controversial.
I dont want more paid dlc. 3 is enough. I dont want it to get to a point where the overwhelming amount of items, maps, survivors and enemies are locked behind a paywall. I know it sounds unrealistic, but if gearbox releases a free expansion, how could i say no? If gearbox needs to sell new content, it should be survivor skins and nothing else.
that's not how the in combat tag works, you are considered "in combat" for the next few seconds when you use what the game considers to be an offensive ability. it has nothing to do with enemies.
also I don't know what "repuourpous" means
Are there any plans to change the issue that causes cleansing fountains to spawn much less when you hold a lunar item?
!feedback
!feedback ok. Music is great as always right. And i am no musician. Im sure yall already have made the tracks or are making the tracks for the next content update/dlc. There is just one thing i request. Please can we get more of that guitar whining idk what the term is. But like how it does in rorr providence and you're gonna need a bigger ukelele. God it just tickles my brain so good we need more tracks with it. Im sure yall are cooking up some bangers but god i need more of that. Beat drop on rorr providence final phase transition goes so fucking hard i needa hear it whiiine. Anywho thats all i gotta say. The more crunchy metal tracks from sots are good, but man do i miss that. Distortion guitar apparently? Til about distortion guitars but. Yeah i really missed the heavy use of the distortion guitar. That is all.
!feedback
If it would be possible, could it please be made so that you can join an ongoing run. Almost every game i play, on diffrent wifi networks and platforms, the multiplayer will crash. So if we could rejoin eachothers game this would largely fix the problem
!feedback
give solus probes operator override abilities, makes no sense that droneman and droneboy have them but they dont
!feedback
if you get orphaned core and empathy cores in the same run, they combine into an item called "happy family"
i don't care what it does, i just hate that they're sad
!feedback
could just make that a meal item
happy meal
!feedback
Can we please fix merc base special attacking ally, it’s been in the game for several years and need to go.
!feedback
Adjust alloy Hunter's visuals. Animations are real clumsy and look out of place. There are a bit too much vfx, especially during the air strike attack - telegraph literally blocks the whole screen.
they turn into magneton
!feedback Meal item: Family reunion BBQ
Concept 1: Attaches empathy cores to the orphan core, making a lovely spinning ball that shoots death lasers. Would count as 3 allies for the purpous of empathy core scaling.
Concept 2: summons two orphan cores that follows the empathy cores, and could have an effect like buffing the range and damage of empathy cores on a cooldown.
Concept 3: Summons just the empathy cores and orphan cores. Im thinking it gives them an attack with a long cooldown which is just a mini solus control unit charged detonation.
The effect would have to be pretty strong/unique considering its a yellow and red combination, so i thought of some cool ideas.
!Feedback
So you know how when you pick up and item you get a pop up with the item, item name, and a little description. Well with all the new items in the game, and all the temp items, I find it more and more that I am constantly having something flash there. Now my suggestion is maybe just have it so you can toggle a setting to just make it breifly show the item in a little square, rather than the giant rectangle, right below the inventory, and rather than showing every single pick up of a single item, just say [
X3] and multiple items can show at once kinda like:
X2

⏰ (temp timer to show its temp)
And building on top of this, make it so you can hit the inspect button to A: Read the description of the single item you picked up, or B: Select one of the items you picked up to inspect.
!feedback
Risk of rain 2 should have betas for patches so players can report game breaking bugs (like transport drone bug) before the patch comes out and we have to wait another month or two to get it fixed
!feedback
Could plasma shrimp's sound effect be turned down significantly? It drowns out any other sound that plays even with lower fire rates, and getting it while using headphones is asking for a bad time. It's a powerful item that helps a lot with characters that have lower proc coefficient moves (e.g. huntress arrow rain) that otherwise wouldn't do as well with ATG, but if the amount of noise an item makes is a serious consideration for if you should take it or not, that seems like it should be adjusted. (ATG is silent or at least unnoticeable, why is its void counterpart so much louder?)
!feedback
showing character specific effects granted by items in the pickup descriptions like how Operator gets extra text describing drone's special abilities would be a nice QOL addition
this would be things like the benefits of Drifter's passive with Scrap, or how much Growth you get from any HP item as False Son
!feedback
Allow players to change the frame rate limit again. This feature was removed when alloyed collective released. The option is still there in the settings but it does nothing. Gearbox if you made that change because delta time dependency was readded to the pc version, make sure to remove it again.
P L E A S E gearbox, fix RoR2 not letting players access DLC's offline on xbox, I literally paid for it why am I not allowed to play it? Been an issue for quite some time now and there's 0 reason to keep a paying customer from accessing what they own...
!feedback
I agree, it doesn't make any sense
!feedback
Make online play not locked behind ps+, it's so stupid that steam doesnt need to pay for it and I want to play with my brokie bros
!feedback make drones stay away from me. I am getting annoyed of them dive bombing me to interrupt adaptive chest and pot rolling.
Blame Sony for that
!feedback
It would be interesting if the next hidden realm (red plane?!) speeded up time by 2x or 4x in exchange for great rewards. This would be an interesting change of pace from hidden realms where time is paused, creating high-stakes gameplay where players could gain the upper hand with enough skill (and speed) or be outscaled by enemies.
!feedback
Adjust the particle effects of faulty conductor on railgunner in some way so that it doesn’t obscure her vision while she’s scoped in
!feedback
Controversial? Maybe. Make false son's laser of the father (continuous laser) have a 5-10% chance to apply a stack of Lunar Ruin per tick, this would be about 2 to 3 stacks of Lunar Ruin on average for the base duration of the skill and in all honesty that skill needs SOMETHING because it's miles worse than laser burst. Also it makes it more in line with the boss fight since the boss applies lunar ruin when the laser is gunning you down.
!feedback fix the fucked up attack speed scaling of LotF that's been in the game for 6 months
The base amount of ticks for it is 32, 1500% increased attack speed increases the ticks by 57% ????? It's horrendous.
!feedback
Remove the grandparents hitbox before it spawns in, if you start a mountain shrine on that stage and try and run away to avoid their knock back it could completely block you from ever getting away, and since I play with prestige this is a large issue
!feedback
Let drifter pick up the remote caffienator vending machine. Its so weird that she cant
!feedback
I think bandit's shotgun and rifle should have different models. Its clear its designed to look like a shotgun. Not a rifle.
!feedback ok. Changing small details about the character depending on skills is absoulute peak. It works so well with chef. Imagine that with other characters. I know it would probably be a lot of work for a relatively small detail, but it would be cool to see more of this on future characters. Some ideas for current characters.
Alt loader m2 turns her grapple hand spikey. Alt loader utility makes her punch hand crackle with electricity.
Alt huntress special puts energized bolts on her back making an energy quiver.
Frag grenade gives commando a grenade belt/pouch
Arti could just have similar effects as chef.
UUh thats all i got. Obviously this wouldn't be a high priority change, but it would be sick as hell to see this on more characters.
!feedback
Make the drone that's next to Operator actually do something f.e. shoot the same target, inherit his items, get a buff etc., because currently (if you ignore the abilities) the drone survivor actually nerfs drones for himself by having one drone do nothing
!feedback
artifact idea. artifact of artiface.
upon entering the run you will become a random drone that can attack.
!feedback Gearbox. Please. I beg you. Stop giving abilities higher then 1.0 proc coeficiant. The game was just simply not designed for this. The game is balanced around a 1.0 proc coefficient max. Every single time an ability has been given a higher then 1.0 proc coeficiant (with the exception of like. Supercharge. Because it just disables your character for a couple seconds.) it has completely shattered the games balance. False son and chef do not need the ability to proc more often. Chef is a great character, but then its m1 comes along and says "i have a 1.5 proc coefficient on return for some reason" and its like ok this is busted but it doesnt completely break the character. And then yes chef comes along and says "ok what if that but i do some of the highest damage possible in an ability straight up like one or two shotting tp bosses, and also have a 2.25 proc coefficient" and then you start to think the game might have been balanced by infinite monkeys on typewriters. Ok so lets say you have an atg. And you use yes chef m1. And lets say you just. Stand nearby mithrix. Most of the first wave of cleavers are gonna hit, doing 400% damage each. And each having about a 22% chance to proc atg. And then they come back, hitting for 400% damage AGAIN, and also having a 22% chance to proc atg. TIMES 16. WHY. Chef is such a fun survivor that would be balanced and not just destroy everything, but the 1.5 proc coefficient on return just breaks the character. And the 2.25 on boosted m1 really breaks the character. The game just was not designed for higher then 1.0 proc coefficents. At least not on abilities that aren't like supercharge or diablo strike. Where these go off once every millennia and are supposed to destroy enemies in exchange for being hard to use. False son really doesn't need a 15% chance to proc an atg off of an 1000% damage hit. The game just isnt built for it.
!feedback
Fix Lunar Ruin increasing the damage of proc chains multiple times.
Proc Chains are not meant to work like that, Hopoo removed it any time it occurred and False Son is far too strong against final bosses because of it.
He'd still be strong without this too, just more reasonable.
!feedback
Please fix all major issues with gameplay (such as the operator transport drone bug) before going into future content updates. I understand that making fixes while a content update is being developed is difficult, so I suggest waiting a week after each patch before starting to work on a content update
Content updates take a while to get done, and having to live with potentially game breaking bugs that sneak by patches for that long is ridiculous, the game should prioritize making itself playable before adding more content.
We are fine with the game taking longer to get more content, we just need the game to work.
!feedback
rebalancing abilities people don’t use:
or reworking older content such that each loadout choice is actually a choice, there’s no clear winner.
for example: commando’s default roll, huntress’ arrow rain, bandit burst vs blast, bubble shield usability, etc etc.
loadouts not being so static would MUCH help replayability and variety. (don’t feel like it has to strictly be buffs, either, you can touch outliers).
in a similar vein,
adding more alternate abilities/passives:
would be a nice turn to have more than just 3
ie. maybe bandit gets to use that whip? maybe he’d get a different passive when stabbing in the back? and MAYBE void fiend gets more than 0 alternate skills. you get the idea
while we’re here.
updating and giving more event skins to survivors;
solus heart and prime meridian skins for the dlc characters, to match the base-game survivors, rather than just a monsoon alternate on launch.
all in all, an update for the ignored parts of the game would be nice
!feedback
I think it could be interesting if we could have the game apply more ‘weight’ to items from a specific DLC. Let’s say I want to use SOTV items a bunch but I still want the other DLC enabled. Imagine a feature in the lobby that lets me force the game to be more likely to give out SOTV items.
!feedback there is also still an issue where mul-t (and possibly arti) get waaay too much momentum from the grandparents gravity-suck-orbs. i have often been sent to the other side of sky meadow
!feedback
A little QoL change that will replace weird blank skill icons with more reasonable ones
!feedback
I'm really enjoying the new variety of drones with the update and I had a couple of ideas to make things a bit more clear.
- It would be really helpful to have a message pop-up automatically in the chat for when a junk drone drops items since it can be easy to miss the audio cue amidst the chaos, especially in the late game where you might have a few junk drones.
- Some kind of indicator when a drone is destroyed would be really nice since I feel that when you have a lot of them, it can be hard to notice when one goes down and they are not the easiest to spot when they are downed.
Thank you to all the developers who worked on this DLC! I've been really pleased with the quality of the content.
!feedback
in line with age old peeves;
eclipse 8’s curse applying to willing self-damage forces the player’s hand against making those sacrifices, when it should only punish for mistakes like getting hit by enemies, or fall damage.
so it maybe should not apply to the self-damage of rex’ abilities and stage interactables (void cradles mainly. blood shrines for consistency), especially as they are not meant for lasting costs, they cannot kill you directly.
(yeah it would shake up the fundamentals, but it hurts rex too much that he just can’t use his kit)
My Xbox quick resume automatically closed Risk of Rain 2 and ate my run.
!feedback
Please I beg of you add a “save & quit run” to the game. It would be a massive help.
!feedback
This one is a little selfish, but I really would love a rework of Commando's alternate Special ability, the frag grenades. I think the idea is really cool but they feel really underwhelming and are ineffective at hitting most enemies. Also my friend always makes fun of me for using them so I wanna show him up haha.
Some ideas for rebalancing:
-grenades being able to stick to surfaces/enemies
-having a set detonation timer that doesn't require bouncing first
-slightly increased AoE radius or base damage
-maybe inflicting a debuff like burn/stun/slow
I would really love to see some love shown to some of the alternate abilities in the game, since I think they are part of what makes replayability for this game so good! Plus, they can be difficult to unlock so having a more worthwhile reward feels more satisfying.
!feedback
Add base game versions of DLC item categories for future content compatibility. If the base game has 1-3 void items and a Wandering Chef with 1-3 recipes of only vanilla items then future updates and DLCs can interact with these features. I think it would be good for the health of the game if each item category had even limited representation without taking DLCs into account.
add crossplay.
Write "!feedback" before you write anything else
!feedback
Minor thing but the box of dynamite visual doesn't show up on engineer turrets, when it does on the gunner turrets
!feedback
Just make the entire god damn explosion do the full 700% damage
It has everything to be a high B to low A tier ability, but it has a stupid "sweetspot/sourspot" mechanic which ruins everything
!feedback
Give Solus Wing dialogue like False Son and Mithrix. I think that would be awesome seeing the machine break down in the chat as we slowly chip it down
Solus wing isnt a final boss
!feedback
Stun Grenades have always been a strange case to me. Stun is a reasonably powerful effect, but the power of the effect is so massively overhyped by how limited stun is, as well as the stacking of the item. Stun is really cool and fun but 5% chance hyperbolically is almost never worth it if there's a half decent printer. This could be fixed massively by making it stack lineraly (with some slight tweaks if needed), or loosening the fairly heavy limits stun has in the game
bump. Having to change the graphics settings every time I switch from my computer to my laptop is infuriating.
!feedback
Make the cooking menu show how many stacks you have, my small brain can't remember that and I have to back out and look for that item on the top bar
!feedback aurelionite in the false son fight is absurdly overtuned, particularly her laser, to the point of being completely unfair. I don't know if it's weird scaling causing this or what, but it's insane how much more damage she does compared to in gilded coast. for reference, I had a total of 10 frames of contact with her laser in the attached video. that's around 160 milliseconds before I died. the average human reaction time is around 250~300ms. something about this needs to change, it's miserable. it's possible I have a mod conflict making this problem worse, but from my experience playing vanilla she still easily kills you in under a second, so I think it is worth adjusting regardless.
!feedback
Make previous DLC characters have Alloyed Collective Skins. (I purely just want an excuse to play the dlc more)
!feedback
about inconsistency of freeze debuff
it shouldnt work on bosses but it is applicable to Mithrix/FS for some reason? even weirder, FS was immune at first, but he became vulnerable to it after Phase 3 survivors rework update (???)
anyway
vote 👍 if you want ALL last bosses to be freezable (Voidling, Twisted scav, Swing, Shart)
vote 👎 if you want Mithrix/FS to be immune to freeze
vote ⛔ if you dont want any changes
!feedback If the team is worried about skins creating fomo across dlc, wouldn't it at least make sense if they only gave dlc characters skins for their respective dlc? I get not wanting a survivors of the void owner feeling left out with seekers skins, but wouldn't it make sense to give Operator and Drifter Purge/Accept skins, and then Seeker, CHEF and False Son Prime meridian skins?
Maybe they should let all Bosses; final bosses included, be frozen, but remove the 30% execute on TP bosses and final bosses. You keep the utility of freezing but don't get the busted execute.
!feedback
Make final bosses immune to the execute of freeze, because killing them much earlier is a bit much, but not freeze itself as it is important for Artificers gameplay loop.
!feedback
Solus Extractors can steal items through Mercenary's iframes. they shouldn't do that. don't let them do that.
!feedback
Say what you will about voidling but one aspect of this fight that I really like is how hidden it is. Players really have to go out of their way to find it in the void fields, the frog, or just looping. I think if another boss is added in the eventual next dlc it should be hidden like this. While solus wing is really good and solus heart is at least somewhat hidden, I miss the sense of curiosity and discovery hidden realms like the void fields or the golden coast evoked, and making new content somewhat hidden instead of directly accessible with some sort of magic interactable would be more sustainable for adding more content to the game than just making the whole pre-loop experience a boss rush essentially (it seems like this is the direction the game is going in).
!feedback i personally think alternate paths shouldnt be something you can consistently stumble across without using the newt, or perhaps artifacts to guarrantee the halcyon shrine / access nodes as they are now. it feels strange that theyre just Always slapped into a run; especially halcyon shrines on stage 1.
!feedback make remote controlled drones be allowed to self-destruct
!feedback if we ARE to keep getting dlcs, i think eventually having another "random new things not specifically tied to a bigger theme" dlc like most of SOTV was... would be good. its refreshing to have variety in a way that gives each area an equal amount of love, instead of hyperfocusing on one particular aspect (ie the path of the colossus or the solus) (as fun as they are)
!feedback Let grandparents spawn on certain non loop stage 3s. Even if it required a mountain shrine, it wouldn't be too hard, and there'd be a way to get planula earlier so you can plan(ula) your build to work around it.
!feedback Grant the monsoon mastery achievements upon clearing stage 8, rejecting Solus Heart, or beating False Son. The player shouldn't be punished for having so much fun that they want to take the unecessary risk to continue the run.
!feedback
That may be a personal opinion but please never do skins like the ones from "Accept the Offering" in AC again. I was - and still am - severly disappointed. I dont need or want Fortnite Galaxy skins in Risk of Rain.
!feedback
Please remove or reduce the Xi Construct's "move" where it flies incredibly high and far away from the player. This move really only serves to nearly softlock melee survivors.
!feedback
make it so if you defeat voidling while holding beads of fealty it spawns a celestial portal so you can fight every final boss in one run, including twisted scav
!feedback
Fix this shit please I alr purify false son with the seed on
i had a run where i quit cuz a construct when so high up on merc i couldnt reach it and it for some reason didnt come down to approach me
!feedback
On console the xi constructs laser attack looks like it's having a seizure and goes everywhere and I rarely take damage from it
!feedback
Bandit alternate utility concept: Pickpocket
This is a melee range skill that causes you to stun an enemy and gain gold. Your gold reward is doubled if you hit the enemy from behind. You can only pickpocket an enemy once. You get more gold from large and boss enemies.
!feedback
Make items that grant crit chance (Lens-Maker’s Glasses, Ocular HUD, etc.) do something extra when you reach over 100% crit chance. I suggest this because these items do nothing when utilizing Bandit’s Backstab and electrical attacks with Faulty Conductor, or when stacking with each other in the case of Ocular HUD, which does not feel good in the middle of a run as it makes these items feel basically useless / pointless to have. It would also be a good way to give Magnetic Accelerator a buff as it’s a pretty underwhelming passive as is and could use something a little extra to make it interesting (even though Railgunner doesn’t exactly need a buff herself lol). My idea for this effect would be an additional hyperbolic scaling-per-crit % chance to make critical hits apply damage twice but it could be anything, it doesn’t need to be a strong effect at all, I just want something interesting to happen when I have these items in these circumstances.
!feedback
PLEASE FOR THE LOVE OF GOD GEARBOX REMOVE SWARMS EFFECTING BOSSES, SOLUS HEART IS IMPOSSIBLE BECAUSE THEY BECOME BOTH IMMUNE TO ALL DAMAGE AND I LOST AN HOUR LONG RUN BECAUSE OF IT, SOLUS WING IS JUST AS BAD BECAUSE IT STACKS ON TOP OF EACH OTHER MAKING IT HARD TO HIT THE TOP ONE
!feedback
New interactable. Trading terminal
Allows players to exchange items with each other in multiplayer. Interacting with the terminal brings up two options: View trades and propose trades.
Hitting propose trade brings up a menu of all your tradable items and all possible tradable item. Loonar and void items cannot be traded. Items that the other players are currently holding will be highlighted on the desired item menu and will show how meny of siad item is held. From the menus, pick any number of currently held items you wish to trade for any number of desired items. You may also select if the trade is aviable to all players or if it is only avaible to certain players. Hit confirm to add the proposed trade to the list. A proposed trade remains on the list until fulfilled or until the player who proposed it leaves the game.
Hitting view trades will display a list of all current trade offers. Trade offers that you can fullfill will be highlighted. Viewing a trade offer will display who proposed the trade, what items they want, and what items you would receive from the trade. Accepting the trade instantly exchanges the items listed in the trade between the two players, even if the other player is dead. Once a trade is accepted, neither player can interact with printers or soups for the rest of the stage.
(Edits: Cat walked on my keyboard and hit enter before i was done writing up this idea.)
!feedback
Cheats should be allowed to be enabled without mods.
Since the main idea of the game is to have fun, making the cheats panel accessible would just be a good idea overall.
"It'd probably be a bad idea in multiplayer," you're thinking, simple solution, make the command either blacklisted or only executable by the host.
I really just think that it's a bit of, at its least, a weird design choice for the game.
If it's just a bug, still, it should be fixed, it makes no sense to have a fully operable command panel in your game, and make it inaccessible.
I know there are mods out there that fix the issue, aswell, but first of all, I shouldn't have to have to download third-party software to use a broken vanilla feature, and second of all, there are console players(like me!) who can't even download those modifications.
!feedback
item blacklist is the only cheats feature we really need - and that isnt a “Cheats Access” problem, its a customization problem. more customization options for runs

Well i think they are awful, my friends dont like them either and i think skins that arent just a random RGB almagam of moving texture look way cooler. Buuut i seem to be one of the very few with this opinion and hey - i dont judge. Everyone has a different taste 😁
Yeah sorry bud thats a personal problem
i agree, but hey - would also be a bit boring if everyone had the same taste in skins/cosmetics
!feedback 1.4.1 cannot be the last update for Alloyed Collective. I have found 11 different bug reports for the same Operator bug introduced in 1.4.1. We shouldn't have to wait until the next DLC for this issue to be fixed.
https://discord.com/channels/417739215355510784/1453439757336973544
https://discord.com/channels/417739215355510784/1452709575668273353
https://discord.com/channels/417739215355510784/1448092654184169602
https://discord.com/channels/417739215355510784/1449234893702692937
https://discord.com/channels/417739215355510784/1450048036742103041
https://discord.com/channels/417739215355510784/1449882532383293621
https://discord.com/channels/417739215355510784/1449353063650562131
https://discord.com/channels/417739215355510784/1448784799753043978
https://discord.com/channels/417739215355510784/1448365572525133864
https://discord.com/channels/417739215355510784/1448073454288113870
https://discord.com/channels/417739215355510784/1448273352593510421
!feedback There is a very irritating buf that's been around sense seekers where your ping will be magnetized to a pickup (such as an antler orb or bandolier package) and it can really suck as it will drag ping to it and not a printer you want to ping to see what it's printing for example
!feedback add an additional prompt to confirm whether or not you want to leave a multiplayer lobby while within the Character Select menu
!feedback
have something to reduce the rapid strobbing the game will produce at higher scaling
fighting greater imps at 4 players and on a later stage physically hurts my eyes.
!feedback (more of a follow-up)
the Alloy Hunter's laser attack can also inflict Inventory Disabled through i-frames, i.e. Seeker's Sojourn. This seems to actually be a trait unique to the boss, since I haven't ever experienced it happening from any other source of the status effect; Solus Invalidators don't do this, nor do Collective elites' death explosions.
Regardless, that's dumb and it shouldn't be able to do that.
-# honestly this attack is just really lame and i dont like it but thats not really relevant to this
give this a ⛔ if you think Alloy Hunter's beam attack should voidkill instead.
!feedback Railgunner's mines literally make pots vanish now. Whyyyyyyyyyyyy...?
why is there no 50/50 option
!feedback PLEASE slow down solus scorchers! they're incredibly frustrating to deal with as projectile characters like artificer, especially on higher eclipse levels. they move very unpredictably and very unlike any other flying enemy in the game.
!feedback
Now that the technology was added to give specific mobs specific log book drop rates.
It'd be nice if Final & Special Bosses had higher chances than 3%
!feedback
I know the devs probably wouldn't do this because it would require content from multiple dlcs to make work but I have an idea on how to rebalance sonorous whispers.
Sonorous whispers has been a notoriously hard item to balance. In the past the devs just nerfed the drop chance and now it's rare to even see it work. I think this was the best option at the time, but now we have a much more elegant solution.
The solution: sonorous whispers gets its original 15% item drop rate, BUT the items are temporary.
Also maybe stacking it increases the amount of items dropped and maybe the rarity too just so getting more stacks is interesting and also doesn't overlap with clover idk.
Damn like no one likes this idea wow
!feedback
Crossover stuff between dlcs?? like for example you can cook some void stuff with the chef for a new exclusive item
more incentive for people to buy more dlcs?