#ror2-feedback-and-ideas

1 messages · Page 8 of 1

empty silo
#

!feedback

Lunar Equipment that significantly increases your stats but disables all your items? Since we have a debuff that disables all your items already I think this could be a cool.

cold badge
#

!feedback

similar to drones, knowing which (artifact of) devotion lemurian has died, what the team lost, or preferably just having a visual for the devotion lemurians’ current inventory contains, would be very, very helpful.
relying on memory and guessing for what they have is not a fun experience

tidal shale
#

!feedback

add void skins for characters, exp; defeating voidling on monsoon grants blank or completing a run of like 15+ stages on monsoon in simulacrum grants blank

dim kindle
#

!feedback

Huntress' menu pose sometimes distorts in a very weird way

hollow brook
#

!feedback

The light on operator’s ankle monitor should start blinking red when in a hidden realm to signify that it lost connection with the ship

digital galleon
#

!feedback
seconding this because im so tired of having legendary items stolen because i had the audacity to have fireworks and pocket ICBM in my inventory at the same time.

it's a shop that's extremely tedious to get back to if you accidentally damage SPEX and get kicked out. you're not allowed to "kill" it to stop it from kicking you out the way you can with time newt. WHY DOES IT ALSO GET TO STEAL ITEMS? i swear it has some sort of priority to steal legendary items too because i've never seen it take an item that isn't red.

crystal silo
#

!feedback

Setting that allows boss music to play even after the teleporter has finished charging. Please I want to hear the antarctic oscillation solo without looking it up on youtube.

barren furnace
#

!feedback

Nerf Solus Scorchers, please, for the love of god. Reduce their base HP from 175 to 100, and lower the HP scaling from +53 per level to +30 per level.

And get rid of the armor. They really, really do not need it. they're so tanky and extremely fast.

Also, please increase their cost for the director. It always chooses to spawn like 50 right on top of me all at once. For an enemy that's supposed to be 'balanced by the existance of AOE attacks', they sure seem to be able to tank them with no problem at all.

hollow brook
#

!feedback

It would be nice if there was an auto-aim feature specifically for pinging objects. I’ve had moments where I try figuring out what a distant object is but I end up doing “move here” pings several times until I finally manage to tag the object.

dusky umbra
#

!ideas

Bring back stuf from ror 1 to ror 2

lapis flint
#

!feedback
I got RoR2 a couple of weeks ago and I am already loving it. The abundance of gameplay options, the effects, sounds, levels, and story. I really appreciate everything that has went in to making this game great for the developers and the community. But I still feel like there are a couple of abilities that could need more fine tuning, and one of the most significant ones is False Son's Laser of the Father. I appreciate how Gearbox actually nerfed this, I didn't play the game when it was busted but it kind of felt overpowered, and completely overshadowed laser burst. But now it is kind of the opposite.
To summarize why I think this way: Laser of the Father doesn't synergize well with his kit. It is all about movement, getting up close, falling back, etc. Laser of the Father sticks you in place for a high risk, little reward strategy, refilling only a portion of the spikes Burst does. Burst instead synergizes amazingly, you can fall back, shooting spikes to regen, then when you are ready to re-engage, just tap the beam and get to slammin. It also scales so much better as it has a short cooldown, and you can get a staggering amount of them with growth. While Laser of the Father, you are stuck in place, damage scales poorly as it heavily relies on items, and it doesn't refill a percentage of your spikes, as it is tied to laser duration.
I feel like laser of the father should be made shorter in duration (the laser firing for a shorter period of time) But it does more condensed damage, where it deals the same amount of damage it does, just in a shorter time, and it should refill probably like 80% of your lunar spikes per use (since it is on a 15 sec cooldown and with burst you can regen 100% in like two seconds if you have 8/4 spikes/stakes). This would make growth more impactful for the LotF, like it is for burst. I have more comments on other abilites from other characters that I feel just gather dust, but any thoughts?

dusky umbra
#

!ideas

Mini map

rare jay
#

!feedback
rename the channel to just #ror2-feedback so that maybe people will stop trying to do !idea instead of !feedback Acrid_Meat

maiden prairie
#

Change transport drones so that they can’t drag enemies out of line of sight.
I had a run last night where this happened constantly, and it made my already not good opinion of transport drones even worse.

rough ferry
#

!isthatFreddyFazbear?har-har-harhar-har

New Lunar Equipment: Graviton Pulse

Immediately and violently slam ALL characters within 50 meters downwards, dealing 300% damage to ALL characters within range, plus momentum damage if a character was flying.

Cooldown: 35 seconds

carmine sail
#

My idea is that console players should be able to use a workshop where you could download mod packs

unique pilot
#

Alloyed collective spoiler, I don't know if we are allowed to show stuff from there without being spoilers

I think all the skins that you unlock when ||accepting solus heart's deal|| are good, but a bit underwhelming, I find them being effectively recolors isn't a good thing, maybe if they had more similarities to the boss where they're unlocked would help out a lot||, like being transparent and having some limbs not being directly connected to the body, I used bandit's skin as an example for my attempt at turning my idea into an image||
-# it may suck I'm not really the best at drawing and these things are really difficult to draw
-# EDIT: just now I noticed I forgot to draw the revolver wispcryyy

slate finch
#

!feedback

My chud son Orphaned Core often ends up just not attacking enemies or getting stuck due to being really far away and not moving at all. Best Buddy also often gets stuck spinning around on the head of enemies which is funny but a bit annoying since it doesn't do any damage at all by spinning. (PS: I would like to see the spinning remain as long as it hits and bounces off after like, 1 second, its really funny)

prisma cypress
#

!feedback i would like to see miner return in the base game (not in a dlc). I was wondering how he played in ror1 and after watching a video, he seems fun. After reading the wiki on how he was unlocked in the first game, I think he should be unlocked in abyssal depths.
You would have to find a certain tunnel. Instead of fighting a monster like in ror1, you would instead have to detonate some rocks. You can do this by shooting nearby dynamite.

tranquil halo
#

!feedback

I feel like Mithrix doesn't really get enough of a spotlight in the game. I don't know why, but in the first game, Providence felt more "present" and he seemed like a bigger threat. However, his very menacing brother is just sitting on the moon waiting for the survivors to kick his butt. I would really love to get a DLC where Mithrix somehow gets help from his followers and escapes the moon, while also getting more powerful. It would be so cool to fight Prime Mithrix! (Also please give False Son a Mithrix skin, his design is so cool)

fickle abyss
#

!feedback

TL;DR:
5 total skins for every class, including new DLC1 skins for beating DLC1 content.

Idea:
Make DLC1 skins for every class which are unlocked by either beating the DLC1 boss or reaching wave 50 in the Simulacrum with that class.
Then: Round out the cast by giving DLC1, DLC2, and DLC3 skins for all the classes that don't yet have them.

Reason:
The lopsided skin loadouts for the classes feels weird. It makes it feel like something is missing from the game, and for me, new unlockable skins is one of my favorite things, because it incentivizes me to pick up classes I haven't touched in a while.
Also: As far as I'm aware, there is no incentive to engage with the DLC1 final boss or Simulacrum after you unlock Void Fiend, and this would fix that. Both other DLCs have skin unlocks for their final bosses, so it feels strange that DLC1 does not.

brave linden
#

!feedback

please add an Aurelionite False son skin. it feels like such a waste
Unlock could be letting Aurelionite get the final hit on False son (boss) while playing false son

halcyon storm
#

!feedback

maybe make Faraday Spurs take less time to charge but give lesser movements speed bonus?

it is kinda frustrating to jump with spurs because charge takes very very long time to build up and reward is really weak, also it is a bit polarising since most of the time you either have x2.6 speed or pretty much nothing
making it a less extreme speed buff would make it more balanced movement item and having it charge fast would increase its dps (which is very bad right now) plus it would feel less 'bad' to lose 75-100% charge when you have to jump

hollow brook
#

!feedback

I think it’s not necessary for Voidling to cost 10 lunar coins to fight after defeating Mithrix. There is no reason to fight him after Mithrix outside of boss rush challenges, and the reward for killing him (10 coins) is effectively just a refund for reaching him.

maiden prairie
brisk seal
#

ifeedback

I actually wouldn't mind faraday spurs being legendary if it meant we could give it lots of good QOL.

Making it legendary is kind of a "hear me out". The item is game warping, basically fixing your speed for the rest of the run. But gets kind of polarizing on certain maps. Maybe they could make it similar to headstompers.

You can jump normally, but can hold E to cause the explosion, and increase the damage of that greatly.

I mostly want it legendary so it gives benthic bloom builds a proper source of speed, and overall I would not be disappointed at all to find a suped up faraday spurs in my legendary chest. Probably needs more thought but it'd be cool.

slate finch
#

!feedback

I have no idea if this is possible or not but I would like to see a sort of return (not Risk of Rain Returns) to some older content that's somewhat outdated or "powercrept." Specifically, I want to see some stuff like Voidling being tweaked or Artificer having movement that isn't just floating in the sky. I know it's pretty unlikely that this can be done but I have some hopes. I'm mostly mentioning this due to how drones were very heavily changed with the release of AC, so I hope the same can possibly be done in general.

sick abyss
#

!feedback
Add a way to crit twice because I often get faulty conductor and capped crit and I feel like it's a waste of a yellow

finite dagger
#

!feedback you should be able to upgrade artifacts

finite dagger
#

!feedback the collective enemies should not disable revive items like dio's or seeds of life.

rough ferry
#

!feedback

Reforged Artifacts

Putting in a passcode in Stage 5 to go to the Bulwark’s Ambry while you already have that artifact unlocked has a 25% chance to allow you to upgrade that artifact in a Reforge Challenge

Reforge Challenges will not be the same across all artifacts, so the process of upgrading them doesn’t get annoyingly tedious and boring like the current way to unlock artifacts

Each artifact’s Reforge Challenge would be in-line with that artifact’s effect, and completing an artifact’s Reforge Challenge gives you the option to load in with either the original or Reforged version of that artifact

open moat
#

!feedback

issue with spex, if you have Pocket I.C.B.M and the bundle fire works. If you try to use the printer that automatically spawns in the stage, one row of the fire works that comes from the printer will all hit spex and cause spex to remove you from the area.

solution: move the spawn location of the printer so the rockets to not hit spex.

sand mango
open moat
north scroll
#

!feedback
Or just make SPEX immortal because as far as I know there is litterally no reason to kill him? We already have Newt for dps checks

sick abyss
#

!feedback
add an immortal training dummy or whatever that shows your DPS, I wanna see how much I can do but sometimes I kill newt too fast

finite dagger
#

!feedback
make a option in the setting to turn off things like the red screen when low and the fog in maps like hermit hatchery and abyssal depths.

also make printers and scrapers faster

halcyon storm
#

!feedback
Lunar Equipment idea - Indestructible Stone Cutter - 45s CD.
Sends short wave that has 50% chance of deleting ALL monsters and interactables and 50% chance of doubling ALL monsters and interactable it touches. Unaffected by luck.

daring summit
#

!feedback
PLEAAASE give mithrix new moves. ofc also change how his attacks handle so he isn't lobotomized due to the physics changes but please give him the ability to do attacks like this, not only to stop him from being cheesed by being put into the air but also to stop him from being unable to hit enemies in the air

daring summit
south thicket
#

!feedback
I'm not too sure how the multiplayer framework stuff works on a technical level, but if it is possible, then being able to play crossplay between xbox and steam would be pretty cool. That way, I can play multiplayer with my brother who doesnt have a PC.

brisk seal
#

!feedback There's a weird silly bug where golem titan bosses spawned by shrine of the mountain literally spawn inside of each other. It's hard to notice unless you kill only one at a time. A railgunner supershots kills them both at once.

unique pilot
#

!feedback
Make us able to change the characters skins on the logs menu, I want to spin their different models around and also see other details without needing to start a run

gaunt magnet
#

!feedback
Add a character called Rockstar maybe..? It's a custom survivor of mine, with a full set of moves
Name: Rockstar
Born with musical talent, Rockstar uses rhythm and music to his advantage.
Health: 115 [+34 per level]
Damage: 12 [+2.4 per level]
Armor: 0
Speed: 7m/s
Umbra: Musical Prodigy
Ending Phrase
Escaped: ..and so he left, all while playing his heart out.
Vanished: ..and so he vanished, never to be heard again.

Passive: Rhythmic Engine
Description: A bar will appear above your screen. Most skills will be enhanced when used on beat.

Primary: Musical Wave
Description: Create piercing waves of sound, dealing 100% damage and knocking enemies back. If used on beat, create 3 piercing waves instead, each dealing 70% damage.

Secondary: Bass Note
Cooldown: 6s
Description: Stunning. Hit a low note on the guitar to create a shockwave that deals 150% damage. If used on beat, strum the guitar instead to create a bigger shockwave that both stuns and launches enemies into the air. Recast to drop them, dealing extra 50% damage.

Utility: Tempo Changer
Cooldown: 7s
Description: Frost. Stomp on the ground to create a path that launches you forward, dealing 100%. If used on beat, deal 200% instead and increases speed slightly.

Utility: Striking Solo
Cooldown: 7s
Description: Ignite. Slide forward and deal 100% damage. If used on beat, deal 250% instead and reduces all cooldowns by 2.5 seconds.

Utility: Beat Drop
Cooldown: 8s
Description: Get launched up into the air before slamming down, dealing 300% damage. If used on beat, deal 450% instead, but reduces speed.

Special: Melodic Memory
Cooldown: 11s
Description: Use the previous skill, excluding the Primary but with an extra 200% damage increase.

Special: Stunning Strums
Cooldown: 12s
Description: Stunning. Creates a shockwave that deals 500% damage.
Make a mod if you want guys!

prisma cypress
gaunt magnet
prisma cypress
hollow brook
#

!feedback

New lunar item: Unstoppable Force

This increases your movement speed and damages enemies you collide with while sprinting. A special “Immovable Object” entity will spawn on the stage. Should you collide with the immovable object, you die.

regal quiver
#

!feedback

Nerf False Son's phase 1 lunar spike shotgun, I've been coping in my head to just stay away far enough and be careful just to still get oneshot (from mid range that is), it's absurd that I'm more scared of phase 1 than 2 or 3 just because of how cheap it feels

vale kettle
#

Add keyboard and mouse support for console

tiny zinc
brittle trellis
#

!feedback why not change the aegis ? It the worst item in the game

Just add one line to add crit on heal like if u have 1 wungus u heal u by 10 they will be a chance equal at your crit chance to double the heal ( so 20)

regal quiver
#

!feedback

Touch up older content and/or buff bad items (n'kuhanas, aegis, etc., widely known stuff there's so much content and posts surrounding anything I'm talking about), it's weird a joke was made in the last patch notes about buffing Aegis indirectly proving the devs know about this, but still don't do anything as if it's not possible. It confuses me

sonic shuttle
neat garnet
#

!feedback
It would be very nice if items in the Wandering CHEF's window showed detailed description tooltip upon hover.

thorny hazel
#

!feedback
A alternate gamemode that allows the player to add custom modifiers to the game, stuff like changing enemies stats or other stuff that effect the game. Kinda like a custom eclipse.

violet wagon
maiden prairie
fair hawk
#

!feedback
Survivor_Operator Operator NEEDS a buff.
The moment you dare fight a boss with a huge AOE (almost every boss this new dlc) ((ESPECIALLY SOL WING)) all his drones will crumble. (Except maybe the more powerful ones but good luck finding those) operator also heavily relies on the luck of finding a good amount of drones.
I know there’s some places where drones are guaranteed,
But those are few and FAR between.
I’ve had operator runs where I don’t find a steady amount of drones till late game.
Operator either needs a way of finding drones more often or increases drone survivability.
He’s still a ridiculously fun character to play,
But I feel like he needs a buff to be a stable survivor.

gloomy blaze
#

!feedback

Maybe a crackhead idea but.
Drone printer.
Spawns the drone that is displayed, consuming a drone of the same quality
Ex; turning your healing drones into gunner drones.
Jailer drones into barrier drones.
Etc
(If the drone consumed is teir 2 or above, the created drone is the respective level

gloomy blaze
#

!feedback

Active item idea.
portable repair kit; heal all your drones to full and grant barrier equeal to 20% their hp.
Additional teleports all drones (and turrets) to you in a 20 or 30 meter radius

pearl silo
#

!idea

Mercenary's glow on his weapon should actually relate to his color. For an example, the Frail skin has a green sword, actually the entire skin is basically green, yet still give off a very neon blue glow, it would also be nice if the Murder skin had it's Salmon color instead of yet again a neon blue. Despite this blue glow not actually being visible during the actual gameplay, it's still odd to see in the start up screen.

tiny zinc
crimson kiln
#

!feedback

There should be vfx changes on different outfits, so they match the color schemes or theme better. Like different ability particles with matching colors etc

maiden prairie
#

Make the medkit status effect not reset when you get hit a second time, and just give a second status effect with a separate timer. Medkit is fine, but other options are significantly better, with all the new additions that hit multiple times per second that reduce its effectiveness.

Additionally, the only option for healing off DoT's is a boss item only attainable on stage 5, so it's not like this niche is being overrun with items. Plus, it won't be an exact copy because you'll still need to wait for the timer to finish to get your healing. So no tincture builds or standing in void and just waiting for infinite health.

unique pilot
# pearl silo !idea Mercenary's glow on his weapon should actually relate to his color. For a...

!feedback
Seconding this idea by saying that it's a real shame that mul-t's power mode "cylinder" arms don't change colors depending on the skin, it's so ugly seeing the AC skin with bright yellow cylinders instead of a dark blue-ish tone of the rest of the body, this also applies to the other skins too, dark green cylinders for the monsoon and grey cylinders for the meridian one

maiden prairie
#

Chance Doll rework: make it affect item weights instead of pulling from a separate item pool

The numbers I came up with reduce the weight of getting nothing and common items, set the weight for an equipment to 5 and increase the weights for uncommon, legendary, and boss items.

This, in my opinion, feels a lot more intuitive than having to pass a roughly 26% chance check just to have this item do anything (65% chance to not get nothing, then 40% chance for the item to upgrade).

Image attached to show my idea spreadsheet. The graph shows how much of the vertical bar that section takes up, which represents the %chance for that event to happen. All you really need to know is the bigger the chunk, the more likely

pliant oxide
#

!Idea

(I dont know how hard it is to make it) It would be good to have an option of reconnecting a match in which you left due to connection issues or that kind of stuf to dont loose all your time spent on a run because of that

marsh pond
#

!feedback

Raise the director cost for the new Solus enemies, they shouldn't be spawning like lesser wisps when (compared to wisps) they're bullet sponges and have much harder attacks to deal with.

ashen nest
#

!feedback.
Ok. I know a whole new gamemode is a ton of work. And there is no way this is happening anytime soon. And im not expecting it too. But. Could you imagine how much potential an official race game mode would be? Holy cow this opens the doors for so many options.

You could have eclipse races, races to beat certain bosses, you could have races to see who hits a certain danage threshold. The opportunities for what you could do with this game mode are endless.

Could you imagine how much hype official risk of rain 2 esports tournaments could generate? You could have ghost races, where you could race the ghost of one of your runs to try and get a better time. You could have races with certain balance changes to make it more fitting for a competitive nature.

Im not saying this should be at the forefront of dev time. But i am saying i think its 100% worth it to keep the idea in mind. So much potential variety, new gameplay options, new mechanics, and finally an actual mainstay gamemode other then eclipse

(Also this would open the door to some new risk of rain 2 content creators which I'd love to see. Cause as of right now we kinda just got Disputed Origin and race as far as mainstream ror2 tubers. And wolfie rnd and raydens i guess, but they are more geared for the casual side (which is fine no hate to those guys. Yes i just opened a parenthesis in a parenthesis. Dont shame me) We don't have a lot of mainstream youtubers who are geared towards the experienced players. But this opens so many opportunities for new experienced ror2 content creators. So so SO many things you could do with this and so much potential for it to grow the player base.)

edgy echo
#

!feedback
can you change eclipse 8 modifier to not apply to rex self damaging builds? like have e8 apply perma damage from enemies not ALL damage.

Its really weird one character whole gimmick is gutted. I know its possible to win as rex in e8, i did multiple times, but it is really not fun compared to other characters.

plus other characters like loader have gimmicks that dont interact with specific modifiers (her negating fall damage completely erases e3)

i just wanna have fun with rex in multiplayer e8, and this is one of the few things i wish hopoo could address/fix. thank you

versed pike
#

!feedback

Give the players something for defeating Voidling

sick abyss
#

!feedback
A lot of people in this channel have complaints about everything but I've got to say this game is very good and I like playing it keep up the good work

gloomy blaze
#

!feedback

Map filter/lighting options, I swear half the maps you cant see shit cause its so dark.
Additionally being able to disable the filter caused by brain stalks and other items would be great

clear sand
#

!feedback
Please add crossplay now that the pc and console codes are the same. My little bro and I wanna together but I have a pc and he has a ps5. Please gearbox😭

leaden radish
#

!feedback
just make caffinator press down buttons like captain beacons and effigy of grief. please.

maiden prairie
#

Add a third lunar seer-type option that’s a “don’t give me one of the other two seers” option

if I don’t like the two seers that show up, I’d rather get something random that’s not one of the two than picking the lesser of two evils

sonic shuttle
#

!feedback
Add a keybind for artificer hover, feathers/spur keep deactivating the hover the instant I try to use hover. I'm going insane how much it breaks my hover

maiden prairie
#

Some kind of lunar coin bank mechanic where if you deposit coins and come back later to have them have gained interest. I don't think this should be with Newt, since it feels atithetical to make the shop keeper also the banker, but maybe in one of the other hidden realms?

This would help those who don’t edit save files for billions of coins by making it more lucrative to just play the game.

sonic shuttle
#

!feedback
This is in addition to rotorhead's request. Make power tazer deal 0 damage and have 0 proc coefficient, it'll prevent tazer from proccing crowbars or whatever you don't want procced on such a weak attack

hollow brook
#

!feedback

I think the dead commando on the main menu should instead be the corpse of whichever survivor you died as last

cursive stump
#

!feedback challenge artifact that makes everything time-scaled update every minute instead of only updating every stage; chests becoming more expensive the longer you spend on a stage and such

flat cypress
#
poll_question_text

Do you like the Digital / Accept & Decompile Skins

victor_answer_votes

49

total_votes

66

victor_answer_id

1

victor_answer_text

Yes

halcyon storm
#

!feedback

Option to add custom keybind for Functional Coupler in settings
or add more convenient keybind like double tapping Ping

Faulty Conductor should list all sources of electric damage you discovered (seen item in run/unlocked survivor) in its logbook description

arctic current
#

!feedback

Make Captain's M1 be able to autofire on hold. Can't really use this character's M1 due to the repeated clicking (RSI). A toggle in the options menu for it to auto hold and auto release when fully charged would be really nice

cyan apex
#

!feedback

Full Crossplay
For the love of all your customers please 🙏

sweet smelt
#

!feedback

Nerf Dead Player drones. Something as simple as making them not inherit your items would be more then enough. They are way to cheap (especially since when you are dead you wont be spending that money anyways) and since you can still earn money as drone aswell you will always be a TC Prototype at some point. Every boss and enemy horde is just a joke to a unkillable, item-having Damage-type drone.
I like the overall mechanic alot tho. Its a good change, but beeing dead shouldnt essentially make you 50x stronger.

maiden prairie
#

!feedback
Beserker's pauldron buff:
green means added/buffed, yellow means rebalanced.

Killing 4 enemies within 1(+1 per stack) second sends you into a frenzy for 5(+5 per stack) seconds.

changed from 1 second activation window, and 6(+4) seconds effect duration.

ancient pond
#

cross play? with pc and xbox

blissful heron
#

!feedback

Please please please please let Mistery keep playing after Solus Wing is defeated. It is literally impossible to do anything that isn't complete idling while listening to it in game, and everything after the fight is done in agonizing silence. Please let us actually hear Stavros' masterpiece in game I beg

pliant bolt
#

Please bring cross play between consoles I have friends on Xbox who just picked up the game for the first time and allow console players to get a mod menu like they have on pc

sick abyss
#

!feedback
Whenever I finish the teleporter it always feels waaaaay too quiet, barely any noises other than running around and I would much prefer if there was some form of after tp music

maiden prairie
#

!feedback
I’m surprised this hasn’t been utilized yet, but adaptive soundtracks are a great idea for risk of rain.
Taking a page out of Ultrakill’s book, if a song has a peaceful and aggressive version, the game can splice between the two for situations such as the tele or fighting a boss.

Bonus points if the songs change for other reasons, like low health, lots of enemies around you, being in a cave versus out in the open, etc

mighty dawn
#

!feedback
I had a few quick ideas for new void items, I whipped them up in under half an hour so please forgive me if they’re bad

pastel venture
#

!feedback Remove the DLC banners (‘ALLOYED COLLECTIVE NOW LAUNCHED’) if the player owns the DLC.

sonic shuttle
#

!feedback

New DLC makes captain unplayable whenever he enters stages with drones/turrets and microbots if the stage spawns extractors, as they will steal and share so many microbots that you probably will never kill it if it retreats into a horde, and will destroy captain probes. I wish I could enjoy captain again minus those stages.

wispy olive
#

!feedback

Give us an option to activate some kind of indicator that allow us to see where our downed drones are so we can locate them easily and revive them. It's really frustrating, especially after a boss fight, to roam around the map, trying to search for KO drones while time is still running. It doesn't have to be something very complex, just an arrow or something that won't pollute the screen info, and like i said, make it optional, so people that don't like this can turn it off on the menu settings

tawdry coral
tiny zinc
#

!feedback player controlled drones wouldn't be nearly as strong if there was a method to prevent the tc-280 from being used over and over. I have three ideas for this:
1: make each drone (excluding the free ones) only selectable once per life. if a player somehow dies as the tc-280, they have to pick a new drone to pilot.
2: make dead players/drones no longer gain money. this makes it so that you can only select drones using the money you had when you died, so only a very rich player could pick the tc-280. it prevents players from accumulating an absurd amount of money post-mortem that can be used to pilot drones infinitely. makes piloting the tc-280 a less common experience and (somewhat) justifies the power of the drone.
3: once the player dies as a drone, they can no longer use remote operation, like in returns. this has the potential risk of players falling behind due to being dead for the rest of the stage, but it also fully solves the problem of players having infinite lives as drones.

blissful heron
#

!feedback

Uhm can we please blacklist the Cerubellums from being consumed by egocentrism? Please + ty

rough ferry
#

!feedback probably idk 🤷‍♂️

New Green Item: Sentient Goop

A massive glob of black and green goop that seems to bond to any type of organism and enhances them

Gives these buffs based on what character is being used:

A). Biological [Acrid, Commando, Drifter, False Son, Heretic, Huntress, Loader, Seeker, Void Fiend]; Increased Mental Focus (+40% (+40% per stack) Attack Speed)

B). Robotic [CHEF, Mul-T, Operator]; Hardware Upgrades (+20% (+20% per stack) Armor)

C). Cyborg [Artificer, Bandit, Captain, Engineer, Mercenary, R.E.X., Railgunner]; Upgraded Augmentations (+15% (+15% per stack) Critical Chance & Critical Damage)

tacit trail
#

We ever gonna get cross plat between consoles?

tacit trail
#

!feedback has crossplat between consoles even been concepted?

sick abyss
#

!feedback
Increase or remove the ally cap, it is way too low and annoying and there's much point too it

sonic shuttle
sonic shuttle
#

!feedback
Decrease the enemy pool on the dlc maps besides conduit canyon and repurposed crater.

A stage 2 doesnt need (pretenders precipice):
child
golem
lemurian
scorcher
invalidator
vultures
wisps
(I dont think scorcher worms spawn here)

7 different enemy types ffs

north scroll
halcyon storm
#

!feedback

List of things that concerns a lot of people I think

  1. Voidling / Void path are really bad and boring

  2. 3/4 Twisted Scavengers are outdated and their kits dont make much sense

  3. First stack of item is significantly stronger than next (Luminous shot, Box of Dynamite & etc)

  4. Some skills are just bad
    Blight, Roll are objectively worse skills than other option
    Arrow rain proc coef. is way too low
    Directive harvest is detrimental to use and doesnt compare to other option
    Corrupted Supress is never worth to use
    Laser of the Father doesnt scale with atk spd properly and way worse than other option

  5. Void fiend should have 3 alternate skills, like every other survivor

  6. Aurelionite and Alloy worship unit are boring reskin bosses, but they have DLC paths related to them, they need changes imo

  7. Bad enemies
    Scorch worm attack can go through walls without being able to react and enemy having long invincibility intervals is unnecessary
    Halcyonite can use multiple skills at the same time which leads to really unfair interactions and its melee attack hitboxes appear way too early

  8. Mithrix is really sad boss, dashes away from player for no reason, constantly misses and center arena slam is pointless attack that should target the player instead
    -# ex. video for Mithrix take

cyan sigil
#

!feedback

When you kill a Solus Distributor, the mines that that Distributor spawned should just blow up and die. Sometimes Solus Mines lose tracking and just sit there in the middle of nowhere, and can gather in large clusters. Killing the Distributor and making it so the Mines they spawn blow up would help fix that and also just be a nice QoL

maiden prairie
#

Add some more items that give armor.
Armor is a severely underutilized mechanic, even though it’s basically just %max hp.

sand mango
#

!feedback
Add some more items that give healing.
Healing is a severely underutilized mechanic, even though it's basically just restoring hp.

-# (seriously though where are the healing items? The last 2 DLCs have had essentially no healing items. According to the wiki, there's only 28 items in the "healing" category, compared to 82 in "utility" and 74 in "damage")

maiden prairie
#

Replace health on level up with armor on level up.

The game severely under utilizes armor as a mechanic as is, but also has very few characters with base armor, despite having two items that now increase base armor (irradiant pearl, prison matrix)

Since the health on level up is equivalent to +30% multiplicatively, it would make sense to give the player +30 armor per level instead. These are equivalent in value, except extra armor also boosts healing too.

Additionally, this would increase the value of health items, instead of making them less useful. Bison steak goes from +25 health to +25 health, and an extra 8 health per level.

fervent fable
#

!feedback
Solus Scorchers need less health, less armor, more director credits, or any combination of the three

They spawn very quickly and in large groups on the Alloyed Collective stages.
They have a whopping 20 armor (0.83 damage multiplier), and 175 health.
This means on operators base damage (12), and a fire rate of 0.4 seconds, it takes a whopping 7 seconds of constant fire to kill one scorcher.
They typically spawn in groups of 3 or 4, or even more. So this can mean on base Operator, in a group of 4 it takes minimum ~30 seconds of constant gunfire to kill them, discounting any items you may have (but on the stages they spawn, its not guaranteed, teetering on unlikely that you'll have significant damage items in this circumstance), and 30 seconds of constant gunfire in a chaotic shooter is very unrealistic.

Having a group of Scorchers spawn without being very ahead of the curve on damage can be a run killer (from the perspective of an E8 player).
Because even if I can kill them, they take way too long to actually kill, and now the run has been slowed down considerably, which can ripple-effect into ruining the entire run.

Additionally, they're very difficult to hit for certain characters/skill levels due to their movement speed & flying status. An enemy that moves quickly, spawns in high amounts, is always airborne, and is highly tanky, is rather unfun to engage with.

So as such they need to either be faster to kill, or need to spawn less. Tweaking their numbers should accomplish this.

chilly sage
#

!feedback
If someone dies during the false son battle and respawns as a drone, they start at the beginning of the stage. I feel like they should instead spawn with the rest of the team and the drones up near the arena rather than having to slowly fly up again

glossy matrix
#

!feedback

Let player-controlled drones be able to buy chests and other interactables, I have had many instances in multiplayer now where my friends idle when they die instead of picking out a drone and helping me out with clearing the stage because they aren't able to easily build up their survivor (for example they can't get most items on the stage unless an alive player goes out of their way to buy and leave items for them, which depending on where the items are located can take a while for them to then obtain given how slow drones are) or interact with most things, and consequently don't feel like they're making much progress in the run.
This has often lead to me and/or other alive players taking all of the items on the current stage and there being a big item imbalance for the rest of the run, which tends to makes the game less fun for everyone in my experience since the players who died no longer have enough items to keep up with the difficulty scaling (and as such can't really damage enemies or stay alive), so I think letting player drones buy things would make multiplayer go a lot more smoothly when there are dead teammates.

cyan sigil
#

!feedback

Operator should be able to have an interaction with the Probes from Empathy Cores, and hell why not even the Best Buddy for shiggles

dense sapphire
#

!feedback

Playing on Xbox Series X and noticed no video settings, or even a brightness slider under gameplay. The game is dark as hell on my C9 OLED and I'm not particularly enthused about the idea of having to turn up my tv brightness every time I play RoR2.

Hopefully a simple menu entry could resolve this issue. Would also be valuable to add colorblind and other features under a video tab.

fading basalt
#

!feedback

Hyperactive Bacterium - Legendary

Certain buff status effects do not remove themselves until the stage changes. Buffs become half as strong after their original duration runs its course.

Inclusion List:
Blazing
Celestine
Collective
Gilded
Glacial
Malachite
Mending
Overloading
Perfected
Twisted
Voidtouched
Attack Speed On Crit
Bandit Skull
Celestine Cloak
Cloak
Cloak Speed
Coolant
Elusive Antlers Speed
Energized
Faulty Conductor
Full Crit
Growth Nectar Buff
Hiker's Boots
Increased Damage
Kill Move Speed
Lantern Buff
Power Buff
Prison Matrix
Sentry Key
Prayer Beads Buff
Resonance Disc Kill Charge (doesn't reset until consumed)
Team War Cry
Tesla Field
TrashToTreasure (all variants)
UltimateMealBoost
War Cry Buff
Warbanner
Whip Boost

Exclusion List:
Breaching Fin Ready
Debuff Immunity
Dimensional Aura
Elemental Rings Ready
Elephant Armor Boost
Energized Core
Extra Life
Free Unlock
Immune
Increased Primary Damage
Faraday Spur Charge
Life Steal
Medkit Heal
No Cooldowns
Opal Armor
Parrying
Regenerative
Safer Spaces Ready
Saving Grace
Shuriken
Singularity Band Ready
Small Armor Boost
Tonic Buff
Void Survivor Corruption
War Bonds Buff
Warped Echo Buff
Warped Echo Instance
Weeping Fungus Regeneration

sick abyss
#

!feedback
I feel like someone was like "we need a new loop elite type" "JUST ADD ANOTHER CIRCLE" there's too many elites that's just circle

cursive stump
#

!feedback add another circle

cyan sigil
#

!feedback

Geeps and Gips should have Monster Logs because they're cool

glossy matrix
#

!feedback

Add a section of the logbook for Interactables, it would be neat to see what the lore is for stuff like Void Cradles, Void Potentials, Shrines of the Woods, Shrines of Blood, Cloaked Chests, etc.

maiden prairie
#

Change overloading elites to gain X2 health (from X4) and change the shield gain to be “gain 100% of health as shield” (from “50% of health is replaced by shield”).

For elites, this changes nothing. Double of X2 is still X4. But for players who pick up silence between two strikes, they are now rewarded with double hit points instead of half health and half shield.

maiden prairie
#

Artifact of harmony
every item has the same drop rate from an intractable, excluding items with a 0% drop rate.
(small chest is all items, large chest is only uncommon/legendary, shrine of chance is all items + equipment, etc)

maiden prairie
#

Every elite aspect should be a flavor of +1 defensive ability and +1 offensive ability.

Example that's already in the game: overloading elites. 50% of health becomes regenerative if out of combat, and also the electric orbs that give +50% total damage

Example that's not in the game: Mending elites now have two targets: one recieves healing, and one recieves 50% crit chance. This can be same target, but the game prioritizes separating them.

maiden prairie
#

Lunars should not stack.
It's already a fairly common trend that lunars either are super busted and stack incredibly well, or are pretty bad and stack very poorly.
It would be good for balance if lunars were all set onto the same playing field by removing their stackable effect. To reduce having useless items appear in your run, if all players in a lobby have the item in their inventory, the lunar will be removed from the item pool.

Some examples may include

  1. Brittle Crown:
On hit: Gain 2 gold
On being hit: lose gold equal to 200%
  1. Eulogy Zero:
25% chance for an item to be replaced by a lunar
  1. Egocentrism:
Up to 3 orbs are spawned around you over the course of 5 seconds.
Every 60 seconds, destroy 1 item. 
Every 60 seconds, increase max orbs by 2.

Inspired by @ashen nest's eclipse change google doc

little spade
#

!feedback

Let player-controlled drones be able to self-destruct dealing damage to nearby enemies so you don't have to die to choose a different drone, it could be on a 60-120 second CD off spawn to stop people from spamming it

kindred fiber
#

What if there was an item that gave you increased damage at further range (something like 1% for every meter)

worthy anchor
#

can we get crossplatform support (ps5,xbox, pc)

unique pilot
fickle sphinx
#

What if there was a void of transcendence that made all shield convert into health? (maybe the body looks digitalized because the item would be from Alloyed Collective.)

fast locust
#

!feedback
hot take, but im ready to poke the bear here and i think it has to be adressed at least once.
Seeker is a absolute horrible character design in the image of beeing intended as a supporter or healer.
Even calling her a either is blasphemy. Nothing besides the ability to revive actually "supports" players. The healing she can do? Absolute garbage. The fact that you have to be near your teammate AND have them not run away AND have them not heal themselves AND have to not die during you conjouring the minigame, just for a roughly half health heal is ridiculous to say the least. Ive played her a bunch, did E8 with a friend and even there when the healing is cut in half the only times i could actually heal my friend was in the void fields. And at a certain point in Eclipse you just dont go to the void fields anymore. And The other two abilities that can heal are the cyclone, which has the heal radius of 2 bungus with the output of half a bungus. And if you fly across the entire map so it gets stronger and manage to actually land somewhere near your teammate, guess what; the radius your mate has to be in still sucks. The hand shot? Actually has decent heal. If you hit, which - as probably anybody wouldve guessed - is yanky, unfun and 80% of the time not possible due to either your mates movement or travel time of the hand. Oh, and you sacrifice the only thing that one could actually call supportive, and thats the revive.
The only thing seeker does in a usual run is just killing things too fast. And beeing stupid strong is NOT beeing support, its beeing stupid strong. If you call her a support for the insane AOE damage, then you might aswell call False Son Support for hitting too hard. Or Railgunner for oneshotting bosses. Or every character for beeing able to deal damage.
She just taints everything a support stands for. You dont support by beeing op, and you sure as hell dont heal by it.

flat cypress
#

!feedback

Make self damage consistent across characters. Transcendence shouldn't make Sojourn just free while Shield continuously screws over REX, both should work the same way. (Whichever way that is)

cursive stump
#

!feedback minor complaint from a friend; it isnt super clear that some of the alloy hunters attacks cause invalidation, as almost all other instances of the effect come from something pink/purple

maiden prairie
#

Take a page out of hollow knight’s book and change log books to be automatically unlocked when you kill 1 enemy, and the lore for each enemy to be unlocked when you kill a specified number of them. I’d recommend 125 for small guys, 25 for larger enemies, 5 for champions, and 1 for final bosses.

cyan sigil
#

!feedback

Please make Vands an actual viable alternative to Bands. I'd suggest making it so that it maybe does a bit more damage (maybe like 550-650% total damage, maybe higher) to justify the ludacris 20s cooldown time. Or we can just lower the cooldown to 10s. Either way, Vands desperately needs a change because I think it's the only Void item that is a direct downgrade no matter the situation (LSL has few times where it's good but it at least has some)

mint phoenix
#

!feedback

(some) Legendaries stack very disappointingly

getting a legendary is rare, which is understandable, they are very strong items, but getting 2 or more of them is almost mythical
so why is it that when you get the extremely rare 2nd copy of legendary item, that it almost feels like an insult

the best example of this i could come up with it Sonorous Whispers, you get items from killing bosses and have a 5% chance of getting it from an elite, makes sense, cool effect! so what happens if you get another? that 5% becomes..... 6% uhm, are we sure this is a legendary? i'd rather have a regen scrap than a 2nd sonorous whispers, getting a clover is worth getting 4 additional sonorous whispers...

am i the only one who thinks this is a little strange or does legendary stacking need a rework?

tropic crest
#

idea, common/uncommon item, coin purse, just gives you more money via a flat multiplier stacked on top of what you would usually get

regal quiver
#

!feedback

Make H3AD-5T v2 rebindable R_H3AD5Tv2_headstomp ⌨️

Wanted to reject Solus Heart for my friend's Commando achievement and was like "Check this out", holding E while it was floating to it's spot after defeating it, and we didn't realize I accepted it on impact and it was too late after we just stood there for a sec wondering why it wasn't dying.
But also; this already happened to me before in a similar way where I would want to use the stomp during the Halcyon Shrine charging just to preemptively stop it from doing so.
I know these are two mostly rare scenarios but this time it really hurt accidentally ending the lmfao, otherwise modders I'd appreciate you for this 🙏 Checked and there don't seem to be any mods for this

maiden prairie
regal quiver
loud harness
#

PLEASE add some kind of account system I wanna keep all my stuff when I swap to pc 🙁

daring summit
#

!feedback
was talking earlier in ror2 chat and i realized the position highlight feature (the same one used when a boss moves out of the screen, where an arrow highlights the direction its in/the ones used for void seed enemies) is severely underused for what is a really good accessibility feature

having something in the umbrella options to mark enemies for a second when they spawn offscreen to allow people with hearing disabilities to work around not being able to process or even hear the sound cues at all would be very awesome

maiden prairie
#

!feedback
add some mechanic that would increase lunar coins by a % amount. I don’t really care what it ends up being, but the perceived need to cheat in lunar coins should show how little the player actually gets in the course of their run.

Also, while I appreciate the added mechanic of completing challenges giving lunar coins, it’s too little too late (especially for folks who have been playing since 2019 and have completed all the base game challenges, like myself)

gloomy blaze
#

!feedback
Porbably not the first time saying this.
Would love a separate game-mode that let you play as a drone/one of the allys, (maybe even a mobile version of the gunner turret)

daring summit
#

!feedback
PLEAAASE PLEASE PLEASE ADD SOMETHING IN DRIFTER'S CROSSHAIR TO INDICATE WHEN CLEANUP/JUNK DRONE IS NOT ON COOLDOWN . later on if you get backup mags it is extremely disorienting to have to take my eyes off of the actual game to see if i can use cleanup without using scrap

leaden radish
# maiden prairie !feedback add some mechanic that would increase lunar coins by a % amount. I don...

!feedback
I dont think we need to much of an increase in lunar coin gain... but. I think twisted scavs would be more intresting if it served as a "surplus" finale of the run akin to how that works in atomicrops. They instead give you a limited time to fight to them, and providing lunar coins depending on how much damage you can deal to them. id enjoy this a lot because looping to me suffers from the issue of pointlessness, there's no goal and nothing to build towards, this would make it so you not only atleast have a nieche to loop, but also a very fun little mini game to see how "good" your given build is, trying to outpreform your best ones, and a more engaging way to get lunar coins, maybe even compete with friends, even if not for lunar coins, itd just be fun!!!
-# and oh my god itd be satisfying to then pop the bag open and be rained on by lunar coins proportional to your effort

timber jewel
#

!feedback
queen's gland rework
summoned beetle guards now slowly looses health over time

organic allies (such as beetles, squid turrets, ghosts and alpha constructs) now explode on death inflicting the beetle juice debuff to nearby enemies, (increase duration and aoe with each stack)

simple tendon
#

!feedback
on abandoned aqueducts after the teleporter, if you have Orphaned Core, when standing on a button Best Buddy should go and press the other one. It’s a rare use case, but I just think it’d be a cute use for best buddy.

fast locust
#

!feedback
no suggestion, just a observation, and a feedback since its insanely annoying.
When you play with randoms, its already quite the gamble if you are going to have fun or not. But playing Operator with randoms is hell. The second you start a run, youll have a death race with the randoms where you get to choose if you want items or drones, since both is way too much to ask for and randoms will buy anything and everything. So you either get to have drones so you can play your damn character or have items to play the damn game, and i dont think thats a decision one should have to make.
And not only for the reason that Operator needs drones for his abilities, since randoms will also buy every single gunner turret the ally cap is reached quite quickly, so making any use of The Backup or Empathy Cores is also impossible at some point because they CANT SPAWN.
I do not know what could be done about this besides not playing with randoms, i just wanted to feedback that having a character thats 0 fun in multiplayer with people you dont know is agonizing.

unique pilot
#

!feedback
One thing I have been noticing for some time is that maps look like they keep getting bigger and bigger with each released DLC, which is concerning for me, I already thought sinphoned forest and sky meadow were already considerably big maps, but then the SoTS and alloyed collective maps were added and they are WAY too big, the only exception is the stage where you fight the alloyed hunter, that one I'm fine with being huge, but the others? Not as much
I just wish the devs don't keep making the maps so big, I'm not saying for them to make bite sized maps, just not the size of an entire country
-# before anyone comments about False Son's route maps, I don't think they are too big, and I find boss stages, like commencement, being big to be good, since you're not obligated to find the teleporter or chests in random locations, only stuff like the rusted key's chest, incrusted key's void potencial or shippment request form, if you have one of them

flat cypress
#

!feedback

One of the low points in this game rn I feel is getting to the Stage 5 of any Teleporter after and killing the boss in 10s and just waiting 80s.

Think they should a lot harder especially into the loops. 1 Grandparent on Monsoon just isn't much even back in base game.

maiden prairie
#

Teleporter should charge twice as fast if you’ve killed all enemies contributing to the boss health bar.

edit: I also agree with Wolfo’s idea above, but eventually you will become so strong that no amount of beefing up enemies will stop you, and this would be a great change to not waste the players’ time

cursive stump
#

!feedback i do think the teleporter events are one of the parts of the game most worthy of scrutiny; half the bosses are nothingburgers, they usually die way too fast with awkward scaling, the director just spawning more of the same type of boss instead of varying bosses is fairly uninteresting..
the events themselves can often feel like chores instead of challenges. which is a side effect of powertripping i suppose, but still

sick abyss
#

!feedback
Uncap enemy levels at some point you're so op you just wipe anything and everything out no matter what

maiden prairie
#

Player level should be uncapped, because there’s no point to cap it.

environment level cap should be based on what loop you’re on. The further you’ve looped, the greater enemies can scale.
Also maybe increase the weight time has on scaling? Idk if that would make it less fun.

leaden radish
# maiden prairie Teleporter should charge twice as fast if you’ve killed all enemies contributing...

!feedback
This general idea but instead of it being twice as fast after killing the bosses, I think itd be more engaging if it was a bit faster if there are no tp spawned enemies (basically anything spawned after tp) (could also scale with how little enemies are left, thatd probably make even more sense and be more rewarding), it definitely wouldnt be the most intuitive with how it is rn, there wouldnt be any indicator for it right, but if you noticed or knew about it, itd make it a lot more engaging by giving the player an incentive to really focus down on the tp and try to eliminate any enemies spawning asap. Instead of just killing the boss and then sitting in tp and occasionally killing threats if they spawned, youd be encouraged to actually have a constant focus, does that mean itd be too different for your runs? Not really no, it would do very little in the grand scheme of things, but itd allow you to always be engaged and on your toes during the teleporter if you wanna do better, and everyone always wants to do better, so why not? It wouldnt matter if a lemurian spawns or an elder lemurian, itd give you an opportunity to engage with them as equally important, even though that lemurian doesnt threaten you on a stage 1.

(As for why im a little iffy about DEX's idea, I do like the concept, but I dont think it fixes the core issue of teleporters being unengaging, it feels like itd be a bandaid solution to just making that time spend a little shorter, and I belive this would make for more skill expression and a more fun gameplay loop)

eager dagger
#

!feedback

make the tele increase charge by 0.5% for every enemy killed after defeating the boss

cyan sigil
#

!feedback

More "rouge" enemies would be cool, with AI similar to the Voidtouched ones. They'd be rarer but powerful and could have different targeting letting you focus on certain ones that focus Survivors more and keeping ones that focus worse enemies alive

hushed lotus
#

!feedback

A "random" character button. Just that really. The game simply picks a unlocked survivor for you. smallcrid

little barn
#

!feedback Admin-Overrided transport drone breaks the run when grasping enemies cannot move at all, like alfa constructs and barnacel. And when Artifact of Evolution is enabled, having Dio may cause solus wing revived underground and solus heart soft locked this run

tranquil summit
#

!feedback

A lesser variant of Heretic you can unlock in the character menu that you can unlock and play as by becoming Heretic in a run

I quite like Heretic and wish there was a way to play them in vanilla without having to wait so far into a run

tight saddle
#

!feedback replace radio scanner icon (chest) on RadioScannerIcon_2. It's still have chest icon!

daring summit
#

!feedback
plleeeaaasee give solus heart more attack patterns. as in like the beams that destroy the arena. he only has two and i wish he had more complicated patterns that used lots of the beams and white orbs because it would make his bossfight so much more fun

little barn
#

!feedback remote operation should get enhancements from dynamite box and drone parts in survivor‘s inventory

distant hawk
#

!feedback xbox and playstation should get kbm support

cyan apex
#

!feedback CrossPlay!!!! Even if it’s only with other consoles

cyan sigil
#

!feedback

Metamorphosis, or another artifact like it, should also randomize your skills

daring summit
#

!feedback

mercenary's blinding assault suffers from being coded weirdly. the cooldown reduction on expose applies to every dash but it keeps getting reset back to the full cooldown because the skill is considered as off cooldown whenever you have any dashes remaining. this is legit the only reason why it sucks compared to focused assault pleaaseeee change it

broken garden
#

!feedback

attached below is a doc going over every single change i would like made to all of the survivors in the game. @leaden radish and @quiet yacht did a bit of work on it as well. i put a lot of work into this doc and while i'm willing to change proposed changes based on community feedback, i will largely stand by what i have written here. please be constructive when criticizing my changes and/or proposing changes of your own. thank you for reading, if you do!

https://docs.google.com/document/d/1bQ522nXQKoUHrsY4f-MRR9ewzi9Hv-oBaUFsrCYwzoY/edit?usp=sharing

broken garden
daring summit
#

!feedback

i don't think i've suggested this here before but still. adding in accessibility toggles to change hold skills like engineer's primary into simple clicks to start charging and stuff like false son's m1 + m2 into just holding m1 (with tapping m1 giving you the swing) would be just like. objectively good. we have umbrella settings like arti's hover i don't see why we can't have more like this

hollow brook
#

!feedback

Drone multishops should still spawn when Sacrifice is enabled.

halcyon storm
#

!feedback
False Son primary is horribly balanced
right now he swings once every second which is fine, but slam charges in 1.3s

so would you rather
Tap with a club for 450% at short range every second
-# 450% single-target DPS
or
Slam in 13m aoe for 1000% every 1.3s
-# 769% single-target DPS

Swinging is actually useless it is never worth it, attack speed scales slam charge time so even with syringes it is always better to slam spam

Solution?

Its extreme but like double the attack speed of swings, swinging is higher risk since it is shorter range attack and it doesnt have any aoe
It will be 900% single-target DPS attack which can compete with 769% single-target DPS slams

or other solution is to nerf slam but we all know gearbox doesnt really nerf stuff

daring summit
cursive stump
#

!feedback just make the charged slam the actual m1, the club should swing if you dont charge it all the way

spare coyote
#

!feedback we should make a red item that makes the teleport percentage go up for every kill that you get

broken garden
daring summit
#

yay yay : 3

little barn
#

!feedback please forbidding solus wing use electric grid and hyper laser at the same time, especially in eclipse mode, this makes damage nearly impossible to be avoided with such densified attacks without specific item like void bear

undone basalt
#

!feedback
PLEASE add cross platform 🙏

red aurora
#

!feedback
please add the ability to save and quit from a run in vanilla. 1 hour for a single run a little too much of a time commitment

digital galleon
#

!feedback
Ruin (not Lunar Ruin) and Lunar Root feel like weird debuffs to blacklist Noxious Thorns from transferring. Both of these just feel like weird and unnecessary exclusions.

Nullified (the void root) can transfer, so I see no real reason Lunar Root shouldn't be able to as well. Entangled is also blacklisted, which makes a bit more sense, but it still feels weird that some root status effects can be spread by Noxious Thorn but others cannot.

chilly sage
#

!feedback
During the Solus Wing fight, the laser grid can hit you even before it starts to rise if it spawns on the bottom and you're placed on the depression under the boss. It doesn't feel like it's supposed to hit you before it even starts moving, and staying on the bottom level shouldn't be a hazard by itself. You have plenty of time to react when it comes down from above regardless of your position, but not if it rises from below. Maybe the laser grid could start a few feet lower whenever it's spawned at the bottom so it's still visible but reactable? I just don't want another huntress run to be suddenly ended because I got sliced into little fried pieces twice consecutively since I wanted to have arrow rain hit the boss and thus stayed on the bottom level.

upbeat topaz
#

!feedback
Dont stop updating your Gen 8 console games. Dont be lame

pastel venture
#

!feedback
Have the Encrusted Key and Rusted Key items produce a useless used variant (like power elixir, dios, and watches) after use so you can track how many you’ve used in a run.

empty helm
#

!feedback
Artifact of evolution: difficulty scaling is removed but enemies inherit your items

vapid ore
#

!feedback
Can we get "Looking For Group" chats specifically for the Xbox One and PS4 players? I believe it will help organizing matches between the old versions more easily.

vapid ore
#

!feedback

PLEASE!!

Add a legacy menu option inside the Xbox Series X/PS5 copies. It would make them run the current, compatible version of the game, allowing Xbox One/PS4 players to at least have a way to play with friends running Risk of Rain 2 on more modern consoles (who have the legacy option activated). I think the negative reaction of the community regarding updates being cut on the Xbox One/PS4 wouldn't persist as intense if this was implemented...

Example:

Legacy Version: On
(This option reloads the game, running an older version of Risk of Rain 2 – 1.4.2 – which allows compatibility with previous console copies)

maiden prairie
#

One newt altar should be guaranteed on every stage, no matter what

lament elm
#

!feedback
The cores that mending elites drop on death do not scale with levels. In consequence, they both die instantly and don't heal at all. This makes these elites way less relevant past the first stage. They just need to have some level up stats

queen socket
#

!feedback
Quest log/challenge/achievement or something (I forgot what they are called) for dealing enough damage to the newt in the lunar shop that it kicks you out and closes the shop

(I got kicked out one time when I had the orbiting bomb lunar item (also forgot the name of that))

loud harness
#

!feedback
An “emote wheel” containing phrases and questions, or just let us type in the chat. (Only so much information can be conveyed through markers)

red aurora
#

!feedback
allow drifters stock util ability to be agile while you charging the dash

empty helm
#

!feedback
Stone flux pauldron instead of halving your speed should instead slow you down when being hit

rough ferry
#

!feedback

While Artifact of Cheese (Sacrifice) is active, Forgive Me Please E_Forgive_Me_Please should also have a chance to drop an item since the items drop when you kill monsters

It makes sense

empty helm
#

!feedback
Neither of mercenary's 2nd skill should unsprint, it adds weird unneeded clunk when going around the map

maiden prairie
#

Artifact of Variety
Items in your inventory will be removed from the drop pool. Every item has the power of 5.

little barn
#

!feedback plz add a gold geode on the final cauldron shrine of prime merdian, it is a waste of nearly five minutes time to wait lunar ruin cleansed

little barn
#

!feedback Plz add Kinetic Damper into AI Blacklist from Artifact of Evolution and Void Field!!! Can you guys imagine razorwire or tesla is blacklisted in void but damper not? and even not to mention elite solus distributor with the damper!

red aurora
#

!feedback
make petting the glass frog lead to the void locus, rather than straight to voidling

crystal silo
#

!feedback
If you own alloyed collective, you should be able to enable artifact of prestige even if you disable AC.

I just want my void seeds and stage 1 halcyon shrines without being screwed over by the stage dlc cap.

(Alternatively, just remove the stage dlc cap, literally nobody likes it)

hollow brook
#

!feedback

Petting the frog should be free or defeating Voidling after Mithrix should reward more than 10 coins. As it stands, theres no practical incentive to fight Voidling after Mithrix since the best case result is you getting refunded the cost of petting the frog.

little barn
#

!feedback bring non-AC elite aspects' recipes for wandering chef and chef on commencement back!

cyan apex
#

!feedback. FIX chefs broken primary

hushed lotus
#

!feedback
New Lunar Item: Rusty War Musket

Adds a small chance to your primary skill to either fire a shot that deals massive damage, or a chance to jam, preventing it from being fired by 2.5 seconds.
Stacking increases the shot damage and jamming duration.

thorny hazel
#

!feedback
New artifact idea
All items you pick up will instead go to your drones

plucky raptor
#

!feedback
Drifter tornado slam changes

Since bagging enemies and stuff is such a core part of drifters kit, no one would ever normally choose tornado slam over being able to grab stuff. So just make the slam at the end of tornado slam bag a nearby enemy or interactable. This allows for a more melee focussed drifter build but is a bit more inconvenient and harder to bag enemies compared to the other option.
Also here’s some other tweaks to the other, less used abilities: Trash to treasure, the one that makes 4 temporary items. So when you have 8+ junk it works like normal but if you have
12/max junk it will consume 12 junk to make one temporary red and one temporary yellow. This is just an idea to make it a bit more interesting. And the default secondary ability should gain 1+ junk chunk per red scrap you have and 1+ random projectile per yellow scrap you have. Perhaps capped at 5+ junk chunks and 2+ random projectiles. The tornado slam is the most import one, the other ones are more just ideas. I think these changes would make all drifters abilities fun and viable.
Perhaps if you think the 12 scrap for temporary red and yellow is to op then maybe just 1 temporary yellow or two temporary reds?

compact prairie
#

!feedback
I think it'd be really cool if Scorched Acres or Titanic Plains and Abyssal Depths or Abandoned Aqueduct got their own music in the next update to make every main stage have unique music. I thought it was really cool how Survivors of the Void added music for Sundered Grove, and I'd love to see the same treatment for the remaining stages

dense whale
#

!feedback
add an option to mute the sounds collector's compulsion, chronic expansion and elusive antlers make (and maybe some other things these are just the ones that annoy me specifically)

raven walrus
#

Add multiplayer split screen on PC I beg of you
Why does console get it but we don't
Oh yeah I forgot about the feedback command I haven't been here in a while

daring summit
#

!feedback
just add autosprint. like actually, there is literally no reason i should ever have to constantly press the same button every time i want to move forward for literally no fucking reason. all it does is give people carpal tunnel. even minecraft, which is the poster child for making awful features and then not changing them once they're in, figured out that having accessibility like this is objectively just a good thing. there is no reason to not add it

pseudo kestrel
#

Idea Friends list or some way for cross platform play

maiden prairie
wind lichen
#

!feedback
Allow Void fiend to use m1 while charging a Secondary. This will allow Void fiend to still sustain a good single target damage while clearing a group of enemies.

elfin tiger
#

!feedback
We definitely need Crossplay I loved jamming the game but my mate plays on Xbox and I’m on PlayStation, it just gets boring playing by yourself

little barn
#

!feedback give hellfire a debuff icon plz!

hushed lotus
#

!feedback
Recolor skins. That's it really, maybe attached to more achievements or ways to finish the game, like obliterating or fighting the Twisted Scavengers.

lavish stratus
#

!feedback
Dying with a Pluripotent Larvae (Void Dio's) while holding an Elite Aspect should corrupt the aspect into the Void Aspect.

olive forge
#

!feedback
I'd really like to see new void items added. Not nessescarily a second void expansion. Void items are a really cool concept that I think should be expanded upon, even if the DLC isn't related to the void.

broken garden
#

!feedback

do you guys remember the doc i wrote and sent here a few weeks ago? well, @leaden radish made a really important video covering abilities in ror2 that dont work correctly. i decided to add a link to the video to my doc (with their permission of course). the link is right here; if gearbox never considers revamping old shitty skills, the least they can do is fix skills that are legitimately broken. https://youtu.be/30ke7y2AXCc?si=

what horrendous jank and glitches are behind RoR2's abilities? lets find out :)

its finally done! after 2 months!!! I NEVER wanna do that again! this has been so so much work and im so happy its finally done because GOD it was so difficult and just did not let me rest, always at the back of my mind haunting me that its not done yet, so i do sin...

▶ Play video
upper latch
#

!feedback

make it so you can spin characters around in the character select screen, the designs are amazing and it makes it easier to find references for fanart

daring summit
#

!feedback

appatently i posted the wrong clip so my bad but either way please fix whatever causes best buddy to do nothing if it can't ram into an enemy like what the fuck is this

dense whale
#

!feedback
make merc abilities, rex special etc change color to match the equipped skin

halcyon storm
#

!feedback
C_Elixir shouldnt get consumed while you have malachite debuff

cursive stump
#

!feedback balance changes

rough ferry
#

!feedback

Fix the glitch where Mithrix is unable to take your items during his Phase 4

(Ignore the terrible video quality and helicopter in the background at the end)

west goblet
rough ferry
sharp star
#

!feedback

Save feature

Please consider adding a save/resume feature. Many long runs are lost due to crashes, and having even a single auto-save would prevent hours of progress from disappearing. This would greatly improve the experience for players doing extended runs.

To add to this as another person has mentioned/ referenced is to have the save deleted apon death or run completion

queen socket
#

!feedback

Artifact that makes stages play through in reverse order. Eg. pod lands on sky meadow (planet teleporter only) then goes through abyssal depths, rally point delta, abandoned aqueduct and finally getting to distant roost with a primordial teleporter

(Artifact of reversal maybe?)

pure saffron
#

!feedback
Passives working with Function Coupler
What I mean by this is things like Executive Card and Aspects' benefits being active when in the second slot. If you're putting in the work to get a functional coupler and two aspects, I think you should be able to use both at once
(Someone named MajOfMyth made a mod called PersistentCoupler which does this)

viscid coral
#

CROSSPLAT FORM

tiny zinc
mystic spire
#

!feedback
option to toggle off the visible item cosmetics... theres so many cool skins now but it feels like theres no point in wearing any of them if i cant even see the character underneath all that junk past stage 5

daring summit
#

!feedback

i'm not gonna complain about the sauteed worms log getting replaced even if i did love it and the new one is a pure nothingburger, but if you're gonna switch logs can the patch notes be written more accurately? "slight alteration" doesn't fit when it was completely removed and replaced entirely

stiff patrol
#

!feedback
make solus wing eyes' HP have more clarity please. The boss has a visible HP bar makes it so much harder to see which eye has how much HP from far away.

sleek verge
#

!feedback

(Sorry if this is considered spam, I posted this in bug reports as well but there's no way the item was accidentally made this way with how it works, so im posting it here too)

I don't know if this is even a bug or just how the item was made to work and the balance of it was horribly misguided but neutronium weight needs some attention DESPERATELY. When you kill an enemy that holds the neutronium weight, the weight will slowly come back towards you, but if it doesn't reach you, it just falls on the ground. If the weight was travelling through terrain when it dropped, your neutronium weight is gone forever.

Additionally, the neutronium weight doesn't even transfer to you guaranteed if you kill an enemy that is holding it, it transfers to the nearest ALLY. This means that your neutronium weight can transfer to your drones if they're closer to the weighted enemy than you are. If the weight transfers to an ally drone that can't attack or heal, (like say, a junk drone) your weight is lost forever because it can't physically transfer it!

This item needs a fix of some kind. just make it guaranteed to transfer back to the original owner of the weight, and make sure it can't just drop on the ground after enough air time either, better yet make the weight transfer immediately.

fallen crane
#

!feedback
When artifact of command is active temporary items are instead a roulette that visibly cycles through all items of the chosen rarity. This lets you use junk drones and drifters default special without having to stop for 10s choosing the stuff that you want.

lean harness
#

!feedback
When playing as a support drone (healing, barrier, etc) have a toggle that lets you target only player characters or all allies. Want to be able to keep buffing players rather than transport drone #3

strange gulch
#

!suggestion

What about an event that involves us all. We need to get like x amount of points. U get points for winning.

Winning in different difficulties would give us different points : drizzle 1
Rainstorm 2
Monsoon 3
Eclipse 5
(An example)

And when we reach an ammount maybe we get an skin or something for a character idk.
This way we are all incentivised to play while aiming for higher difficulties so we can get more points, but if u cant u can still get points in ur difficulty of comfort.

tiny zinc
fading crane
#

anyone down to eclipse grind? im on e3 with bandit

north scroll
queen socket
#

!feedback
Picking up a stack of an item should show how much it increased its stats from stacking instead of the base description
Example ↓

Plasma shrimp X1: launches missiles on hit while you have a shield.

Plasma shrimp X2: plasma shrimp missiles launched deal +50% total damage

daring summit
#

!feedback

not sure how this went completely unfixed by hopoo but uh. merc's hitboxes are kind of fucked up like what is this. they don't even match the telegraphing and they also move alongside the sword, and this clearly doesn't have to be an issue because drifter has pretty good m1 hitboxes that don't suffer from this. probably won't happen but if you guys could make them actually match the telegraphing that'd be pretty nice

fallen crane
#

!feedback

Silly mul-T idea: using double saw + power mode constantly nudges mul-T opposite to where you’re aiming when using both saws. This push is amplified as you get more attack speed, and would let you both travel fast and pillar skip.

viscid coral
#

PUT RISK OF RAIN 2 ON GAMEPASS

vapid ore
viscid coral
#

that is feedback?

halcyon storm
#

!feedback

item balance
there is very big power gaps between items right now and though technically they have 'drawbacks' newer items still feel simply stronger.

Len maker vs Hikers
Hikers might as well be permanent +10/10 with how you get the buff and how you retain it, it is also more and more damage with each stack and they are not useless past 10 stacks. Like it is just always better than Lens maker, it definitely should be harder to gain the buff/retain it.

Hoof/Energy drink vs Antlers
tbf antlers are a bit harder to keep up, but they are more 2 times better than hoof for the small price of slightly getting out of your way every 10 or so seconds. Antlers shouldnt give more speed than hoof and drink combined.

Request form vs Sale star
form is fine for a bit of choice and few items, but star consistently gives high rarity items, gurantees red before stage 4 and stacking it increases payout instead of chance which is arguably better. Both of these are +1 item per stage but it is very clear which you wanna have more.

Quite literally all void items vs counterparts
Ask yourself, would you rather have
1 atg or +80 dmg from 2 shrimps,
1 uke or +90 dmg from 2 polylutes,
10% bleed or 20% collapse
because thats how void work, you always have one more void than counterpart, you just mindlessly take any void that isnt lens, band or clover. Then what is the point of this item category if decision making is practically dead and you always pick them up like regular items.

steel oracle
#

!feedback

Add Multiplayer split screen

obtuse token
#

!feedback

Add the option on consoles (I'm on PS5) to transfer the audio that comes from the controller to the actual game itself on the TV screen.
For me at least it's incredibly annoying having audio come from my controller and I would much rather the audio actually come from the game itself. The only "fix" I could find was turning off controller audio in the PS5 settings which only just mutes the audio entirely and doesn't actually transfer it. Please add this feature. It's very annoying to deal with

halcyon storm
#

!feedback

more consistent multiplayer rejoin after disconnecting, rn you can rejoin but game sometimes sends you into spectator mode thinking you actually died

and ability to join the ongoing run of your friend with invite or smth would be nice

languid musk
#

!feedback

Hide buff icons of effects that have other, more visible, visual effect (Safer Spaces and Oddly Shaped Opal bubbles for example)

obsidian lynx
#

!feedback

Extra stacks of Faraday Spurs should build up the movement speed buff faster

sharp star
wraith pulsar
#

!feedback

This might seem a little unfair at first for people who don’t have the dlcs, but can there be special end cutscenes if you do multiple final boss fights in a single run?

I’ve done a few runs with my friends where we defeat the (spoilers ahead read at your own risk) Solus Heart, False Son, Mithrix, and Voidling in one run; it’s really fun but maybe a little unsatisfying to go through that run and not see anything more than the credits and the scoreboard (nothing wrong with either btw).

It could simply be an Easter egg for doing all of the bosses in one run, and you don’t need all of the dlcs to do it (just do the final bosses for the DLCs you have).

I feel this would make the final bosses for the DLCs — if you decide to keep going with your run after the fight — have more weight and significance than simply ending the run as normal. I didn’t have any specific ideas of what the cutscenes would entail, maybe just bits of unexplained lore or the aftermath of your presence, but I think it would be fun and a good reward for the challenge! Thanks for reading this far!

daring summit
wraith pulsar
warm quest
#

!feedback

(I can’t tell if this is a bug or not because I have not played captain in ages but…)

I played two games in a row where I was playing as captain on switch (2/3 DLC, no alloyed collective, im shame on me frogmando) and for both of my runs, each time i went to place down a beacon, thete was no indication of what the options were; their was just the option of left or right, but there was no icons to indicate what type each option was.

If this is normal, I would say it’s confusing UI/UX.

If this is not normal, add it to the pile of Switch bugs.

PS: None of this is written in anger; Game dev is complicated, love the game so far, keep it up commandoheart

warm quest
#

!feedback

The ability to internally request to join your friends (of same console type) when they are online and in-game

main rain
#

!suggestion

I know this is probably heard a lot, but I'd love the ability to crossplay with PC and consoles

tiny zinc
violet wagon
#

And never going to happen. Sidenote. Mods can you make it so idea and suggestion work? Idk how bots work so yeah... Just an !Ideaengiclueless

crystal silo
vivid steeple
#

!feedback you should add the ability to read through all your current Debuffs, buffs, and status effects when you open the inventory page (much like how you can read through your abilities and items). Because right now it can be very confusing to know what is what when just eyeballing your status bar.

cursive stump
#

!feedback logbooks for killing elite enemies would help new players learn what each elite type does. for the model you could just show the aspect, but the description would be what the elite affix does, and … maybe some lore 😳

vivid steeple
#

!feedback some variety of an emote wheel, with just a couple of very simple ones such as a point, maybe a wave, sitting down, or perhaps a dance. It would add a lot of extra detail to characters and would improve communication if you can’t be in a vc, as markers and spinning around only do so much

queen socket
#

!feedback
Lunar seers in the bazaar between time should say what map they go to if you expand the prompt (it can be really hard to tell from the images with the effects on-top of them) maybe only says in the info expand once you've gone through one that goes to that stage before

sonic shuttle
#

!feedback, dramatically increase friction/loss of momentum, on frag grenades to help them not veer off course too much from hitting surfaces

thin tiger
#

!feedback
Let Huntress spawn with crowbar by default.

daring summit
#

!feedback
most of false son's animations look janky as hell. this is only one of the examples but like what is this. CHEF's jump animations also look just as bad and this clearly doesn't HAVE to be an issue because seeker and drifter's animations look pretty good and aren't this stiff and weird so like. the team should go back and touch them up because this just looks awful

rough ferry
#

!feedback

Make it so when you pick up a C_FocusCrystal Focus Crystal, our character in chat goes: “Time to lock-in.”

maiden prairie
#

!feedback
separate gold eclipse levels by vanilla or dlc.
If I get eclipse 5 on all vanilla characters, there should be a smaller reward than gold to show I did that. Same with sotv- they should have a purple eclipse icon or something. SotS would get green, and AC would get the cyan blue

rough ferry
#

!feedback

Have something similar to the Golden Pot from Getting Over It where if you beat Eclipse 8 with a specific character then the icon slowly gets more sparkly until the 100th win where it turns mega sparkly and shiny

Then 1,000 wins makes it diamond

Then 100,000 wins makes it platinum

Then 1,000,000 wins makes it Galaxy

Then 1,000,000,000 wins gets you a $5 DLC-only gift card

rough ferry
#

!feedback

Make a separate feedback channel for joke feedbacks

compact zinc
#

!feedback
what we need is crossplay ( between risk of rain 2 and rorr)

ionic bobcat
#

!idea can ALL characters get prime meridian skin (excluding heretic)

unique pilot
low current
#

!feedback
Make False Son's alt secondary(Lunar Stakes) fire automatically/as long as you hold the button down like the default secondary(Lunar Spikes). As far as I'm concerned its the one thing holding it back from being better than Lunar Spikes since his gameplay relies on switching between the extremes of lunar tempering and not being able to vomit out all of the charges quickly really gets in the way of that, especially late game or when your potato of a pc is running at 1 fps because you decided to pick up ICBM or molten perforator(inputs lost to lag). Also m2 finger tired.
Don't need agile, just autofire

low current
#

!feedback give false son his pre-lunar corruption form as a prime meridian skin. you already got him questioning how he is fighting himself, why not some more time paradox?

low current
#

!feedback
Make drifter always smack junk cubes towards the direction she's looking in. Might have to reuse some of that bolstering lantern+eccentric vase bug to make it work(when hit junk cube shoot a ray out from the player's cursor. whatever it hits first(enemy, max length of the regular targetting already in use) gets used as the coordinate for the whole pile of targetting math you already have).
This allows for junk cube to actually be able to be used to hit fast moving airborne enemies(current version won't let you shoot upwards at where a target would be) and grants Drifter vertical mobility via "the pioneers used to ride these babies for miles"/BotW statis catapult thing(stand on box and hit to launch the box with you on it, may require slight expansion of s1 hurtbox for junk cubes specifically) so you can chase down those xi constructs that fly away and never come back down

leaden radish
#

!feedback
The description of transport mode should remove the "heavy" tag at the beginning of it, and instead say "scales with your movement speed" at the end of the description, as it's inaccurate to the affix and misleading as it's completely different to the gauntlets

gloomy blaze
#

!feedback
Secondary skill idea for Survivor_Huntress
"Razor chakram"
Throw a chakram for 200-350% (chargeable) damage, dealing 50% return damage on the return.
This skill is manually aimed, letting huntress have an ability that doesn't rely on her auto-aim.
The projectile speed is fast at first, slowing as it returns, being slightly inspired by ReturnsHuntress alt secondary

vivid steeple
#

!feedback make captains utility and special skills work in hidden realms. I know it comes from the safe travels and it can’t be reached while in hidden realms, but it makes for a particularly grueling solus heart fight as you are reduced to a hobbled old man.

gleaming fractal
#

!feedback make a crafting recipe for Orphaned Core at the wandering chef because best buddy is literally so cute and i want a reliable way of being able to get one in a run without command

gleaming fractal
#

!feedback drifter's bag gets slightly bigger as she collects more items, giving her primary and maybe some other skills like her utilities more range

vivid steeple
#

!feedback change the texture of loaders grapple hand when it’s grappling to a surface or enemy, because currently it is the basic skin blue colour no matter what skin you have equipped, I’m aware it’s a minor nitpick but it should match if you are using the unloaded, classic, or neoteric skins.

maiden prairie
#

!feedback
Triple 7 [common]
-# a necklace with 777 emblazoned on the front in gold
Increase luck by 0.1(+0.1 per stack)

luck values <1 give a whole value of luck every 1/x procs.
ex: 0.1 luck gives +1 luck every 10 procs, 0.3 luck gives +1 luck every 3-4 procs, 0.5 luck gives +1 luck every 2 procs, etc.

opal sage
#

!feedback as someone who used 2k support to give feedback and my ticket was #15791509 can you confirm if my ideas is happening in the game Edit: are you guys hating okay i guess no more void items and support characters and teleporter fixed so it spawns in normal places

left girder
#

pls add crossplay for consoles

opal sage
#

@random dune Are you saying no or yes

cyan sigil
#

!feedback

I was trying to come up with a twist on items like Cranch or Boots that increase your stats based on killing something

So here's:

PLUTONIUM ROD: Gain a +1% chance to inflict Decay on an enemy, dealing 450% damage to a regular enemy, or 750% to a boss enemy, over 5s. Each time you slay a boss enemy, gain an additional +1% chance. Maximum of 10% (+10% per stack). (Red item)

sand mango
tiny zinc
opal sage
cyan sigil
strange river
opal sage
low current
#

!feedback
better drone AI, again
add a maximum priority behavior to all drones to run away from void implosions(we have all seen a drone just sit there in the super kill hole until it kills them)
equipment drones get unique behavior based on the equipment. most can probably just stay with the spam equipment while enemy is detected but there are a few that could use improvement.
radar/seed of life(consumed): just use all the time with no enemy required
recycler: use on item pinged(M3) by owned player
foreign fruit: use when hp falls below 75% or 50%
gnarled woodsprite: use on ally when they are below 90% hp(including itself), could include active targeting to move towards injured allies instead of waiting for them to get into its targeting range
eccentric vase: on owner ping, move to within ~5 distance from owner and use towards ping
seed of life: automatically use if any other drones/players die to revive them

sand mango
#

!feedback better drone AI, again, again
make drones run away from enemies if at low health and (if possible) flee to their owner. Also make the player's destroyed drones easier to spot, especially high tier drones. It can be really easy to lose a drone because it wouldn't stop fighting some random enemy and it died 50 miles away from you

umbral berry
#

!feedback
Green item idea: Timeflux Field Prototype
All enemies within 18(+6)m have attack and move speed reduced by 10(+5)% and cooldowns increased by 3(+1.5)%
All allies (NOT the owner of the item) within the radius gain 10(+5)% attack and movespeed.

cyan sigil
#

!feedback

So I've been trying to think of barrier items for my Risk of Rain 3 concept, since in the initial item pool there weren't many. So here's a white item I came up with, since Topaz Brooch doesn't return:

OPULENT STONE: Gain a +10% (+10% per stack) chance to gain barrier on hit equivalent to 2% of your maximum hp

tiny zinc
#

this isn't feedback

cyan sigil
sick abyss
#

!feedback
Remove ally cap

eager stratus
#

!feedback

Fix the bug that stops you from being able to complete void seeds because there's always one enemy left

little estuary
tiny zinc
#

...an idea for a different game, they said risk of rain 3

fringe breach
#

Theres a bug on console where if you damage enemies into a wall or right before they hit the ground they clip through the map. Dont know if thats been said before. Also maybe mouse and keyboard support for console? Would be pretty sweet!

fringe breach
#

My B, Theres a console bug channel.

queen socket
#

!feedback

Add a Quest/challenge tracker UI element. It would probably fit below the timer and it would have a progress bar/counter and the goal of the currently selected quest (really bad mockup I made on my phone but it's the main idea)

opal sage
#

!feedback add more void items only 14 is not that nice, fix teleporters they spawn in weird places and the boss is far away from the teleporter position, and finally add more support characters. Idea for a void Distorted Echo void version of Warped echo, Distorted echo will half the damage you take first hit then 3 orb thingys will shoot laser to the enemies and deal damage to you (the enemies will take double but you take a half more)

terse meadow
#

!feedback

not letting the Regenerating Scrap appear as an option for the scrapper, add more to the bazaar, like Cleansing Pools, adding the skins of every DLC to other characters, like Drifter or Operator, who don't have Prime Meridian or AC skins

opal sage
terse meadow
#

Yeah yeah, I meant it as not letting Regen Scrap turn into normal scrap

queen socket
#

!feedback
Using the inspect button in the command menu should show the description for the item instead of the command essence description

opal sage
#

!feedback add more void items only 14 is not that nice, fix teleporters they spawn in weird places and the boss is far away from the teleporter position, and finally add more support characters. Idea for a void Distorted Echo void version of Warped echo, Distorted echo will half the damage you take first hit then 3 orb thingys will shoot laser to the enemies and deal damage to you (the enemies will take double but you take a half more). also fix the bad items for aegis make the 50% to a 200% so it can make decent barrier and make it also that if you have this item the speed of how barrier disappear is always the speed of when is full barrier and finally when you have barrier 100 armor this will make it a useful item and actually do it's job also all healing counts (beside your character regen but cautious slug still counts). And my rework for opinion (the horns legendary i can't spell it) ally half healing eclipse 5 doesn't count for this item you get half healing but the soul meter doesn't and a 1.5 damage multiplier to the skulls and the health jank is gone so it's does it thing without caring about your health and i be happy to add so the energy bar fills twice as fast

queen socket
#

!feedback
Make this channel a forum channel like #1113085067716214825 is with categories for suggestions relating to survivors, hud/menus, items, stages, and other things

hot sky
#

Add cross platform from Xbox to ps5 at the least I understand pc to console may not work bc mods but console to console should work

queen socket
#

!feedback
Make the wandering chef actually wander and have a (very small) chance to show up on any stage throughout a run

mint jay
#

!feedback This sounds stupid but can you add local co-op to ps4

mint jay
#

Like I know that the servers of the console are probably going to shut down next year but at least I'll be able to play with some friends

normal sand
#

!feedback GIVE CHEF THE ABILITY TO DO MELEE ATTACK AND HIS WEAPON TO BE A FRYING PAN! idc if that's a mod on pc it should've been a base game feature

tawdry coral
#

!feedback
–Artifact Of Unity–
inventory and money is shared between all players

quick nacelle
#

!feedback
Make a Nintendo Switch 2 edition to take advantage of the better hardware, including screen quality and joycon mouse controls. Also so that future DLC can continue to be released on Switch 2.

tawdry coral
#

!feedback
–Artifact Of Order–
apply the effects of a Shrine of Order to the player's inventory every stage to a slightly less extreme extent (As in: take a stack of items in each rarity and add it's stacks to another item in the same rarity. Or take multiple stacks, I'm not sure how crazy the effect should be.)

low current
#

!feedback
make solus wing and solus heart drop money
both kill your drones and generally leave you without enough to revive them as the only source of money is the non-boss enemies
also I find that unless you stretch out the phase with minions for solus wing, you don't get enough money to buy the TC-280 prototype drone(the vultures rarely give enough since they're a finite spawn

queen socket
#

!feedback
Add a cheese related item. It can do anything at all I just need to give the survivors some cheese.

Serious now, it could be like a bison stake but green with +25 +2X health added from the first cheese per stake (So 1=+25, 2=+50, 3=+100, 4=+200) instead because cheese is better than stake

queen socket
opal sage
#

!feedback add more void items only 14 is not that nice, fix teleporters they spawn in weird places and the boss is far away from the teleporter position, and finally add more support characters. Idea for a void Distorted Echo void version of Warped echo, Distorted echo will half the damage you take first hit then 3 orb thingys will shoot laser to the enemies and deal damage to you (the enemies will take double but you take a half more). also fix the bad items for aegis make the 50% to a 200% so it can make decent barrier and make it also that if you have this item the speed of how barrier disappear is always the speed of when is full barrier and finally when you have barrier 100 armor this will make it a useful item and actually do it's job also all healing counts (beside your character regen but cautious slug still counts). And my rework for opinion (the horns legendary i can't spell it) ally half healing eclipse 5 doesn't count for this item you get half healing but the soul meter doesn't and a 1.5 damage multiplier to the skulls and the health jank is gone so it's does it thing without caring about your health and i be happy to add so the energy bar fills twice as fast (giving my thing again since only one person gave feedback just a reaction)

vague pelican
#

!feedback come on guys, fix the bugs before putting major work into dlc? mul-t still eats equipment when he has retool, that’s stupid

lime compass
#

!feedback Would making Nemesis Commando official in some capacity be possible? Just curious, but I'd really appreciate it if we got him or someone like him. It's both a genuine question and an idea, FYI.

maiden prairie
#

Deity’s Reach [Equipment]
All enemies on the stage get hit for 10% damage with a 10.0 proc coefficient
90s cool down

opal sage
#

!feedback add more void items only 14 is not nice

opal sage
#

!feedback fix teleporters they spawn in weird places and the boss is far away from the teleporter position

opal sage
#

!feedback Add more healing support characters especially in the base game as there's none

gray pilot
#

Paul [Placeholder Equipment]
Does nothing, useless.
200s cooldown

-# P.S. Chill bro it's just a joke.

violet wagon
gray pilot
#

!feedback Her Resort [Boss]
Upon taking 10% or more damage of your max health, instantly heal for 50% of the damage and gain a damage boost for 5s equal to 60% of the damage taken.
Cooldown: 60s (-8% per stack).

queen socket
#

!feedback

Some sort of knight themed melee survivor but less movement focused than merc and more of a tank style skill set. (A horse/robot horse utility that does ram/heavy* damage would be cool as heck.

*Heavy damage is more damage the faster you move

queen socket
#

!feedback

Radar scanner that pings enemies instead of chests (maybe with an outline similar to a spectral arrows effect in Minecraft) with different colours for void/elite/boss enemies

gray pilot
#

!feedback

New lunar equipment that shares buffs and debuffs with everything in a 15m range. Including elites from enemies

hexed ravine
#

!feedback

switch 2 update

gray pilot
#

!feedback

An aspect of War

low current
#

!feedback
just make the prison matrix buff grant 10 armor instead of the lie of "+50% armor" that only affects character based base armor and is effectively useless for more than half the characters(outside of growth nectar)

gray pilot
#

!feedback
An item that requires certain items to be at full power

opal sage
#

!feedback Idea for a void Distorted Echo void version of Warped echo, Distorted echo will half the damage you take first hit then 3 orb thingys will shoot laser to the enemies and deal damage to you (the enemies will take double but you take a half more).

gray pilot
#

!feedback

Brings back the Umbrella from rorr

eager stratus
#

!feedback

Buff player aspects

opal sage
#

!feedback make the elite aspects more common half chance of a lunar coin i think would be fair

gray pilot
#

!feedback

Lunar Coins can be a secondary option for normal coin purchases

opal sage
#

!feedback buff lost seer's lenses to give 1% chance of one-shotting normal enemies

gray pilot
#

!feedback
Rework Warped Echo to Give 1% damage reduction (+1% per stack) instead of the initial 10%.

maiden prairie
#

Change lost seers to be guaranteed max health damage instead of a random chance to instakill

old:

On hit: 0.5% chance per stack to instantly kill target; bosses are immune

new:

On hit: deal additional damage equal to 0.5% max health per stack; bosses take damage equal to 0.1% max health per stack instead
maiden prairie
#

Void Crowbar idea:

On hit: send out an additional attack for 5% of total damage dealt this stage with a 0 proc coefficient
gray pilot
#

!feedback
Gesture of the Crowned
On activation, gain gold equal to your max combined health. But you lose 60% of your gold over 4s

opal sage
#

!feedback make it so that command doesn't affect singularities and instead only what you got from the singularity

gray pilot
#

!feedback
make the "increase ALL stats" also increase the Luck stat

chilly yarrow
#

!feedback
a rescue ship remodel would be nice, but at the bare minimum please make the doors actually close. you guys ARE allowed to touch the base game at this point

gray pilot
#

!feedback
Area of effect equipment to apply Weaken, similiar to Effigy of Grief.

opal sage
#

!feedback change the hermit crab achievement as it's just so fcking annoying why spend all the time to push them to get a single item come on gearbox you can do better

gray pilot
#

!feedback
Make Breaching Fin have a chance to Expose enemies

eager stratus
#

!feedback

Deadass just remove the Ethereal achievement.

I have been trying to do this for weeks and I am going insane

opal sage
#

!feedback Can you make it possible to mod on consoles

vocal crest
#

!feedback

not make it so gen 8 consoles wont get any more updates. that's my only gripe.

slow shoal
#

!feedback Due to how sprinting works in RoR2 when playing on a controller it's really annoying to constantly press the button assigned to it. So I've got an idea to fix this issue. Add a "sprint: toggle/hold" option. Steam input allows you to assign a command to the outer rings of the sticks so if sprint is set to "hold" you can assign "(whatever your bind is for "sprint" ex: L3)" to the outer ring so that the character always sprints whenever the stick is moved to the "outer ring" area. I hope my suggestion makes sense and makes its way into the next patch/dlc. (I'm sure there's an easier way for this but that's just what I came up with)

copper void
#

!feedback

gray pilot
#

!feedback
Give Solus Wing actual wings

cursive stump
#

solus wing vs chicken wing

gray pilot
#

!feedback
Rework Mithrix to only steal your items and then do the pizza attack 25 times at the final phase

low current
#

!feedback
make access nodes not stop spawning after killing solus wing for reliable access to the computational exchange. they could just not add solus amalgamators to the teleporter event since the collective has died to death.

gray pilot
#

!feedback
Make Beads of Fealty stack in a secret way

spring shale
#

!feedback
Fix the netcode

coarse mauve
#

!feedback
"Remove the alloy of the collective dlc is out" when you already own the dlc.

coarse mauve
#

!feedback
Maybe a bit nitpicky... make wandering chef better for multiplayer runs .. (people have their own chef? Probably so theres less time waiting on people just thinking while others already want their stuff to be combined)

low current
#

!feedback
bulk crafting at the wandering chef
once the recipe is filled out, clicking the ingredients again will add stacks to the input ingredients, prioritizing lowest quantity and left in that order for recipes that are just 2 of the same item

or add like an up/down arrow to the right of the recipe that lets you select quantity up to the limiting ingredient

it is in fact necessary for me to convert all 100 of my bison steaks into seared steaks on my 20 stage run where everything dies instantly from my existing on their continent

gray pilot
#

!feedback
make sure we can't accidently press enter

gray pilot
#

!feedback
Make the game work for players using touchscreen only

gray pilot
#

!feedback
buff lantern

coarse mauve
#

!feedback
Drone scrapper shouldve be the same as regular scrapper in terms of being able to scrap during teleporter event

fickle parcel
#

!feedback
I know he’s the starting character but I don’t think that’s justification for making/leaving him as the weakest survivor. If we compare his abilities on just a numerical basis, all of his abilities do dramatically below average damage, especially when compared with each new character added to the game (thank God his primary has a good proc coefficient). Frag grenade does pitiful damage when compared to the other in-slot abilities other survivors offer (is damage fall off really necessary?). Love this game, love commando, would love to see him get the love he deserves.

fickle parcel
#

Why do people not want commando buffed, genuinely. Would only be good for the game. I’m not whining, it’s just disheartening that probably my favorite character to play underperforms like crazy

cyan sigil
#

!feedback

Simulacrum needs updates. I understand it's SotV exclusive, and it seems that no older DLC content will be updated especially if it's Hopoo content, but Simulacrum needs changes. New stages, new events (like a False Son or Solus Heart spawn). It just needs so spice to make it more interesting because the foundation is there

carmine sail
#

They should add a workshop for console where there are mods for PlayStation/xbox

cyan sigil
#

!feedback

RoR2 should have something like the Providence Trials

gray pilot
#

Nerf Mul-T's Nail Gun burst from 12 -> 9

gray pilot
#

!paulback

random duneBOT
#

Paul sucks

maiden prairie
opal sage
#

!feedback make it so that command doesn't affect singularities and instead only what you got from the singularity

deep drum
#

!feedback
rework void fields again it would be funny

solar oak
#

!feedback
cross-progression between pc and console, or vice versa? I don't know if it's just me but I have stuff from console I would love to bring to PC instead of starting over.

near ether
#

!feedback
since Switch support is ended (at least it won't be getting future updates) please make a Switch 2 updated version. I would gladly pay money to keep enjoying RoR2 on my Switch 2.

[I would be willing to purchase on Xbox as well but lack of crossplay and crossprogression would keep me from doing so. I want to be able to play with friends and I don't want to start over.]

halcyon storm
#

!feedback
you should be able to print, scrap and buy drones (so you wouldnt lose all firepower as Operator) after dying on stage and playing as drone

gusty dove
#

!feedback
Fix the switch version crashes/freezes before abandoning it for good 🙏

coarse mauve
#

!feedback
There should be a limit option to how many times you could spawn as a drone.

gray pilot
#

!feedback
Green Item that grants more gold on kills +25%

lusty lynx
#

yall should add another melee character in the new dlc (if yall are making another dlc, i forgot)

maiden prairie
#

Warbanner should decrease xp needed to level up, to promote getting more warbanners in general. It doesn't have to be huge, but a 5% reduction in needed xp would be a game changer

queen socket
tranquil summit
#

!feedback
I think it would be really cool if we got a character like Paladin, the modded one. Their sword and design is really cool

warm wharf
#

They should do a base game update bringing back two ror1 characters for free

maiden prairie
#

It peeves me that the character select screen isn't two perfect rows without DLC, and you need SotV and SotS to fill it out. Gearbox should add 5 new free survivors (over time, not all at once) to fill out the first two rows.
This would also make it visually more obvious which characters are DLC and which are vanilla.

gloomy blaze
#

!feedback
drone idea
"Boxing drone"; a tanky melee drone.
Dealing rapid 200% damage punches, stunning whatever its currently attacking, operators special with them; 'knockout', the drone charges forward and does a 500% damage hit, knocking the enemy into the air and stunning it

maiden prairie
#

!feedback
Rework barrier into temporary health. Barrier no longer decays immediately, and instead waits 3 seconds before going down by 10% per second. Gaining more barrier resets this timer.

This would buff Aegis immensely, make every other barrier item quite useful (as opposed to very subpar, except for when you abuse eclite + visions of heresy), and set up the mechanic for more synergies in the future.

gray pilot
#

!feedback
Rework Safer Spaces to grant an extra safe hit per stack. Goes on a 20s cooldown because of the buff

gray pilot
#

!feedback
Eclipse Lite now cleanses every debuff you have on low health. Consumed on use. Regenerates at the start of teleporter events.

carmine flint
#

!feedback
remove those damn scrappers if you have artifact of control
edit: artifact of command

gray pilot
#

!feedback
Make Cautious Slug work for Hearty Stew.

halcyon storm
#

!feedback

multiplayer drone control problems

  • as TC-280 you can get stuck pretty easily and there is no kill yourself/teleport button
  • some drones are just unfun to play, junk drone with 120s cd skill for example (probably give them quicker player-exclusive offensive skill)
  • drones feel sluggish and slow to fly
  • drones are insanely op in any boss fight, you pull aggro and revive infinitely, best example would be Voidling
  • you cant swap active items or pick up new ones with Coupler (but you can pick up passive items?)
unborn hull
#

crossplay

gusty echo
gray pilot
#

!feedback
Drone Remote Operation
Let us become Tier 2+ as time goes on

clear hatch
maiden prairie
upbeat elbow
#

!feedback

Void Fiend Doesn't have ANY unlockable abilities and that kind of makes me sad since he is such a fun character to play so here are some ideas of what those could possibly be in a future update (or if they take inspiration from this).

Alt Secondaries:
Flood -> Tsunami
Tsunami non corrupted description:
Launch a Repulsive ball of void dealing 400% damage and knocking enemies back. At full charge area is larger, and contact with a solid surface causes a void leak, Fueling Corruption meter when near and absorbing HP from enemies near as well as hit by the projectile. (scales percentage of corruption meter filled with amount of HP absorbed by projectile version) dealing 1500% damage during projectile, and drains 3% percent of enemy HP per second.

Tsunami corrupted version:
Launch an unstable void vortex (projectile), that uncontrollably absorbs anything it comes in contact with dealing 700% damage per second and temporarily transporting all enemies to the void. upon contact with a surface or 3 second period the vortex collapses dealing 1600% damage and spewing enemies upwards.

10 second cooldown

Alternative Utility skill:
Trespass -> Invitation

Invitation non corrupted version:
Utilize the void by creating a pathway of condensed beam with his large arm, going in a straight line ahead for ~3sec scaling with movement speed, and can be shortened by pressing shift again. once pathway is finished being created, spiral around it in an orb like form until reaching the end. Converts debuffs into barrier

Invitation corrupted version:
going in a straight line ahead for ~3sec scaling with movement speed, and can be shortened by pressing shift again. once pathway is finished being created, spiral around it in an orb like form, launching tracking void spikes (amount scales with attack speed) dealing 200% damage. Unused spikes are absorbed, fueling the corruption meter by 2% for each spike. Converts debuffs into barrier

5 second Cooldown

I met the characterLimit

upbeat elbow
#

!feedback

Part 2

Alternative Special:
Suppress -> Embrace

Embrace non corrupted version:
Steal 10% of an enemies current HP and convert it into corruption meter. If the enemy is killed from the absorption it doubles the amount added to your corruption meter and adds a void barrier equal to ~30% of that enemies max HP over your health.

Embrace corrupted version:

(removes his special during corruption and replaces it with a new passive ability. pressing R will cancel the ability from happening when his corruption meter fully depletes and has a starting duration of 10 seconds.)

Visually: after activating the ability he gets knocked to his knees and grasps his head with his left hand for a very short period. Immediately after he spreads his arms out and explodes causing the fog that is inside the void to spread all around him into a sphere that follows him with a 35m radius.

Description:
start constantly draining hp from all enemies around you. In this state you have -200% move speed, a deep purple tint that pulsates on the edges of your screen obscuring your vision, sets your primary fire to your uncorrupted version and sets your attack speed to 1 attack every 3 seconds, and all abilities aside from your primary are disabled until it is over or canceled. Every time the HP absorbed from enemies adds up to your full hp it adds 1 second to the timer with a maximum duration from start to finish of 30 seconds. When 5 full hp bar is reached, you surge with void sending out a shockwave similar to the wandering vagrant that deals 3000% damage to all enemies inside of the sphere. when the ability finishes you gain immunity while an animation plays of him falling to his knees, then slowly standing back up. after that animation he can take damage and have debuffs applied again, but also has 40% of his max hp removed (just like the revive shrines from seekers of the storm, or glass shard) for 10 seconds or until 50% corruption meter has been reached.

tranquil summit
#

!feedback

The only way feedbacks get into the spreadsheet is if it reaches 40 up votes, which isn't possible, it's never happened before, so our suggestions are useless and fall on deaf ears.

This should be lowered to 20 so people actually have a chance for the devs to actually see their feedback instead of wasting their time

opal sage
#

!feedback bring the scrappers back if you have artifact of command

low current
#

!feedback
add the elite aspect equipments to the logbook

gray pilot
#

!feedback
Make the lava from Helminth Hatchery Ignite the player

crystal silo
#

!feedback
Make the aurelionite fragment drop at the center of the arena rather than from false son once you kill false son. As it stands now it can land on a pillar and on any survivor with low vertical mobility it's impossible to grab it.

gray pilot
#

!feedback
Make self-damage not apply curse in E8 runs.

gloomy blaze
#

!feedback
Make C_Roll_Of_Pennies prock on self damage, fall damage, etc, I really don't see it being op, esp on e8 you don't Wanna take damage anyway, and if your on monsoon then your on casual mode anyway

carmine flint
#

!feedback

Captain's M2 should be reworked
A single target stun that will be mitigated after they take any damage is pretty terrible
Maybe something like a mobility item would be way better as it has no mobility

gray pilot
upbeat elbow
#

!feedback

Please add cross play. It would make multiplayer more populated and could bring more players to the game if they can play with their friends

tiny zinc
upbeat elbow
#

But adding more of that post brings more awareness of how many people actually want it and adds more chances for people to vote for it to make it into the game

gray pilot
#

!feedback
Captain Resupply Beacon
Now also grants 2 extra stocks to all of your skills.

opal sage
maiden prairie
#

Allow players to select any eclipse modifier straight out of the gate. Winning a modifier above e4 sets the unlocked levels to e4, and winning above e6 sets it to e6

this is probably going to be divisive, so hear me out:

I think we can all agree that needing to beat the game a minimum of 144 (8x18) times for the goal of a golden e8 badge that doesn’t even give an achievement is kinda silly.
Additionally, on some characters, the eclipse grind is incredibly easy. You can just blitz through the first half of eclipse with no problem, and even in some cases can completely ignore modifiers (cough loader’s passive).

This change would let people cut the 8 rounds per character down to possibly 3, assuming you play e7, e7, e8 at minimum.

So lmk your thoughts, because I like the idea of eclipse and dislike the execution

cedar jay
#

idea: bring more drones and characters back from risk of rain returns :)

gray pilot
#

!feedback
Survivor Passive that when something can proc, that value is added to its proc chance /100. So with atg it will proc every 10 hits. And ukulele procs every 4 hits etc.

tranquil summit
tiny zinc
cedar jay
#

:)

opaque tartan
opal sage
cedar jay
#

YES

upbeat elbow
queen socket
#

!feedback
An item that gives +100 HP (maybe 50?) and is consumed after taking more than the total added HP (or at 25% HP). Kinda like a cross between a bison stake and a delicate watch.

rough rose
#

!feedback

Player-controlled drones should have a full skill bar available. It's nice to not be completely out of the game, but any drone that doesn't have a gun strapped to it for a low cooldown attack is unbearably boring to play. I find myself regularly considering remaining an observer rather than spawning back in as a drone. Most drones sport a 10-15 second cooldown on their sole skill. God help you if you pick the cleanup drone (24s) or, heaven forbid, the junk drone (120s)

In addition to current primaries, Operator's admin-override already carries secondary or special skills that can be used. Gunners would have their override as their secondary and a special would be added. Bombardment drones would shift this up so their existing skills take up its secondary and special slots, and would be given a new primary that has a quicker cooldown. Say, it shoots medium sized exploding laser balls with 1s cooldown. Equipment drone might have its override ram as a primary, with the equipment skill on secondary, and the special could be something that resets equipment cooldowns for the party. Slap a generic air strafe on the drones for their utility skill and you're good to go. TC-280 already has three skills when counting for override. All it needs is a generic mobility skill and it's completely fleshed out.

Or just ditch the shared mobility skill and leave it at 3 actives. The skills could be really simple. I just want to do more than be stuck durdling around for 10-15s, or upwards of two minutes per skill input. Four to six attacks per minute, as the average, is not something I ever want to subject myself to again, and giving us skills to cycle lets us feel more engaged as opposed to held hostage by long cooldowns just for the sake of being able to pick up items.

vapid ore
#

!feedback
Keep cross-play in mind when developing RoR3/the next title of the series.

carmine flint
#

!feedback

add a setting under "Umbrella Features" that allows you to hover over items during your menu in Artifact of Command to see what it does
it's annoying for players that forget the description

meager rose
broken garden
wintry bridge
#

!feedback
Bring risk of rain 2 into the gog platform

coarse mauve
#

!feedback make chance doll blacklisted on sacrifice, just how it is for beads of fealty in eclipse, there is zero utilization of it.

gusty tendon
#

!feedback holy sweet baby jesus substandard duplicator might need a nerf

really more than anything this is mostly just a problem when running artifact of command, but still:
by the time you loop, if you have even just a few junk drones, they start spitting out temporary red items like candy, including but not limited to the good old substandard duplicator

which, as I've figured out, quickly snowballs into a regular old standard duplicator if not an above-standard one if you have enough stacks of it, temporary or otherwise

sounds fine on paper, but I cannot sufficiently communicate with words alone how obscenely broken this can (and will) get, so I've attached clips of all the major bosses in the second and third expansions getting steamrolled in a matter of seconds at about 100 or so minutes in. there is absolutely no risk whatsoever to me as the player, thanks to about 160xV_Safer_Spaces that will practically never decay, and if they somehow do, I can just pick up 40 more whenever my junk drones vomit again and those will also practically never decay

all this is to say that with substandard duplicator, temporary items are no longer a massive but time-limited spike in power- just massive spikes in power with absolutely no drawback

if it were up to me, I would do one of two things (but it's not, so I'll propose them instead)

  • Picking up an item grants one or more temporary copies, following the same stacking rules as Sale Star. Temporary items last twice as long (non-scaling).

  • just blacklist substandard duplicator from being a temporary item and call it a day

coarse mauve
#

!Feedback
Remove Lunar Rerolls from the Bazaar

I believe Lunar reroll option in the newt bazaar just creates an unnecessary balance issue for normal runs. It basically gives players guaranteed extremely strong Lunar item and combinations without actually working towards them during the run

builds like Gesture of the Drowned + Spinel Tonic can get obtained very easily just by rerolling a few times. This encourages players (even new to the scene) to just cheat in Lunar Coins simply to force these combinations or other busted ones. Im actually fine with it that these items being strong isn’t necessarily a problem on its own, the fact that they are so easy to obtain through rerolls removes much of the intended fun in randomness and progression of the game

For players who enjoy choosing their exact same builds over and over again, Command already exists as a dedicated mode for those stuff. Removing Lunar rerolls will makes the game feel roguelike nature of standard runs and make progression feel more natural and earned for its difficulty

carmine flint
#

!feedback
instead of void items being like this

Player picked up Tougher Times
Make it like this

Player picked up Tougher Times -> Safer Spaces (65535)

gray pilot
#

!feedback
Make loader deal impact damage when she lands on the ground or on impact with a wall when using grappling hook

carmine flint
#

!feedback

make bison steak & titanic knurl (health increase) scale over time

gray pilot
#

!feedback
Make 2 white scrap compatible for a green scrap in the Wander Chef Station

gray pilot
#

!feedback
Make C_Soldiers_Syringe and C_Pauls_Goat_Hoof be compatible for 2 mocha in the Wandering Chef Menu

carmine flint
#

!feedback

QOL

  • Letting you bulk scrap drones (multi select)
  • Radar scanners showing the color of the item when they scan them instead of all of them being yellow
  • A way to remove those equipments from the map, if you're using artifact of sacrifice and overfarming a stage, it lags the game out
  • Remove saLe star & chance doll from artifact of sacrifice
  • This #ror2-feedback-and-ideas message
  • A way to pin achievements to see its progress or if it's already failed (e.g. multikill streak 2/15)
  • An autonomous selector for the artifact of command automatically selecting an item upon pickup
  • Remove the option to interact with another portal if you interacted with one, this happens too much in multiplayer for me at least
  • Highlight enemies when there are only a few left
  • When using the artifact of command, remove the option to select an artifact key or scrap box.. it's one menu that requires more time for no reason
  • The inventory menu sucks to be looked at when you're at over 20 items. Add a search bar or a drop-down for each player
  • Let you hover over your buffs/debuffs the same way you can hover over items to show what it does
  • A stat menu that shows your current stats
  • If you can join parties midgame but do nothing, why have it? Just remove it or allow them to actually join and play the game
  • Show what happens when picking up an item <1 times (e.g. Sale Star: Increase the chance of another item by 5%?)
  • No reason to make you unsprint during attacks if you can just sprint after. Just add toggle to sprint
  • Make the healing orbs from the necklace a different discrete texture, they look similar to green items when they are in the air
  • Random crashes from just the game freezing to your entire system not responding?? Literally does better than malware in destroying your current session somehow
  • Actually look at this channel, there's no reason to not
shut moss
#

!feedback make gup spawn on every stage
I miss them

misty prawn
#

!feedback add crossplay please I wanna play with my friends on Xbox sooooooo bad

upbeat elbow
#

!feedback Gilded coast boss fight should be harder, then the item you get from it is a permanent companion and not just during a teleporter event

meager rose
#

!feedback
Stacking Milestones:
An additional effect when you stack a certain number of items. Doesn't have to work on every item, just a select amount.
Examples: When you reach 10 lens-makers glasses, critical strikes now deal an additional 15% damage. When you reach 5 focus crystals, they now do an additional 2% damage each (22% total). When you get 5 old war stealthkits, they activate at 30% health rather than 25%.
Idk could just be a mod someone makes but I really like the idea

maiden prairie
#

oh hey, I'm in the screenshot :]

gray pilot
#

!feedback
Old War Stealth Kit should give a 60% movement speed bonus instead

teal pebble
#

add a man who throws hotdogs at bad guys

vague pelican
#

!feedback sorry to sound like a broken record but !!! remove dlc cap !!!! i like the dlc i bought i want more of it

dawn crescent
#

!feedback
The current risk of rain 2 version on switch often freezes randomly I’m not sure if this is a problem for all platforms but it’s very immersion breaking and irritating

gray pilot
#

!feedback
Make Lt. Droneboy also scale with Operator's attack speed when using ADMIN-OVERRIDE

rough ferry
#

!fortnite needs a Risk of Rain 2 crossover

Make it so when you mix Spare Drone Parts R_Spare_Drone_Parts and Box of Dynamite (why’s there no picture for this?) with the Wandering Chef, we get a new yellow item called Galactic Military-Grade Munitions and the drone that spawns is called Brigadier General Drone-man

Galactic Military-Grade Munitions:

All drones are 25% cheaper (doesn’t stack no matter how many players have one or how many a specific player has).

All drones have +50% (+50% per stack) max health, +30% (+30% per stack) attack speed, +30% (+30% per stack) cooldown reduction, explode in a 25m (+10m per stack) radius on death, and gain a gun that fires a tracking laser that deals 100% damage per 0.25s.

Multiple drones aiming at the same target can combine lasers to deal an extra 50% damage (1 drone does 100%, 2 drones do 250%, and so on).

Brigadier General Drone-man:

Same stats and abilities as Colonel Drone-man, but now you can ping an enemy or location to make Brigadier General Drone-man order all drones to attack that enemy or move to that location.

If **Brigadier General Drone-man **is dead, you cannot do this (skill issue)

chilly yarrow
#

!feedback
super little thing, but icons for main bosses defeated on the end game stats would be cool. just did a false son, solus heart, mithrix, voidling run and it could be fun to see that sort of stuff on the stats screen

carmine flint
#

!feedback
remove the cancelation of Lights Out from bandit when you start sprinting
this is the only ability that does this
the point of the ability is to get yourself out of a dangerous situation by replenishing your invisibility ability but without sprinting you'll be vulnerable which ruins the whole point of using the ability in the first place
you'll be hit very easily especially in early game without proc items

gray pilot
#

!feedback
Sentient Meat Hook should get more range with more stacks

opal sage
maiden prairie
#

!feedback
bump, because it's a good idea and we need more parity between abilities that can be similar to this

meager rose
#

!feedback
Make an Eclipse Drizzle mode where the enemies now get all the eclipse challenges and you get the opposite (as like a joke update for april fools next year or something)
(ED stands for Eclipse Drizzle)
ED1: You start with 50% more health and enemies spawn with -50% health
ED2: Your teleporter radius is +50%, elite enemies zones (like a celestine bubble idk what they're actually called) are -50%
ED3: Enemies take 100% more fall damage, you take -100%
ED4: You have +40% movement speed, enemies -40%
ED5: You heal+50% more, enemies -50%
ED6: Enemies drop +20% gold
ED7: Your cooldowns are reduced by -50%, enemy cooldowns +50%
ED8: For every 1 health you heal you gain 1 shield that does not decay over time but does not regenerate once lost (if you heal 8% of your health you basically have a PSG that does not regenerate) and enemies take permament damage

echo lake
#

Would lowk be cool if we know a bit more bout mithrxs race or providences race

cyan apex
#

!feedback —>Full<— cross play

gray pilot
#

!feedback
Equipment that temporarily gives you buffs based on your debuffs. 80s Cooldown and lasts for 9s.

queen socket
#

!feedback
A skin for all survivors that is a gold version of the normal one for beating eclipse 8 with that survivor.

meager rose
#

!feedback
A survivor or boss that uses the elements (Blood, mass, design, soul) because I think it's kind of lame that we don't see them in action.
Boss: Maybe they can change the battle arena using design to create obstacles and whatnot. Or spawn minions with soul/mass
Survivor: I think they'd be similar to Captain with their loadout (you get to choose two elements). Maybe they can use soul to buy drones for free or use mass to create a temporary drone (like a temp item, only lasts a minute or so) and can use design to upgrade it to a stronger drone (resets its timer). Blood would have to be used in a fashion different from Rex to make sure he is still unique

cyan apex
# meager rose !feedback A survivor or boss that uses the elements (Blood, mass, design, soul) ...

What about the survivor being a proper summoner class think captain with the ability to choose from 3 starting creatures and maybe he could have an ability that can fuse 3 of the same type create a stronger one… maybe they can be fused twice and on each fuse the creature could unlock an ability

I would vote for shroom, flying pest, Gup
Since the community finds the shroom just annoying, the flying pest is hated, and Gup is loved

meager rose
#

That'd be really cool

gray pilot
#

!feedback
Survivor Passive that has +1 Luck below 50% and +2 Luck below 25%

still citrus
#

!feedback
Gearbox, you have one job.

Buff N'kuhana's Opinion.

cyan sigil
#

!feedback

For a promo material, Gearbox should publish the official N'tormat in its entirety

leaden radish
#

!feedback
Please, please please please, if there is anyone out there reading this working in any official capacity with the game, i am begging you more then ive begged in my life to convince anyone and everyone you need to make a patch before dlc4, it is unacceptable to have the game still have so much jank and bugs and glitches that are going unfixed just for the sake of more content

blissful matrix
#

!feedback
Tar dlc, more tar items, tar survivors, I'm fiending for tar stuff. it has such little stuff in the game right now, so much to expand upon, it would be so cool to actually see more of the tar, and learn more of its lore. please, i beg of thee, expand on the tar.

tribal idol
tight saddle
#

!feedback
Imp's Red Dimension DLC pls

soft thunder
misty prawn
carmine flint
meager rose
#

!feedback
What about a character who makes enemies turn on each other (doesn't work on bosses) like how Voidtouched and regular enemies fight each other

leaden radish
#

!feedback
Please remove the current Contentsourcelimit, it will be even more prevalent of an issue with a 4th dlc and it is scamming people out of both replayability and money spend on dlc content

To those who arnt initiated, this is what the content source limit is:
https://riskofrain2.wiki.gg/wiki/Content_Source_Limit

To anyone on pc, I urge you to try out this mod:
https://thunderstore.io/package/Moffein/NoContentSourceMixLimit/

Risk of Rain 2 Wiki

Content Source Limit is a number that limits the amount of Expansion content that can be added to a stage's monster & interactable spawn pool at once.
This value is set to 2.
The game determines what expansion to add as follows:

Roll for two monster pools to add.
Pick interactable pools of same expansions
If only one monster pool was found, cho...

dawn crescent
#

!feedback
Let serrated dagger in the back activate bands
Please

solar harness
#

!feedback
markers on survivors for beating each final boss or ending runs per respective dlc method on monsoon, might as well ask this because there aint ever going to be voidling skin rewards

lucid niche
#

!feedback
It'd be nice to have more Simulacrum content. New stages from the dlc's as well as being able to obtain food items from chef.

gray pilot
#

!feedback
Alternate Gamemode with the theme of horror

distant grove
#

!feedback
We need FULL cross playyy please gearbox gods

hollow brook
#

!feedback

Artifact of Gluttony: Stages have more chests and their costs to open are reduced. Opening a chest makes the difficulty scaling jump ahead slightly. (Does not take effect in hidden realms)

gloomy blaze
#

!feedback
New enemy.
a member of the lynx tribe that shoots a crippling blow dart applying a special debuff that disables all your buffs, aswell as putting them on cooldown (if the buff has one) when the effect ends.

maiden prairie
rough ferry
#

!feedback

Hades’ Zagreus crossover skin for Mercenary

gray pilot
#

!feedback

Artifact of Heall

Everything heals 1% hp/s.

meager rose
#

!feedback
An artifact that gives you a random artifact per stage (like Metamorphosis but artifacts not characters)

rough ferry
#

!feedback

Artifact of Restoration (or Artifact of *** WHY WONT THEY DIE?!?!?! ***)

All healing items are doubled on pick up

All enemies also pick up all healing items you get

All healing effects are doubled (happens after every other healing thing is calculated)

meager rose
#

!feedback
A new artifact that gives you a random Eclipse modifier every stage
Maybe you get the artifact code once you beat eclipse8 on any survivor? (Like it becomes hidden in the eclipse screen yknow?)

gray pilot
#

!feedback
Artifact of Cognation

gray pilot
#

!feedback
Scrapping the Mk. 2 drones for Regenerating Scrap

rough ferry
#

!feedback

Artifact of The Devourer

Every 10 minutes, summons “The Devourer

The Devourer: A gray/grey slime creature that eats 1 character (ally or enemy) that is smaller than itself every 7 seconds, growing in size every time it eats something

When it eats something, it heals +25% of its max health

gray pilot
#

!feedback
Fix the 2nd doppelganger from vengeance with swarms active not inheriting all your items.

rough ferry
#

!feedback

When Miner gets added, also make a Minecraft Steve crossover skin ;]

rough rose
#

!feedback

Change Tornado Slam to slam instead of bounce on contact with large enemies. Bouncing instead only if the skill button is still being held.

(And keep the instant speed two or three-hit AoE that you can currently enjoy when primary canceling the skill immediately. The 820-1040% burst with junk generation is very important)

meager rose
#

!feedback

idle ether
#

!feedback can we get arrows to move to the next item when inspecting them, instead individually going in to to look at one and then exit the inspect another.

rough ferry
#

!feedback

A character with a convoluted unlock requirement in Risk of Rain 2 kinda like Robomando in Risk of Rain Returns

Doesn’t have to be the same unlock requirement or Robomando as the character unlocked, but something that fun to figure out how to unlock would be amazing

gloomy blaze
#

!feedback
Alt primary for Survivor_Huntress
draw back and unleash a spread of small arrows, dealing 75%x6 damage (0.5 proc) crits cause the arrows to ricochet to nearby enemies (max 5 times if it crit chains).
Agile, but has to be manually aimed

white reef
#

!feedback
New Equipment that mind controls
120s cd
Temporarily turns all enemies in a 5m radius into allies for 10s

gray pilot
#

!feedback
Enemy with a natural Tougher Times

cedar jay
#

mul-t should get a flamethrower that can only be equiped in one slot does not work with power mode and can only recharge via other weapon kills/will recharge slowly otherwise(charge from kill will be reduced based of of xp level)

visual oracle
#

!feedback
A new feminine athletic dancer survivor with a lightning whip with a medium range /semi melee range. The whip scales with attack speed. Ability to stun, ability to chain lightning and ability to whirl the whip around while dancing, hitting everything in a large circle around the survivor.

visual oracle
#

!feedback
A dagger wielding melee thief survivor with the ability to throw knives on her MB2. Shadowstep utility that makes the survivor blink a short distance and gain Invisibility for 3 seconds. A passive special skill that gives her the chance to 'steal' an item, dropping items at a random chance just by killing enemies. Rarity scales by critical strike chance.

visual oracle
#

!feedback
A heavy armored paladin survivor with a big energy shield, a sword and a hook to pull enemies closer. His utility skill is mount/dismount where he rides a futuristic heavy motorcycle, but he cannot attack as long as he rides it. It increases his otherwise slow movement speed a lot. He can however crash the bike into an enemy, dealing a small portion of damage and stunning, while it automatically dismounts the survivor and begins the cooldown. His special skill is to use his shield to tank damage, converting the damage received into energy that can be released into a large AOE energy blast once fully charged. Large damage at the cost of a long cooldown.

compact solstice
#

!feedback
Tangential to the bloated status of the item pool in the game and the evolution of its mechanics

I dont think there has ever been a instance of me getting a Growth nectar and not immediately hitting the 4 buff cap, the game throws so many random buffs at you this item really has no real nuance and is just a flat stats up unless you get it on some miracle stage 1 or 2 chest, similar thing happens with death mark but you do find it more often early game, yet you know its going to activate eventually because of the natural influx of debuffs the game adds to your kit.

It doesnt evoke anything closer to the amount of satisfying decissionmaking i had years ago when trying to make Death mark work when the game had only like 5 debuffs that arent tied to red items or character specific.

This item concept was dead on arrival on the current state of the game, while death's mark's was designed for another age.
In the end both lack any real nuance besides doing nothing early game and just act as boring flat damage items.

These items could work better if they are recontextualized around the game this is, not the game it was.
Many enemies, mechanics and items share this same sort of dilema, and the game keeps accumulating this debt that dilutes the experience of playing it, yet the developers have 0 intrest on easing it.

lapis orchid
#

!feedback {Guidance Pools} A way to got rid of void items, it works similarily to cleansing pools, but instead of dropping pearls, it drops a new item called Beckoning Carapaces (Since basically everything from the void pertains to crabs in some manner.) What the beckoning carapace does is it increases the chance of getting a void seed by maybe 3% or something, because void seeds are fun, and gives you the uncorrupted form of the thing you corrupted. And for lore, same thing as the cleansing pools. This would be available on the "Path of the Colossus" stages, which you can now take the green portal again, but you just can't go to the prime meridian at the end of it.

ocean dome
#

!feedback
switch 2 versions of the new dlc, i understand that switch 1 is no longer the newest console, but completely removing an entire platform that still loves the game and can run the new dlcs very well, switch 2 versions would be perfect, and many of us love to play ror2 on the go, and it is the only gen 9 console that is left out of the console releases

scenic shard
#

!feedback
Dead horse, I know. But for the love of god please please add a gamma slider on console.

jaunty fulcrum
#

!feedback
Please Add Item description/stats on items on console

rough ferry
#

!feedback

Make the name of the 5th DLC “Knights of The Sun”, where warriors from Petrichor V’s star start attacking the planet and its inhabitants, and also you since you’re there

And maybe the boss is on the star, so you need to aim the Primordial Teleporter on stage 5 at the star in order to get there

gray pilot
#

!feedback

Abyssal Plane

gleaming kite
#

!feedback

Cross-play would be amazing

fringe trail
#

!feedback
We definitely need an achievement for petting best buddy.
Name: Who’s a Good Survivor?
The description could be something like, pet a friendly summon.

gray pilot
#

!feedback
QOL for Wandering Chef's Menu to be in bulk trades

proud eagle
#

!feedback
Make Functional Coupler keybind be changeable to just pressing 1 key instead of two, mostly for console players

prisma cypress
#

!feedback
Can we see more free updates if possible? Please?

slender shard
#

!feedback
Add more skins for DLC characters (and base game as well if you want). I crave it. you have no idea.

cyan sigil
#

!feedback

HC or maybe a future dlc should add some more Brass enemies. I have an example:

Bell Cultist: Very similar to the Clay Men, they'd run around and would be equipped with like a gong mallet thing they could hit you with

meager rose
#

!feedback
A dlc where we go to another part of the Moon (the dark side of something) and we find unfinished works of mithrix from his time stuck on the moon and it'd be like the Path of the Colossus kinda but you'd need at least 5 lunar items (maybe one lunar item and it'd be like the Beads but instead of unlocking a Moment, Whole you'd unlock the portal to the Dark side of the moon path) and once you beat stage 5 it'll spawn a portal where it'd spend the next five stages on the moon and it'd be scaled for looping so it'd actually be hard and it'd also introduce a few more moon enemies so it isn't so bland. After beating the stage 10 you'll go to Commencement like usual with no option to return to the moon. Maybe during the Mithrix fight his dialogue could change a bit because you're technically one of his Followers with all your lunar items

gray pilot
#

!feedback
Singularity Band now procs like they way the other bands used to ("8% chance to proc")

sonic shuttle
#

!feedback
Make nanobots unable to destroy Captain's Probes and Diablo strike

This prevents the major fiasco that is Captains with drones/turrets. Where they will jist give extractors many nanaobots and will cripple Captain's damage output for the horde the thing is buffing

gray pilot
#

!feedback
Genesis Loop now shocks enemies

opal sage
compact prairie
# gray pilot !feedback Genesis Loop now shocks enemies

!feedback Genesis Loop should activate before Unstable Transmitter / Power Elixir to make it actually useable and worthy of its tier as a boss item. I can count on one hand the number of times genesis loop has activated and been helpful in my runs

humble vector
#

!feedback
If False Son is holding forward in a direction during a slam, he should bounce forward, allowing for a bit of hit and run strategy and synergy, with one of them being with H3AD-5T v2, causing you to go farther forward.

jaunty fulcrum
#

!feedback
Have a setting where you can enable or disable, when in single player and grabbing an item (artifact of command) the game pauses. (Console my main reason behind this)

gray pilot
#

!feedback
Defense Nucleus should give 25 armor per Alpha Construct (Spawned by the item itself) on your team

violet wagon
worldly basin
#

!Feedback Buff leeching seed...
PLEASE

lapis orchid
violet wagon
worldly basin
#

!feedback
Split screen orientation setting.
Tv is way too wide and i can't read or see almost anything.

oblique wadi
#

!feedback
Gunner turrets could use some love, theyre alright but just alright.
I think a red item (or yellow maybe) that allows you to share 1 item (+1 per stack) simular to the how you give items to the eggs with lemurian artifact.
Be a fun a cool buff with out touch base stats

hollow brook
#

!feedback

The vines that appear when Rex sprints should change appearance based on the skin you’re using.

maiden prairie
# lapis orchid !feedback Genesis Loop activates at 30% hp, but the wandering vagrant can now a...

!feedback
gen loop should store damage dealt to yourself (similar to nkuhana’s opinion) and should activate when that stored amount is equal to 25% of your max health. You can proc it 1(+1 per stack) time per minute

This would make it slightly different and not require you to waste watches or elixir, while also keeping it moderately similar and still proc consistently when at low health

gray pilot
#

!feedback
Survivor passive that does average damage. Most items will NOT proc (i.e. atg, ukulele, etc.)
1 Atg would grant +30% damage
(1 Pocket I.C.B.M would make this +90%, 2 stacks would make this +135%)

1 Ukulele would grant +20% damage (up to +60% if enemies would be in range of ukulele normally)
(2 stacks would grant up to +100% damage)

opal sage
#

!feedback add the more stats mod to risk of rain 2 aka dps and your characters stats

tight saddle
#

!feedback
add new game modes and some trials

gray pilot
#

!feedback
Lepton Daisy should heal you when you are below 25% along with 50% barrier during the teleporter event prioritized over most items. Can happen 1 (+1 per stack) time.

gray pilot
#

!feedback
Give drifter another cleanup projectile that stops enemies and projectiles in time.

broken garden
#

!feedback

blacklist heresy items from the enemy item pool when you have eulogy zero

dull hollow
#

!feedback

Give Seekers of the Storm survivors the prime meridian skins (false son could get the uncorrupted version of himself for example) and the alloyed collective skins for Operator and Drifter

gloomy blaze
#

!feedback
Item idea:
"Kelp blossom" void item (consumes U_LeptonDaisy) 'killing an Elite releases a healing nova, healing all allies in a 15 (+5) meter radius for 5%(+5%) max hp'

empty helm
#

!feedback
Pot rolling to get the bands should be less janky

ancient laurel
#

!feedback
a custom run alternate game mode that allows you to alter

  • item, stage, and enemy spawns
  • things that enemies have
    • this could be items or even artifacts
  • modifiers like gravity, damage, move speed, etc
  • difficulty scaling
  • interactable spawns
    • also maybe costs?
  • other things that would make sense here, too
    ive seen quite a few people want some way to play that lets them blacklist certain items, especially with all the dlc enabled, but still want to play with certain important ones. same for enemy spawns. also saw some discussion about wanting to choose what stages are in rotation, and i think that would all be a great idea for an alternate gamemode. this should not count towards achievements
high zealot
#

!feedback
another survivor ability update, heres a few examples that come to mind.
1: engineer turrets, new kinds of turrets, like a heavy turret thats slow firing but deals alot of damage,
or a turret that slows enemies down.

maybe a flame turret thats a flame thrower.

you could also have 2 different turrets at once, to have more intresting strats

2: operator tactics, different ways to control your drones,

you could set paths that the drones patrol in (go back and forth through the path).

maybe you could set goals for the drones, tell them to search the map for chests to ping for you, or go out and kill enemies.

3: railgunner amunition, we already kind of have freeze rounds with her alternative special, but i mean her secondary, the firing methods would stay (the base and the alt) but you could also change her ammo, like a explosion round, or an armor piercing round, or a flame round.

i have more ideas, but i dont want to create an even bigger wall of text.

severe goblet
#

buff commando

azure narwhal
#

make brilliant behemoth a chef recipe (Pocket I.C.B.M + AtG Missle Mk. 1)

rough ferry
#

!feedback

Add the Ancient Spear from RoR1/RoRr to RoR2

What it could do is add 1 extra charge to your Special and every stack after that will either make the Primary 25% more accurate or add 1 charge to primaries that have charges

meager rose
dull lake
#

!feedback
What do you think about this QoL Drifter change?

gray pilot
#

!feedback
make Voidtouched enemies spawn naturally with Honor

meager rose
#

!feedback
An item that buffs level up effects and it stacks like Sale stars/tougher times in the sense that each stack gives less and less percent increase

twin flax
#

!feedback
More DLCs will probably give you diminishing returns, so it might be better to profit from expanding the player base. I think adding new game modes and customization for the base game or existing DLCs might help with that.

cobalt quarry
scarlet ridge
#

!feedback
give void feind actual alternates. ik his entire gimmick is that the "alternates" are his rage mode,but it feels INSANELY unfun and static to play with. he also just feels pretty underpowered compared to most other dlc characters like railgunner or false son

forest crypt
#

!feedback
Tooltips when hovering buffs/debuffs

kind forge
#

!feedback
Add LAN mode to replace the dedicated server and to allow local network games on steam deck

gray pilot
#

!feedback
Make Aurelionite spawn as a different elite when playing with Artifact of Honor.

maiden prairie
#

!feedback

Artifact of Seeding
all random occurrences are based on the same seed. Seed changes every 24 hours.

This would affect maps, items, chest spawn locations, what enemies spawn, how enemies spawn, and so much more.

I really like the idea of prismatic trials, but I feel it’s a bit reductive in its gameplay, and sometimes I wish I could just run a regular game multiple times for practice.
This would also allow people to play single-player “pvp” games.

crude ginkgo
#

!feedback

PLEASE fix the MUSIC PLEAASEE
the soundtrack is absolutely amazing, so amazing in fact that it bothers me a little that i never get to hear it in its entirety in the game itself, specifically the teleporter themes
in returns, you start the teleporter, the music plays, and CONTINUES PLAYING until you teleport away, in ror2, you start the teleporter, the music plays, but only until the teleporter is FINISHED CHARGING which leads to most of the time only hearing like uuh.. the first minute and a half of the song which is a little sad because it cuts off right at my favourite part of a torrent that can't be downloaded. frowny face emoji. :(
and don't even get me started on mistery. this is so sad there's this sick ass synth solo and you never get to hear it unless you leave for a bathroom break at the start and leave the game on or something, so yes, please give us more opportunity to enjoy the music, the awkward silence is. well. awkward.

high zealot
#

!feedback
a restart and back to lobby button for the ingame pause menu

neon walrus
#

a car character

cobalt quarry
#

!feedback

Uncommon (Green) item

Expedited Suffering

Inflicting a stackable Debuff has a 10% (+10% per stack) chance to inflict an additional stack.

gray pilot
#

!feedback
Give Mithrix a combo ability (similiar to Blinding Assault) with his m2 where he swings once and quickly swings twice. And finishes with the hammer slamming into the ground and creates 8 Lunar Orbs.

pseudo inlet
#

!feedback
I heard that the devs didn't want to add skins for characters that would require multiple DLC, but... I just wanted to throw in some feedback that I -really- wish more characters had more skins to unlock. Like, Seeker having a Prime Meridian skin, for example. Unlocking the skins is one of my favorite parts, and I really love unlocking them! I personally wouldn't mind having to own multiple dlc to get all the skins.

rich pelican
#

also y'all should do smth about mults skin fr
aside from the collective variant they're so underwhelming compared to other survivors

shut moss
#

!feedback
there should be an artifact or a way to disable some items in item pools, this way people who still want the content of the dlcs can still reasonably find base game items. this can lead to some incredible godruns aswell

pseudo inlet
pseudo inlet
#

!feedback

Similarly, could be nice to have one to ban certain enemies.

Artifact of Imprisonment

Select up to 3 enemy types when choosing this artifact. These enemies will not spawn for the duration of the run.

I love alloyed collective but I HATE the purple beam orbs that disable items. So I don't want to disable the expansion but something like this could work

gray pilot
#

!feedback
Artifact of the Family

pseudo inlet
#

?

twilit dew
#

Please rework buzzsaw on mul t. It can be fun sometimes but the moment theres a flying enemy the run ends. My suggestion is to make the powersaw throw out like a boomerang and it can stay in place until you recall it like a boomerang, or hell make it like shurikens or something. Please rework powersaw on mul t. anything for range .

worldly basin
#

!feedback
Could we please make false son's m1 animation... Better?... And more fluid?

late rain
#

!feedback

Allow the MUL-T utility to cancel early with another press of shift. This would allow a bit more flexibility in how its used and let it not send you off the map as much.

broken reef
#

!feedback
Give captain different abilities when he’s in different realms like the voiding boss arena or the bazaar

tight saddle
#

!feedback
Make more Simulacrum stages!!! Please give some updates to this interesting game mode!

gray pilot
#

!feedback
Make Hacking Beacons also hack enemies to have less attack speed or something like that

white reef
#

!feedback
Add the immortal snail as an artifact, but its instead a beetle with 2x~ its normal speed. And it spawns 10 meters way from you at start of stage, but if you are 50+ meters away it teleports 10 meters away again. (And it would be doubled by swarms)

pseudo inlet
#

!feedback

Drifter's tornado ability is so fun when it works but feels rough bc of rng enemy spawning. I also never really get the slam off because I'm no longer near the enemies from going through them or rebounding away from them.

It would be nice if the ability bounced off walls/objects too, that way it was a little less rng dependent.

Also I think if you basic attack to cancel it should activate the slam attack.

pseudo inlet
sage helm
#

!feedback
if you have artifact of command on and an item drops in which you can only select 1 option (scrap, sentry keys, etc) you shouldnt have to enter the command screen to grab it, it should just drop as aif you didnt have command on

north scroll
#

!feedback
if operators CMD-Swarm ability hits his Amp Core with a flaming drone (the ones caused by crits), the resulting Amp Core explosion should apply burn to all enemies hit

gray pilot
#

!feedback
Make the Stone Titan Summon 3 Stone Golems with its new primary that has a cooldown of 10s

near crow
#

!feedback
Add more stages to simulacrum.
There's only 7 stages which is very repetitive I would love to see more base game maps included aswell as the dlc stages in the gamemode

drifting cedar
#

!feedback
Boss rush game mode,

this idea was shared probably a ton of times, but it's because we truly want it

high zealot
#

!feedback

SIMULACRUM SKINS!!!
skins you get for reaching stage 50 of simulacrum, also more stages for simulacrum like that other guy said

gray pilot
queen socket
#

!feedback
Borderlands Collab because both are gearbox and Zane as a skin for bandit would be peak

deep drum
#

!feedback
An umbrella option for pausing the game whilst in an interactable's selection ui.

These menus can be hard to quickly parse information from for some players, and as it stands being able to do so is vital as standing still even for short durations can be dangerous. Adding a pause would make these mechanics more accessible to people with conditions that may affect their eyesight or visual processing

Additionally, the ui is also generally cumbersome to navigate on controller, so it would probably see use in that regard also.

Theres more than enough potentially time sensitive interactables for it to be worth implementing in my opinion:

  • Scrapper
  • Drone scrapper
  • Void potential
  • Aurelionite fragment
  • Devotion egg
cobalt quarry
#

!feedback

Binary Stars

Lunar Item

Each chest can be opened 1 (+1 per stack) additional time for a different reward.
BUT
Monsters also receive the lunar-created item(s), if picked up, for the rest of the stage.

queen socket
#

!feedback

After beating an eclipse modifier your able to use them as artifacts in the base Difficulties (Drizzle, Rainstorm, Monsoon) so if you wanted to have faster enemies but don't want the other eclipse modifiers or want to do eclipse with other artifacts you can

pseudo inlet
meager rose
#

!feedback
An artifact where you "forget" the item you picked up half a minute later and/or when you pick up the next item (if you don't pick up an item for half a minute the most recent one disappears and if you pick up an item under half a minute the previous item disappears). The item will disappear from your inventory AND character but its effects will still be seen (I.e., a shuriken will still be visible when released)

maiden prairie
#

!feedback
artifact of delusion is the only artifact that has no effect with at least one other artifact (sacrifice).

I propose delusion should be changed to drop the potential-looking thing on locations where items dropped, instead of needing to interact with a chest first.

gray pilot
#

!feedback
Make the Devotion Artifact Spawn an Elite Lemurian if the replaced drone was uncommon, and an Elder Lemurian if it was a Legendary Drone replaced

sage helm
#

!feedback
make artifacts synergize with sacrifice. having swarms shouldn't lower the chances of items dropping. the wisps from soul should be able to drop items. honor should have the default elite chance.
in a game where the point is to have epic synergies with items i fins these limitations quite annoying

rich pelican
#

!feedback
void themed skins for defeating voidling (no one fights the voidling after killing it once)

woven venture
#

!feedback
Steam Deck / Steam Controller compatibility improvements:
2 routes, Simple and incomplete: allow mouse aim input to not disable controller UI, to allow Steam Input's globally available Gyro controls and Flickstick for those who like it without the UI flickering (leaves bad interactions with Logbook menus, but the game is playable)
Complex and comprehensive: Integrate the game's controls and menus with the Steam Input API, giving the game a level of gyro control support on PC with broad compatibility and no hiccups between gamestates.

fair forge
#

!feedback I think it'd be cool to see every boss you were able to kill in the result screen somewhere whether you die or reach an ending.

woven venture
#

!feedback
Don't cloud sync Video or Display Settings
For anyone who plays between more than one device with different specs (e.g. a PC, and a Steam Deck or a Home PC, and a Family member's PC to remember situations when I was a kid) fixing the video and display settings when switching devices is just annoying.

gray pilot
#

!feedback
let us be able to deal damage to the forgive me please so things like Noxious Thorn have a better synergy

maiden prairie
lapis vigil
#

!feedback

Yall know how on conduit Canyon there's that Shrine of order that's guaranteed to spawn in that one spot? I think that in that little area(or maybe just that little under section) other interactables shouldn't be able to spawn there. I want this change because I just had a really awesome run but it ended when I accidentally used the Shrine of Order. There was a small chest right next to it, and I wasn't looking down enough. I know this is kinda a skill issue on my end, but I feel like this might've happened to others more than once.

gloomy blaze
#

!feedback
Lunar item: stone hourglass
Buffs and debuffs last twice as long.
Stacking simular to other multipliers, 2 stacks is 3x, and so on

high zealot
#

!feedback
eclipse, prismatic, and simulacrum modifiers should be able to be put on in the regular lobby, ie:
you could turn on the random stage modifer from prismatic, aswell as the eclipse 8 perm damage, without being in either

rich pelican
#

!feedback

gray pilot
#

!feedback
Concussion Device should have impact damage for normally grounded enemies similar to how they calculate it for normally airborne enemies

rich pelican
#

!feedback
being applied collapse debuff should show how much health you are going to lose before actually being damaged, like warped echo

meager rose
echo lake
#

!feedback

high zealot
#

!feedback

custom prismatic trials!
people can make prismatic trials as in:
1:where chest spawn
2:whats in the chests
3:the level order
4:artifacts
5:drones
6:enemies
7:artifact customizing (ie choosing what enemy kin chooses)
and etc

lapis orchid
#

!feedback
Artifact of enlightenment
Enemy AI evolves to adapt against the character (This might be very difficult to code though)

rich pelican
#

!feedback
add logbook entries for elite aspects

queen socket
#

!feedback
Lunar item - Mobius Loop¹
You level 2X faster² BUT enemies have no level cap and also level 2X faster

Or maybe instead of 2x enemy level speed the director has 1.5X it's normal tokens³

¹mobius loop because it's a one sided shape that goes on continuously like the enemy levels

²either 2x gained XP or 1/2 required XP per level

³I think they are tokens? director tokens are how the game decides what enemies and how many are spawned per stage. Enemies cost a set number of tokens and elites cost more than normals. (Cool thing mountain shrines double the amount of teleporter tokens the director has not the number of bosses spawned.)

hollow brook
#

!feedback

A bit of a small idea, but can you add "Game over, YEAH!" as a death message?

rough ferry
#

!feedback

For the Risk of Rain Live Action Movie, this should be the cast:

Commando: Jack Black
Huntress: Zendaya
Bandit: Steve Blum (Dempsey, Black Ops Zombies)
Engineer: Grant Goodeve (TF2 engineer)
Mercenary: Tom Holland
Artificer: Holly Hunter (Helen Par, Incredibles)
REX: (no voice, only noises)
Acrid: (no voice, only noises)
Captain: Dwane “The Rock” Johnson
Loader: Scarlet Johansson
Mul-T: Neil deGrasse Tyson
Railgunner: Lauren Synger (Alice, Bendy and the Ink Machine)
Void Fiend: (no voice, only noises)
Seeker: Jason Momoa
Chef: Ryan Reynolds
Providence: Frank Welker (Megatron)
Aurelionite: Jennifer Cody (Charlotte, The Princess and the Frog)
Mithrix: Josh Brolin (Thanos)
False Son: James Spader (Ultron)
Voidling: (no voice, only noises)
Miner: John Ratzenberger (The Underminer, Incredibles)
Sniper: Bryan Cranston (Walter White)
Pilot: Aaron Paul (Jesse Pinkman)
Drifter: Laura Post (Emma Frost, Marvel Rivals)
Han-D: Giancarlo Esposito (Gus Fring)
Enforcer: Gary Schwartz (Heavy, TF2)
Heretic: (no voice, just noises)
Robo-Mando: Jack Black, but a higher pitch

broken garden
gray pilot
#

!feedback
Add the Solus Probe into the Solus Family Event (Not from SCU). It feels wrong to just leave it alone.

plain phoenix
#

!feedback

Artifact of Mass
All enemies and allies have randomized size.
(Size randomization ranges from -70% to +50%)

haughty tusk
#

!feedback

For singleplayer
After 5 or 8 minutes if the player ( somehow ) does not find the teleporter, the teleporter releases a light ( like the cells in the void fields )

sweet beacon
#

just look in the air for the air effects

lapis pier
#

!feedback

Please make Radio Scanners more common on stages that you dont have the log for, I have 600 hours and am still missing 2 basegame maps and 6-8 dlc maps because of the low spawn rate. If director credits are a problem, make them cost less or 0.

restive turtle
#

!feedback
PLEEEEEEASE change the way the pressure plates in abandoned aqueduct work , it's so frustrating when u get a pot to the darn pressure plate and the hitbox of the pressure plate is way too tall for the pot to actualy climb and get onto the pressure plate or maybe change the locations so they are no on places where the pots are gonna go into a ditch at the slightest mistake in pot rolling

twilit dew
#

!feedback

PLEASE REWORK BLIGHT. I know it is hopoo content so it is unlikely but PLEASE make blight stack better and make the duration longer like genuinely, i want it to be a sidegrade to poison, not way fucking worst than it. Literally just make blight the way it is in risk of rain returns PLEASE!!!!

rough ferry
#

!feedback

Make it so we can put Void Items into the Rebirth Soup after defeating False Son so I can have Plasma Shrimp in every game please

stable quartz
#

i miss tequila rex

grizzled frost
#

!feedback

Its a small thing but I think items like Ifrit's Distinction and other aspect equiment should appear in the logbook. They are rare enough to find that I think it would be cool to have a log entry for them. Also I think having aspects for some of the DLC elites would be cool (Idk if they are in the game but I havent one one yet so im going to assume not)

lapis orchid
#

!feedback
Make it so engineer's bubble shield has a fear effect that stops non boss or boss- large enemies (Halyconite) from entering the radius, unless placed on top of them

lapis orchid
#

!feedback
Pause the Game for entering Command essence

gloomy blaze
#

!feedback
improve mobile turrets range by at least 50%, aswell as agro range, I dont wanna be near the enemy for the turrets to notice its there

lapis orchid
#

!feedback
Make it so you can order your allies to attack something by pinging a enemy or with an item (Spare drone parts or something)

rough ferry
#

!feedback

Make it so we can put more than 1 item in Rebirth Soup

Not like different items, only multiples of the same item (maximum of maybe 5 or 10?) and only by Rebirthing by giving the item that’s already in the Rebirth thing

untold pier
#

!feedback

Give void fields enemies fewer item stacks but give them items that are always actually beneficial. I get it's meant to be a risk/reward but runs just feel doomed to end when they're given some of the stronger whites like Tri-Tip, Crowbar, Delicate Watch or Tougher Times. 5 stacks of one of the stronger items can make it difficult to the point of being unfair, whereas if they get 5 Rusted Keys & 5 Cautious Slugs you basically have a free void fields.

I think it would make more sense to only give them 3 stacks of whites which are actually beneficial and 2 stacks of greens which are also beneficial. Then of course, the red would need to be impactful for the last wave too.

lapis orchid
#

!feedback
Make it so engineer has a passive where he can fly with his jetpack for ten seconds or something, but it recharges over thirty seconds. This could help solve some of engi's mobility problems, though the flight duration might have to be increased.

latent abyss
#

!feedback it would be cool to see More heavy weapon charactor Like for example a Guy with a minigun in an exoskeleten

maiden prairie
gray pilot
#

!feedback
Give us a Bug Report button in the pause menu screen.

gray pilot
#

!feedback
With Devotion and Eulogy Zero, there should be a chance for a lemurian to get a lunar item for all lemurians instead of the item you gave it

sage helm
#

!feedback
make prayer beads prioritized in printers so its easier to get the buffs

gray pilot
hollow brook
#

!feedback

Chef alt primary: Idiot Sandwich

Chef bangs two pieces of stale bread together like cymbals, dealing substantial damage but with much less range.

Boosted version:

Chef launches a piece of stale bread forward. It pierces through enemies, moves quite fast, and only stops when it impacts map geometry

gray pelican
#

I have two ideas:

  1. A third CHEF special that allows him to craft items like the wandering chef

  2. An altar of purification that allows the player to uncorrupt a stack of corrupted items

neon walrus
#

!feedback
car character that revs up engine
also a setting to mute the audio
concept design pointed front but something like a jaguar ss100 with shiny vent pipes on the front
and a cool skin idea would be diffrent variants like electric
idk if its a mod or something but i thought of it and it would be nice to me at least
yeah i know about multi-tool

arctic burrow
#

!feedback
Crossplatform

acoustic ledge
#

!feedback
a restock of the best buddy plush and also buff the item, it needs more love and respect

gray pilot
#

!feedback
An item to make certain primaries have an extra stack.

gray pilot
#

!feedback

Kerosene

Void Common

Douse enemies hit, after 20 douses, explode in a 10m (+3m per stack) radius dealing 125% (+75% per stack) damage and inflict a strong burn for 2s for 150% (+75% per stack) base damage. Corrupts all Gasolines.

tiny zinc
meager rose
#

!feedback repair broken feedback and ideas drone

strange river
#

!feedback
buff laser scope to 150% damage so behemoth isnt a literally objectively better version of it on first stack (laser scope is +50% damage on first stack assuming 100% crit chance and behemoth is +60% + explosions on all attacks)

rich pelican
#

!feedback
I'm feedbacking so hard rn

compact solstice
#

!feedback
I hope the N'tormat has some passive abilities too because if all it does is get you fully independent active powers that dont interact with each other or other items i feel like it has failed at its purpose of fitting seamlessly into normal runs.
-The one that lets you roll down an item and duplicate it seems great, anything that encourages multi-item stacking is good since the item pool is so wide now, item stacking is pretty much reserved exclusively to printers and temp shops
-The one that spawns minions looks genuinely awful, really what does it have to do with my build? in which ground breaking way does this innovate? is just like The back up in functionality but aquired a diferent way

if the N'tormat is just an active in disguise that holds a lot of unrelated garbage that you need to shift between and choose to use, that sounds anything but game changing for all runs going forwards, it better have more paralel system than just "make this stage harder but get 1 random active to your collection"

lucid niche
#

Simulacrum needs an update. Please add all the new content from the last dlc's into Simulacrum. I wanna be able to play on the new stages and use sautéed worms in that mode. Would be so 🔥

valid violet
#

!feedback

What if one of the negative modifiers for ntormat is a pursuer style enemy that will now spawn and chase you through every stage, he gets upgraded abilities as you collect more pages to scale his lethality the longer you go.

vale yoke
#

!feedback

Faraday Spur
really cool item nice movement speed and a super jump on demand however...

most of the terrain in the game even if its a tiny ledge that looks like you could just walk over it requires you to jump making you lose out on speed and a jump that could be used elsewhere

my idea is make its activation be used like headset where you need to be on the ground and hold the interact key to use the super jump

or alternatively make it so u can walk ofer tiny ledges without having to jump

tiny zinc
#

!feedback thank you so much for making changes to looping, whatever they may look like, and for telling us that you want to touch some hopoo content! those give a lot of hope for the update even without the dlc. also dlc characters getting skins is awesome!! in all honestly I was starting to think our feedback wasn't being looked at, but seeing it talked about is amazing.

real owl
#

Will risk of rain 2 ever be available for MacOS?

twilit marten
#

!feedback
i think adding eclipse to local co-op would be a great idea to have more fun and challenge in runs

lapis orchid
#

!feedback
You have to use !feedback not !idea

slender latch
#

!feedback
If we are getting a new Curio "equipment slot" can we make it so Fuel Array and Elite Aspects act as Curios instead of equipment? This would add a bit of said mechanic to base game while also solving the issues with these items taking up an equipment slot.

deep drum
#

!feedback
I think it would be nice to have a visual indication of what rarity void items are, here's one mock-up of a way to communicate the rarity which uses the SOTV icon already present on the item icon to display the colour tier it corrupts

drifting cloak
#

!feedback

for alternative "primary shot/skill" to huntress
where her arrow not auto-aim but chargeable like Far-Cry or lara croft games
The longer you charge up, the further it goes and also, damage scales with distance
attack speed items , make charge times shorter

deep drum
drifting cloak
#

!feedback

Bigger , More detailed Info menu. ( TAB menu )

Maybe there will be no pic of survivor instead name of survivor next to player name like : ( Player 1 - Bandit ) and with more space , it could show more detailed buffs / nerfs

twin flax
#

!feedback

Please let us know how many DLCs there will be -- I mostly care about replayability, bloating, and balance once the novelty wears off, so I probably won't buy all of them. Then, why should I get Alloyed Collective if Hallowed Concepts might be much better? And, why should I get Hallowed Concepts if there might be a DLC 5 that's even better?

broken garden
#

!feedback

please make electric boomerang deal total damage instead of base damage

gray pilot
#

!feedback
Runic Lens is total damage but the chance to proc is always 3%

dull hollow
#

!feedback
Add a Polish translation

gray pilot
#

!feedback
Make Lunar Coin drops when they are an orb have a hole in them to tell whether you got a lunar coin or not

fading chasm
#

!feedback
Ever since item crafting came out in the latest dlc, void items' negative parts became much bigger. at first the negative part was you had to choose between a void item and it's regular counterpart. but now you also have to sacrifice potential crafting. In some cases it's not really important, but if you for example take polyute, it can be the reason you're unable to craft sauteed worms, which can make or break a run. I recommend making the void counterpart of an item also be useable for the same crafting recipes (EX. polyute being useable instead of ukulele while crafting unstable tesla coil)

gray pilot
#

!feedback
Let Saving Grace apply to allies like Drones, Ghosts, etc.

steep bluff
#

update

full fractal
#

!feedback
display how many of a void item total you now have after one has been turned

vapid scarab
#

!ideas
Maybe some more free updates for the base game, it can add the remaining ror1 survivors (Enforcer and miner and maybe HAN-D) and the DLCs can only add unique survivors.

twin flax
#

!feedback
Reduce the startup of bustling fungus to make it useful on other survivors.

maiden prairie
gray pilot
#

!feedback
Make Neutronium Weight also affect characters near the holder

gray pilot
#

-# !feedback

Remote Operation

Let us be able to operate as Transport Drones

gray pilot
old leaf
#

!feedback

I may be in the minority, but I think Commando is an extremely well balanced character that scales well with basically every item.

That being said, it would be cool to have new abilities for some of the base game characters to bring them up to par with some of the power creeping DLC characters like False Son, Operator, and Drifter.

Like if Commando could have something like a C4 charge that he could strap to a drone and send it in to do a one-time massive damage, or make a dummy that takes enemy aggro for a few seconds, or even give Robomando’s abilities as alternate abilities to RoR2 Commando that takes some crazy challenges to unlock.

ember fossil
#

!ideas

Okay this is my concept for a dlc that risk of rain should do in the future.

Now that providence is dead some creatures fear of the lunar items has decreased and eventually an elder lemurian accidentally collected all of the heretic items. The heretic like fused with this lemurian and this is the final boss of the dlc. The heretics goal is still to fix to contact light and then escape but after all this time it’s super destroyed. So the heretic lemurian starts a mining operation for resources. It has all these lemurian underlings and using its knowledge of creation it creates the evolved lemurians and also there are lemurian miners and/or lemurian gunners that have tech scavenged from the alloyed guys. They are mining on the map from ror1 I think it’s magma barracks and this lets you add the cremator as well as the hidden boss the dire keeper who is I think canonically dead so this is just a call back but then you also add miner finally. But then there are also lemurians that are resisting the heretic lemurian and you add the temple of elders map as well as temple guards and lemurian Calvary. Then you also throw robomando in there and add a new survivor which is a tech enhanced lemurian that joined UES because it thinks UES is the only group that could stop the mining operation because maybe the mining operation is gonna destroy petrichor 5!

Bam perfect dlc

crimson edge
#

!feedback m1 should be able to cancel cmd_swarm targeting

loud wolf
#

!feedback please give the titanic knurl its armor bonus from returns

gray pilot
#

!feedback
In Simulacrum, When Mithrix does his special, let him go to the position of the void focus.

orchid vortex
#

!feedback Make leech seed a white. While useful, it's far too weak to be a green, and having a white tier item that can heal based on dealing damage would be nice.

tight raft
#

!feedback I dont seem to be able to get an achievement for killing elite bosses on moonsoon, i have killed many different ones and i just killed the overloading magma worm and dint get it. Is there a reason for that?

tough adder
#

Please make escape work as back button, navigating menus is pain right now.

fair thistle
#

!feedback New Item Idea: Anti-Matter Core

Upon taking fatal damage, prevent it and your ability to attack (skills and equipment may still be used). Your total movement speed is increased by 20% while the core charges. After 5 sec., the core will detonate, dealing 500% (+250% per stack) of your total attack damage and total health to all enemies in line of sight within 150m. Once the core explodes, all stacks of the item is consumed and you perish (regardless of whether or not you're considered invulnerable at time of explosion or regain your full health - resurrection items will still function as normal).

tough adder
#

!feedback Please make escape work as back button, navigating menus is pain right now.

slender zenith
#

!feedback Please move damage calculations serverside. Guilotine & Shaped Glass are good examples of clientsided damage. A host can patch shapedglass to scale damage linearly instead of exponentially, however this change only affects Orb based skills and not projectiles. For example Huntress's R on clients connected to a modded server deal exponential damage, while her LMB/RMB deal linear damage. Similarly the guillotine health fraction appears to be clientside only. I understand this is a very invasive change, however it is incredibly frustrating for modders when we discover that certain stats are not synchronised between client and server, especially when it comes to imbalanced damage.

steep thunder
#

!feedback

The idea of making a community-wide tier list of all items is really cool, and I truely appreciate the mods taking time to handle it (!)

But here's the problem with it:
- we're not counting the most voted on answer, but rather the average of all collected answers for that item

This... really isn't a good way of representing data.
Why?
Because it means if you want your voice to truly have more "weight" in the final result, you should binarily vote S or F for each item, as S would rise the rank of said items by the most possible amount, and F would lower it by the most possible amount.

If you think item X should be tier B but the majority of the community think its tier D, your best chance of raising it to tier B wouldn't be to rate it B. If the results are simply averaged, then voting for S would grant you a better chance of skewing the math in favour of a higher rank.

I quickly jumped into excel and made this spreadsheet:
https://i.gyazo.com/06c1d23c5614df07d15b9c730f6a2ebb.png

It looks less like the regular tier list stracture that became a meme at this point, but it presents the results of the poll in a way that are more true to reality, from a mathematical standpoint.

Where am I getting with this?
Sure, tier-lists are a meme.
But if Hopoo wants to treat it with greater improtance than "just a meme" (i.e. for balance purposes), they should take it into consideration.

sudden talon
#

!feedback with wake of vultures when you get a malecide kill you get to spawn malecide spikes they are green like the ones that are dangerus for the player. can the player spawned spikes be a different colure so player dont get confuesd

pastel tendon
#

!feedback pings should be improved. Here's what I suggest:

  1. allow the ping to persist for the entirety of the stage while still only having one ping available OR allow multiple pings at once, but keep the time limit
  2. pings should "snap" to things of interest, for example if I'm far away from a chest, I preferably wouldn't want to line up my crosshair exactly perfectly just to ping it. This could be an option in the settings that could be disabled as well for people who prefer no snapping.
  3. allow pings for the pressure plates in abandoned aqueduct
  4. you shouldn't be allowed to mark yourself for your own destruction.
    BONUS: Perhaps pinging an enemy would make all your drones and turrets focus that enemy
mellow terrace
#

!feedback engis shield should protect against the lunar meteor shower

rich pelican
#

!feedback Armor-Piercing Rounds should be effect on boss enemy thats not from teleporter (random spawned)

odd bolt
#

!feedback Feedback on Rex: most of the items are either placed on his legs or the front half of his body. could items be moved around so its more clearly visible on him because most of the time you don't see the front side of a character you see the back side. and because most of the time your running when not attacking any items placed on his legs are not visible or are hard to see even when not running.

little barn
#

(A bunch of items get placed inside the plant on top of his head btw)

#

!feedback we really need some sort of way to test items and equipment without just playing through normal runs until we luck into them, or modding/cheating to get it in a normal game
at the moment, there's no normal way to test items for bugginess, or figure out how the stacking works, without being lucky or cheating, which lends them to being wonkier and harder to nail down as to what's up with them when they need changes

it doesnt have to be anything absurd, just a simple room with spawnable test dummies (a normal enemy, an elite enemy, a and boss), and a way to pick up/scrap items is all we'd really need to figure out a lot more of what items do right/wrong, what things need tweaking or bugfixing, strange tech we could find, etc, etc

cyan shell
#

!feedback i know this doesnt relate to the game, or if its even possible, but if it is it would be great. the ability to continue upvoting #top-feedback-archive, as it stands after they get into top feedback they are pretty hard to find. maybe have the last 5 top feedbacks pinned or something if thats not possible

earnest laurel
#

!feedback

Originally posted by @cyan shell

"i know this doesnt relate to the game, or if its even possible, but if it is it would be great. the ability to continue upvoting #top-feedback-archive, as it stands after they get into top feedback they are pretty hard to find. maybe have the last 5 top feedbacks pinned or something if thats not possible"

Edit: so, the bot is on strike again

lime basalt
#

!feedback Fungus buff
When fungus is active, you can move around in its radius without it disappearing; if you leave the radius of the fungus, it disappears.
someone repost for me plz the bot doesnt like me :(

graceful canopy
#

!feedback Work dammit

tough quail
#

!feedback Make Old Guillotine green or make it stronger than it is now and red.

night aspen
#

!feedback allow people to rejoin if disconnected by wifi issues

cyan shell
#

!feedback this has probably been suggested before, but a way to drop items (or trade with the other players in the match) its getting increasingly annoying playing with my friends and one of us accidentally takes all the boss items or something thats completely useless to one character but extremely usefull to the other.
i understand that having this would interrupt the flow of battle, so maybe have them only be able to be dropped after a teleporter event is completed? a little notification in the corner so that players know when they can
it could be something as simple as dropping an item selected using <tab> or as complicated as having an entire tradding api open up between the players

wheat iris
#

!feedback Please fix the spawn director's tendency to severely punish good (red) items gotten early via OP bosses. Like, Ceremonial picked up Stage 1 -> quadruple lightning Vagrants, Brainstalks Stage 3 -> Hellooo Fire Golems Parade.

nova breach
#

!feedback Items that stage bosses drop should be unique or atleast rare, it's kinda lame to get the same items you can get from chests and other normal things.

cinder steppe
#

!feedback
I noticed that when a guy in my group had not unlocked a thing that I had. (They did not share a picture) my picture was overwriting his picture.

earnest laurel
#

!feedback FIX THE BOT

steep plume
#

!feedback a save and quit button

graceful canopy
#

!feedback allow users to rate feedback

earnest laurel
#

The bot is dead and still not working, feedback here is useless unless to test if the bot is up

!feedback 😃

granite siren
#

!feedback bot machine broke

plain fable
#

!feedback
is
he
alive

edit: no

rancid hollow
#

Save your feedback for when @random dune is alive, save it to a text file and just slap it in later when he's there hopefully

twin urchin
#

Steam achievements, enough said

unkempt depot
#

!feedback Please add another menu/button prompt for quitting to the menu. I can not count how many times I have accidentally clicked "quit to menu" and lost the run I was on.

stuck meadow
#

!feedback
The item tier list poll is a great idea, but it's difficult to gather accurate ratings from it because each item works better for some characters than others. For instance, Transcendence Transcendence is clearly better for a character like Huntress than it is for Engineer or Rex, so people are going to vote very differently depending on what character they play. The ideal way to resolve this would be to create separate poll options for each character beneath each item.

With 3 items per polling sequence, adding the characters might make the poll too large to view all at once (especially on mobile devices). If this suggestion is carried out, it would be wise to reduce it to 1 item at a time so that people aren't confused about what item their vote is going towards. This would understandably slow down the data collection process, but I think it's a worthwhile tradeoff for higher-quality data.

spiral fractal
#

!feedback please god just nerf the claymen. they're way too powerful to be normal enemies by any means. its completely unfair that even with increased regen and while using rex's tangling growth even one can take your entire healthbar in the span of 10 seconds. not to mention that they can follow you even with 5 goat hooves. reduce either their fire rate or damage and slow down their player tracking its literally worse than the stone golems. only problem ive had so far since the update.

little barn
#

!feedback I think there would be a benefit if all cooldown related abilities that can have more than one charge (or extra charges such as backup magazine for M2, fuel cell for Q (use/equipment item), hardlight afterburner for SHIFT, etc) had a small cooldown next to the charge that would show when you will get another charge of the item. For example, equipment items such as the the Primordial Cube can have extra charges with a Fuel Cell, and the number above the item shows how many charges it has. A quality of life change would be to show the player how long until the next charge is available on top of that one. It would make things less risky as you'd be able to see how much time you will have between that use to use another one without using the item to show the cooldown in the first place. My phrasing of this may not be proper, so I'll summarize it.

TL;DR, The player would benefit from abilities with extra charges having a smaller counter next to the charge number that would show how long until the player gets another charge, with the counter disappearing if the player cannot get any more charges.

cyan shell
#

!feedback this has probably been suggested before, but a way to drop items (or trade with the other players in the match) its getting increasingly annoying playing with my friends and one of us accidentally takes all the boss items or something thats completely useless to one character but extremely usefull to the other.
i understand that having this would interrupt the flow of battle, so maybe have them only be able to be dropped after a teleporter event is completed? a little notification in the corner so that players know when they can
it could be something as simple as dropping an item selected using <tab> or as complicated as having an entire tradding api open up between the players
repost from when bot was down

thorny badge
#

!feedback please oh please make Rex's run sound effect more quiet. It sounds like an earthbender is deep in combat.

pastel tendon
#

!feedback originally posted by @lime basalt please direct discussion to him and not me

Fungus buff
When fungus is active, you can move around in its radius without it disappearing; if you leave the radius of the fungus, it disappears.
someone repost for me plz the bot doesnt like me :(

cloud plinth
#

!feedback An option to as a party, join someone elses lobby, instead of necessarily having to be solo to join someone's lobby. My friend and I don't particularly have good internet, but playing by our own we have a good experience, it'd be great if we could join together someone else.

proven phoenix
#

!feedback If Scavenger is ever added to the game I think it would be really cool if they started going around and collecting chests for themselves when they spawn. This makes it imperative to deal with them as early as possible to make sure they don't grow in strength or remove your access to chests on the map.

eager jungle
#

Not sure if this was mentioned in the past. But when a host leaves please allow another host to take place.

little barn
#

!feedback
(because of backup mag/bandolier/similar items) add a slightly longer cooldown to artificer's right click after it's used, where after release she doesn't charge another so soon
oftentimes when charging it to full, it'll passively chuck another small one afterward because you held right click slightly too long, which can offset your cooldowns and break your pattern, which lowers your dps in an unsatisfying way
just a small one would work, it could only apply if you've got the button held down the whole time so multiclicking could be at the same speed it's at currently
the vid below is just annoying, when it happens. qol pls
https://streamable.com/3xo02

covert wraith
#

!feedback
Fun little ideal for discord. Allow people to give themselves the roles of their favourite survivors.
For example. Someone could type in '!Huntress'. This would then give the role of 'Huntress'.

analog coyote
#

!feedback Add a description box for MUL-T's railgun. It's damage and what it does is not listed.

open musk
#

!feedback When you make artifacts make one of them a mini map or as an option OR AN ITEM

heady pumice
#

!feedback please either remove the old gulliotine from the game or make it a red. the game has become laughably easy since it was added.

nova wolf
#

!feedback rebalance lunar items, some have a drawback that is to weak and some have a drawback thats to strong, making so that some are op and some are just a straight criple

noble hazel
#

!feedback Very minor thing that bugs me is the lack of feedback on the teleporter and portals. There is no sound or visual effect when you use them. A little sound effect or visual effect would make it more obvious when you've actually pressed them.

chilly crag
#

!feedback A way to remove visual items from your characters (NOT GETTING RID OF THE ITEM'S EFFECTS, BUT JUST THE WAY THEY APPEAR ON THE CHARACTER), Like that thing from Isaac that appears every floor and allows you to change your appearance, except now you can choose which items you want to appear on your character.

crude scarab
#

!feedback Old Guillotine is a bit too powerful for a white-tier item. The pure fact it knocks out a good portion of enemy elite health (including bosses!), and can prevent on-death trigger effects (such as snapfreeze) is veeeeeery powerful. Just a bit too powerful.

My proposal is this: Bump it up to green-tier.

latent hazel
#

!feedback I feel like brass contraptions should scale a bit less in monsoon, their attack is not excessively telegraphed, and after the sort of first/second loop it's basically a guaranteed one hit - unless one shot protection kicks in which can be rare.

odd bolt
#

!feedback Change Old Guillotine to "Crit damage against elites is increased by 20% (+5% stack)" because at the moment being able to instantly kill a elite is way too strong late game with all of the burst damage you can do with items.

warm scaffold
#

!feedback Please either make changes to Distant Roots or give us an option to choose on which map we can start. Distant Root feels clearly infirior to Titanic Planes. It is the only map where there are often no newt altars at all, and more often than not you can't find more than 2 chests on the entire map, which is especially in the early game a problem.

open musk
#

!feedback Picking up shaped glass doesn't have much negatives to it, Using shaped glass should remove One shot protection.

crude scarab
#

!feedback Confirmation 👏 prompts 👏 when 👏 you 👏 click 👏 exit 👏 game

This has been suggested multiple times before and I really hope the devs put this in next update.

earnest laurel
#

!feedback

Originally posted by @cyan shell

"i know this doesnt relate to the game, or if its even possible, but if it is it would be great. the ability to continue upvoting #top-feedback-archive, as it stands after they get into top feedback they are pretty hard to find. maybe have the last 5 top feedbacks pinned or something if thats not possible"

little barn
#

!feedback
unstablestopwatch timekeeperssecret
But make the watch completely unaffected by Gesture of the Drowned, both positively and negatively.

vast gate
#

!feedback Equipment that teleports you to random point on a map (vase sucks)

mild trellis
#

!feedback Allow the Huntress to fire without a locked on target so she can still hit targets that are out of lock-on range.

plain fable
#

!feedback nerf guillotine by reducing the execute threshold early and increasing scaling per stack (so its not crap late game)
this makes it so that you've essentially bought a worthless item if you get it early (there are few elites, and the elites that you do fight, guillotine won't help much), but if you can survive to the late game with it you are rewarded with having an extremely powerful item that has great stacking (an item that stacks well, which you'll probably have multiple of already, that will work on a lot more of the mobs that spawn)
this keeps its core identity while making it less appealing to pick up early on (you probably wouldn't pick one up from a tri shop on the first level) and slowing down when you get its power spike (both due to it being useless early game, and due to the player not picking one up immediately when they see it in preparation for late game)

timid isle
#

!feedback Maybe add some kind of visual effect for if you have many of one kind of item? Like if you have 5 or 10 or more of a soldier's syringe the syringe's model on your character changes in some way.

upbeat ingot
#

KLK

valid perch
#

!feedback Remove the ablity for a equipment drone to grab the fuel array item -.- cant get rex this run cuz i dident know what the equipment drone did.

tiny talon
#

no

slim pivot
#

!feedback , this might not be the most welcome of suggestions, but limit artificers glide in some way, as it stands they become unattainable by half the enemies as soon as they have a hopoo feather or a ledge

neat cliff
#

!feedback improve the durability of drones, especially late game - it's really bad to have something that's supposed to be at least as valuable as an item be so easily destroyed

twilit birch
#

!feedback Rework H3AD-5T on the artificer to improve glide or something similar. Right now it heavily conflicts with artificer's new passive, making gliding impossible.

rich tulip
#

!feedback Rex's health-consuming skills interact rather negatively with both the Brittle Crown and Transcendence lunar items. Brittle Crown: this item currently causes Rex to bleed money for using half of it's skills. Consider allowing for the skill-based heals to recover up to 100% of the money lost if the successfully hit a target?
Transcendence: While the skills are described as costing X% of your current health, this actually seems to include shields, meaning that using health-consuming skills eat away at the player's shield level, but never replenish it. Consider allowing for the skill-based heals to recover up to 100% of the shield lost if it successfully hit a target? Alternately, maybe make the skills actually cost X% of the 1HP (making them free to use).
Edit: specifically for Tangling growth, sorry. Only stuff that both spends and recovers health health.

frank panther
#

!feedback
Some people may be a bit upset by this, but the one-shot protection might need to be looked at. Due to it being 90% of your max HP, and since everything one-shots you late game, Shaped Glass' downside becomes a positive. Since you only need to get to max HP again to get your one-shot protection, decreasing your max HP makes it easier to get back to max, and therefore allows you to abuse one-shot protection. While this can make for very fun runs, I don't think that one-shot protection should be how you stay alive late game, I feel it should be more of a tool to prevent unforeseen instant death than your HP late game.

One-shot protection is awesome, but maybe make it function only once per stage or have some kind of time cooldown, because as is there is almost no reason not to stack shaped glass after an hour of gameplay. I really like how early/mid game plays, it feels really balanced and fun to me, where you use skill to avoid attacks and play offensively on high HP and defensively on low HP, but late game feels like your HP bar is just the charge meter for your ability to take one hit

cinder raft
#

!feedback Increase the particle intensity for the teleporter/perhaps add a growing glow, if a player's been on a level a long time(say, five minutes?) without activating it. On occasion on some levels(in particular the Abyssal Depths) the teleporter can spawn in a very out-of-the-way place that you might not think to check right away(high islands or the hidden back route tunnels, for instance), so even if you're beelining for it, just its hidden nature can make it hell to find.

little barn
#

!feedback here's another wild one

equipment idea
rarity: lunar
name: (literally dont care)
effect: teleport on use to a random location

neat get out of jail free card w risk to put you in a strange or dangerous spot, an item thatd be better not used w gesture, seems like itd be fun with a lot of charges

dense flume
#

!feedback A way to drop equipment items would be great

livid radish
#

!feedback My view on Elite types:
--Blazing: the most actively dangerous, they deal the highest damage, and have a nerf to player regen on hit, meaning their damage is stickier
--Glacial: The problem presented by a glacial elite is positioning and awareness: If you take one out without paying attention to where you are and what you're doing, they put you at a massive disadvantage.
--Overloading: These elites present a challenge of focus. Because half of their health regenerates if you stop attacking them, once you decide to attack an overloading elite, you need to commit to it.
--Malachite: Destroy ALL survivability for a full 8 seconds, deal a ton of damage, force spatial awareness, and have SEVEN times the health of any other elite, making them tankier than some bosses.
The first three elites have a good balance, but I feel like Malachites throw it off. Malachites are SO strong that they trump everything, even bosses, in terms of threat management.
My suggestion: Buff the other elite types, nerf Malachites, so that any one of the four can be a threat depending on situation and build.
For example:
--Blazing: Increase attack speed so they can potentially stack burns if you aren't avoiding them, and increase movement speed so they can chase you down.
--Glacial: increase health multiplier to 7-8x base health, give a trail that slows the player like the blazing's fire trail. Possibly give an aura that grants a small shield to nearby enemies.
--Overloading: Massively increase movespeed, possibly give a pseudo-random teleport ability (like imps), increase blast radius on their bombs.
--Malachite: cut health multiplier in half, increase base damage on spike pits, but decrease duration of the no-heal debuff to 4 seconds, and increase movespeed a little.
This is just an example of what I think might be doable; plenty of other options exist. I want malachites to be threatening, just not a bajillion times more threatening than everything else in the game.

upbeat ingot
#

klk

livid radish
#

!feedback
Aerial knockback in this game seems to act really weirdly in a lot of cases. Most notable is elite wisps: Normal ones go down in a couple of hits, but elites have enough extra health that landing attacks on them will stack their momentum and send them flying halfway across the map. This isn't outright bad, per se, but it's boring and annoying to literally sit around and wait for 'round 2' as the half-health wisp sloooowly floats back into a viable range to finish it off.
On the other side, players seem significantly more susceptible to momentum changes while in the air. Wisp shots can send you flying backwards at 10x your normal speed or shove you down to the ground, and because aerial control (such as with chrysalis or Arti's new hover ability) is so weak, it can take you until you're halfway across the map to just stop yourself, much less get back to where you were. I can't say for sure, but it feels as though getting hit by a Titan's knock-up lauches you twice as high if you're mid-jump when it goes off.

None of these are game-breaking or terrible issues, but it can make the game feel very boring as you spend several seconds waiting for the momentum to wear off and course-correct just to get back to where you were, oftentimes over tiny little things that wouldn't have even been an issue while standing on the ground.

normal temple
#

!feedback when getting off of the jump pads using abilities should disengage the horizontal movement lock. i.e. whenever you use commando’s/huntresses shift ability you should be able to move around in the air because you dashed out of the jump pad boost, otherwise it’s a little strange that you can dash out of it but not completely until you touch the ground

lilac heath
#

!feedback
I think huntress with no health-ups should be oneshot at some point, and that taking 3 glass should get you killed. OSP seems like it'll be problematic for anything that affects health later on in the game, and is already proving to be problematic in extreme circumstances. Reducing the scaling of enemy damage or making a soft damage cap instead of a hard one could be a better solution than the current iteration. It would help with keeping runs from going on infinitely, even if its at the expense of the mega extreme runs, and would make health/damage matter more in the later phases of the game. For clarification, I don't think the game should go back to nothing on this front, but that OSP should be changed and made more flexible.

strange shadow
#

!feedback Malachite elites are too strong. They should greatly reduce healing (by 90% of so), entirely removing healing is simply too strong, late game they're more dangerous than bosses.

mint vapor
#

!feedback an odd idea but what if theres an option to use the older music from ror1 instead of the newer music? i mean its just an idea and what not

little barn
#

!feedback Give Huntress the ability to scroll through targets using Mousewheel Scroll

prisma cloak
#

!feedback Return the old maps from RoR1, i missed the underwater map a lot, maybe don’t add all of them, but maybe when the game is fully released, bring back a mode, which has all the old map rotations, but just in 3D, or add them into the corresponding map pool per level #edit also add back the old music from the maps to give it the nostalgic hit

hoary jewel
#

!feedback Allow players to toggle whether or not the head stomper is enabled, it gets really annoying especially when merc.

golden widget
#

!feedback Change the color for friendly attacks (Malachite Spikes, Vagrant Nova, Golem Laser) when using Wake of Vultures/Happiest Mask

merry bear
#

!feedback I really really like topaz brooch but it makes Aegis basically useless, as far as I can tell. You're pretty much gonna be above 20% barrier all the time if you've got just a couple topaz brooches, which to my knowledge means that Aegis won't actually do anything.
My proposed solution is to give Topaz Brooch a cap similar to Aegis, (maybe 20%) and reduce the effect of stacking topaz brooch
Then, make the two caps additive, so you can get 20% from topaz brooch, and 20% from Aegis, for a total of 40% barrier.

IMO, topaz brooch is a bit too powerful as a common item anyways, so this nerf to brooch would serve a dual purpose.

umbral swan
#

!feedback make buyable turrets you've activated in a level warp to somewhere near the teleporter when you start it

obtuse inlet
#

!feedback considering that huntrees, engineer, artificier, mult and rex have unique passive ability (huntress doesnt need to aim, artifier gets charges for m1, engi and rex can charge their m1, multi can swap out m1), would it not make sense for other characters to have unique passive ability? Ex. for merc to deflect projectiles when correctly timing an attack on them?

quiet dragon
#

!feedback I feel like the bustling fungus is a little too strict with it's non-moving condition, especially with knockback canceling healing entirely, what I would like to see is that bustling fungus cancels knockback altogether or perhaps a new item that does so, or add a small bit of leniency when moving.

grizzled surge
#

!feedback i think killing the shopkeeper should be an unlock for an upcoming item, or at least do something.

verbal kettle
#

!feedback H3AD-5T- V2 unsurprisingly are fairly unpopular. I think part of this is due to it's inconsistent activation and lack of visual or audio confirmation of a charge being ready.
Currently the item has 2 steps to activate be airborne, and hold the jump key. This worked alright up till now but being unable to control the height of your jump was at times a drawback. Also sometimes dropping suddenly was less than desirable.
The solution to this problem could be making the item active when 3 conditions are met instead of 2
Making H3AD-5T- V2 activate when you are airborne, holding the jump key, and pressing your interact.

allow us the ability to add control over the jump height.
It would fix the problem of the interaction between the item and the artificer's passive
make its activate more intentionally and meaningfully
If we made this change along with adding a visual cue to alert us to readiness of its charges I feel the item would be recieved by the community better.
Please @verbal kettle if anything is unclear or you have comments or constructive criticism

earnest laurel
#

!feedback host migration.

stone charm
#

!feedback Item idea: Red Tier "Nano-Machines"- Drones, and turrets purchased are equipped to the owner working as autonomous turrets. Each purchased giving you X% of their HP as barrier. Stacking would add Y% to the barrier value.

AKA Literally wear drones and turrets you find as armor.

strange ibex
#

!feedback A new mechanic in regards to the lore. Since the game is called "Risk of Rain" you could make it so that if a player plays for too long and loops too many times, it starts raining acid or something like that which continuously damages the player. Then basically the player has to have enough healing items on deck to be able to survive.

open tartan
#

!feedback
Uncommon Item: Adrenaline Shot
On losing health, gain X% (+Y% per stack, logarithmic) that much barrier. (Does not trigger on barrier or shield loss, just actual health)
Converts a portion of your health lost to barrier, giving you a small window where the next attack against you gets mitigated (but also doesn't generate as much barrier). Good defense against a rapid onslaught of many small attacks, and at high stacks could almost halve the total damage from two big hits in quick succession.

crude scarab
#

!feedback Bring back an item like Energy Cell (I believe it's the name) where the lower your health is the higher your attack speed becomes. Some more dps-affecting items would be nice to have.

earnest laurel
#

!feedback

Another possibility for the Adrenaline Shot
Uncommon Item
On losing health, gain X% (+Y%) attack and/or move speed

tiny jewel
#

!feedback
Tonic feels too strong, very easy to get enough items to give it 100% uptime completely removing the negative (currently on my 4th run in a row i have got 100% uptime). A decent increase to the cooldown to make it harder to achieve 100% uptime could help a lot

loud atlas
#

!feedback Rex is awesome but his shift ability doesn't seem all that useful or fitting to his kit. I almost never use the ability. My suggestion is a change

Tethering Vine. Rex shoots a vine out attaching to the first enemy or wall hit. while connected to an enemy the vine deals 20% damage per second over 6 seconds ( or 120%) and they are rooted. If anything damages the enemy rex is healed for a % of the damage. If you activate the ability before it expires rex is pulled along the vine. The vine can be cancelled during the pull by jumping.

I think with the change rex would be perfect. it gives another healing method and another root to the kit plus it fits more with his motif

fleet girder
#

!feedback
A lil more frequent updates for items? Like save the big updates for characters, maps, skills, artifacts, etc.. but have items appear a little more in updates. Something like bi-weekly item update!

Would be nice to keep the game a bit fresh for people who 100% already. The new update was amazing, but was very quick to complete.

olive spoke
#

!feedback Idea for a customisation system.

Allowing to edit the position/scale/etc. of items displayed on the character, even something simple like placing the goggles slightly higher or attaching Gasoline to a leg.
Will make for creative looks and a bit of a unique flare for every player.

vivid relic
#

!feedback The caves in abyssal depths are too narrow for teleporter boss combat, players get stuck on geometry very easily, bosses lack the room to navigate properly:

golden widget
#

!feedback In late stages (like 30+) it would be cool to see different elites than Malachite

little barn
#

!feedback make an equipment drone tell you what's in it when you ping it

verbal kettle
#

!feedBack Can we make a chance of finding uninhabited Escape Pod somewhere on The Map one Variations after the initial loop with a Semi Rare Chance of the Fuel array still being in the Pod Incase you need to power rex possible steam achievement Power Play (Power Rex on abyssal Depths X Times) would also allow for More Kamikaze equipment Drones.

supple kelp
#

!feedback
Item name: No clue
Rarity: White
Effect: Decreases shield recharge times or something
Gives a non-stackable 20 shield on first pickup (So it ain't useless without shield generator)

warm scaffold
#

!feedback How about a special stage like the bazar, which opens up every 60 Minutes where you can pick/trade 1 item from all the white, green and equipment items. Maybe after 120+ minutes also red ones (or even earlier if that wouldn't be OP). I feel like once one survived 60+ minutes you deserve to pick out that ultimate the game didn't give you for that long. (For example)

mint vapor
#

!feedback why not make a shrine that summons in a boss (it would say what kind of boss) and when you defeat the boss you get its boss drop? i kind of wish there was an easier way to get some boss drops (little despicable) and it still being challenging to get said boss drop i think this would be a fine way to allow boss drops to be easier too get

little barn
#

!feedback survivors with multiple jumps, artificer's glide, etc should be able to cancel the locked arc that the geysers/jump jets/whatever put you into
it's super restrictive to movement, and can actually lock you into falling into death sometimes on maps like scorched acres, if you try to double jump when being boosted up

tulip cloud
#

!feedback
A different way to 'host' the games in multiplayer is absolutely needed, or at least a way for it to switch hosts if the host leaves the game for any reason. I can't explain the number of times I'm doing well in a game, when another player in the lobby dies & insta-leaves, but it shuts off the whole lobby sending me back to main menu since they happened to be the host. It wastes so much time: It's infuriating to be hours into a run and just have it randomly end. And it's EVERY game for me too not just once in a while, and honestly, I'm losing my patience with it. =\ Thinking about going solo only until it's changed.

I had an over 7 HOUR RUN where it just booted me out (I had 4 extra lives stacked up and everything!) you have no idea how upset I feel 😭

warm scaffold
#

!feedback This has already been said, but the rng has to be taken out of [or at least be less] spawned aurelio. In total i probably searched for him 12+ hours already and i've found him once at a very early stage where i just couldn't kill him in one go. Now again i spent 3h and could've killed him just by being on the same map as him, but i didn't find an altar. Maybe do it like the celestial orb, that an gold altar apears after the first loop each time in the hell stage or something.

leaden pewter
#

!feedback
A pseudo-revive. Survivors can help a dead Survivor by defeating the Teleporter Boss. Doing so will revive all dead Survivors as a ghost after 8 seconds (to allow the ones that defeated the boss some time to take the items first). Ghost Survivors can only move and pick up items by using E and is immortal. Ghost Survivors can't use equipment and item effects even Wax Quail, attack, use abilities, buy stuff and die. Beg others for items plebians

dull niche
#

!feedback Aegis should increase your maximum barrier, in addition to its current effect (e.g, your barrier can get to 20% of health via overhealing, or 120% of health from other sources of barrier)

little barn
#

!feedback make guillotine not effect bosses, the way snapfreeze doesnt
atm, it makes elite bosses completely meaningless, as they can have less health than bosses that arent elite

loud trench
#

!feedback
I really like the Item, Monster and Enviro logs
they just need buttons on the sides when you choose one so that you can scroll through the list without going to the full grid

bright mason
#

!feedback make all bosses spawn items upon killing them, like ol' risk of rain

autumn ibex
#

!feedback please make it so that if you kill the boss the teleported automatically charges. I hate waiting for it in speedruns

proven cypress
#

!feedback the overloading worm needs a name change. why does it have an elite type as a name? no other enemy has this. It is confusing as up until recently I just thought this was an overloading magma worm

shell nebula
#

!feedback allow us to aim quantum tunneler upwards and downwards. not just onto platforms but having the exit midair. it can work as an advantage point, a way out of a sticky situation, or downright to look around the map on a high spot

fleet vigil
#

!feedback When you have the Halcyon Seed and Aurelionite spawns in Teleporter Events, have his shotgun laser included into his attacks. It feels weird that he only uses his spike attack during the entire event as if he had forgotten how to use his shotgun laser.

lavish barn
#

!feedback The explosion generated by Fuel Array should also damage enemies. This can make it useful in multiplayer (sort of) and would turn Equipment drones into kamikaze fliers

little barn
#

!feedback
Random artifact idea - multicast. When casting an ability, both enemies and players will also cast another random ability in their kit (whether it's off cooldown or not). For eg, when artificer does a fire bolt she could also do a flamethrower at the same time. If a stone titan decides to summon the floating red orb turret thing, it could also summon a second one at the same time. Just a little something for shits and giggles
This also means that effectively enemies that have only one attack like greater wisps will do twice the damage by shooting twice the fireballs

hollow basin
#

!feedback Like the Shrine of Dio mod (https://thunderstore.io/package/MagnusMagnuson/ShrineOfDio/), replace the shrine of the woods in multiplayer with an expensive shrine that, when used, resurrects fallen teammates. This shrine spawns on every map, and is extremely expensive, with the price rising proportionally for every dead player. Can only be used once per map, but solves the problem of having to wait 10 minutes as your pal grinds down a boss when you died early on in the level

little finch
#

!feedback when Aurelionite is on your team his eye-beam and ground AOE should turn green so you know it's friendly in the middle of all the chaos

mental merlin
#

!feedback in order to make doing the abandoned aqueduct easier in single player, you could add an active item spawn for:
The Rock

it’s a rock
on use: shoots a “rock” which is just an entity that sticks to where it lands that can trigger the pressure plates. would do 1 damage on contact. if you walk over the rock it is “picked up” and drastically reduces the cooldown timer
appears in a random place on the aqueduct level every time, and rarely from active chests

little barn
#

!feedback change oneshot protection to keep you from dying for ~5 frames, maybe?
its implementation currently doesnt work, when a lot of enemies have shotgun-type attacks that hit you with multiple shots at once, completely nullifying the 'oneshot protection' part of oneshot protection

jaunty cape
#

!feedback
Perhaps increase the frequency in which Shrine of Order spawns. I've only seen about 8 in my 160 hours. It's a very interesting and fun concept to me and it is a shame that I don't see it much!

granite siren
#

!feedback Drones end up being incredibly weak past the first 20-30 minutes of a run, so why not have a way to improve their survivability?

4D Printer

A lunar equipment that, when used, permanently removes one random item of any rarity from you and applies it to all of your allies. "Allies" here meaning drones, turrets, ghosts, beetle guards, anything and everything except for other players. The item printed away persists, even if your current allies die and/or if you gain new ones.

For example: if you use 4D printer to remove Sticky Bomb from yourself, your allies (the ones with a nonzero proc coefficient, at least) will be able to attach sticky bombs to enemies. If you remove Paul's Goat Hoof from yourself, your allies will become slightly faster. Old Guillotine will allow them to instant-kill elites, so on and so forth. Whatever the item does for you, it now does for your allies. ||The only item that would probably need to be hard-coded is Queen's Gland to have limited/no functionality, otherwise you'll spawn infinite Beetle Guards and crash the game, lol.|| Cooldown would probably be on the higher end.

This presents an interesting situation to the player: how many items are they willing to print away to buff their drones? Are they willing to risk losing a precious fungus/behemoth/lunar item? Would printing away more items make purchasing drones more enticing during the later stages of a run? It'd be fun to see this sort of decision-making/risk-reward in the game.

vast knoll
#

!feedback so I just died when I had a dios best friend but I completely forgot I had it soo can you make it more obvious when you aren't dead

toxic sage
#

!feedback The new enemy (clay templar?) is tedious and unfun to fight. Enemies and mechanics in general that force the player to dip under cover and just wait with no other options provide no meaningful skill-based interaction, no choice, and kill the flow of combat. It's the worst parts of cover based shooters that is for some reason added into a highly mobility based game. Attacks like beetle queen's spit and all of imp overlord's attacks are fun because you have options, some require more skill than others, and you can push the pace of the fight by playing less safely but dodging skillfully to increase your damage uptime.

An idea to change the templar would be a midrange cone of damage so they function as an enemy that must be kited at long range lest they do lots of damage. For vagrant, it could spawn a 3 stage radiating damage ring with holes that the player can navigate OR block los to escape.

umbral swan
#

!feedback A new green item that boosts ability accuracy, range, and projectile speed. It should be green because its a utility item that should give a noticeable boost without needing to stack a lot to be useful, and would be annoying if it clogged up white drops instead.

Accuracy and projectile speed are self explanatory, range would make damage falloff on attacks like Commando's pistols or MUL-T's nailgun start later, and it could maybe let Huntress lock on to things from farther away.

quick wasp
#

!feedback I believe there should be a host migration when someone leaves the game so that the entire game does not end when the host leaves. It needs to send the host to another player

pine minnow
#

!feedback Maybe turn up the visual distortion a cloaked/invisible chest creates just a little bit, so far I've only found them through either the scanner or the locking claws that the teleporter creates. They're an interesting addition, but I feel as though they're largely underutilized if the only way you find them is if they spawn within visual range of a teleporter or you happen to be carrying one specific item.

wheat zealot
#

!feedback Can we have a LFG for different regions? eg. NA, EU, SEA. I know a lot NA players in the LFG but I am SEA and i find it quite difficult to find any other SEA like me on a given time. Or maybe is just me ranting, what you guys think?

unkempt solar
#

!feedback make the item poll 5 items every week instead of 3, this is way too slow (or 7)

rustic grove
#

!feedback
Using Brittle Crown on Rex is too punishing. Using Rightclick and R immediately drain all your coins. Brittle crown shouldn't take selfdamage from abilities like Rex's into account.

Of course certain items are going to be better on certain characters but this basically has you choose vetween not being able to earn any money or losing access to 2 of your abilities

buoyant trench
#

could you make it so that if you reach a certain loop you get more lunar coins if you end the run ? like on loop 3 you get 15 lunar coins ?

crude scarab
#

!feedback It seems kind of annoying and unfair Lesser Wisps can immediately charge their shot on you the moment they spawn, especially since those shots almost never miss and you can't really see a trace of it coming from them. I'd at least suggest making it so their targeting is just a bit slower, either that or an orange line is shown targeting towards you.

I'm suggesting this because four wisps spawned right ontop of me, two were elites, and they all immediately tanked my health down with both fire proc and the initial attack, which ended up killing me in a most pathetic death I couldn't avoid

fickle dune
#

!feedback
Customaziation based on enemy types (please !)
Examples:

  • Imp skin for Huntress and Mercenary
  • Beetle Queen Sking for Artificer
little barn
#

!feedback reskins of characters already exist in the base game w stuff like the elite equipment drops changing your palette, do you think there could be a choice of like, if we've picked up an elite equipment, it unlocks that palette swap for our character to just use, maybe?

olive stump
#

!feedback
Please make it so that Jellyfish don't die after doing their Shock attack. There are several reasons I can think of why it doesn't make sense for them to kamikaze. For one, in the first game, it was never a suicide move (aside from the obvious "moving into close range" aspect), rather an on-contact damaging ability. Secondly, the more evolved Wandering Vagrant doesn't die when it does its souped-up version of the same attack (granted, it only uses that attack at low health, but it still isn't suicide for the Vagrant). Thirdly, it wouldn't necessarily be difficult to balance if they didn't die. Simply give the Jellyfish a short recharge time before they can Shock again, and if necessary, reduce the damage to account for multiple potential hits. Personally, it just seems strange to me that their one and only attack is to kill themselves.

thorny needle
#

!feedback make shrines not spawn on chains in the abyssal depths.

hollow basin
#

!feedback
Add a difficult way for players to revive their allies in multiplayer. Perhaps it could be like in apex legends or something where you retrieve an item dropped at the player’s corpse and bring it to a one time use shrine and spend a lot of cash to resurrect them for that level

verbal kettle
#

!feedback can we make it so players have to manually activate their Dios best friend. This would solve the issue of people forgetting about it and dying shortly after. We could just make it so when a player dies with Dios that they sit there watching there dead body. Before recieving the prompt on screen similar to when you walk up to a chest that reads
"Press [your use button here] to cheat death"

crude scarab
#

!feedback Wake of Vultures' overloading buff is more of a hindrance than a benefit, it's basically diet transcendence. My suggestion would be to make it so you get additional shields to your health rather than them replacing half your health, either that or it gives you more temporary max health to counterbalance it. Just as a suggestion, especially since the shields won't last long enough to recharge anyways.

elder crescent
#

!feedback Add a toggle in the settings to hide the items that cosmetically attach to your character.

buoyant trench
#

!feedback give more lunar coins the more loops you completed

stone charm
#

!feedback Aegis, and Rose Buckler clip horrible at least on Artificier. Like so much you can't even see Aegis.

little barn
#

!feedback for the elite equipment, make the on-death effects of malachite & glacial elites the usable ability of their respective equipment
that's a good way to seperate its functionality out from just being a worse wake of vultures that takes up your equipment slot

thorny glacier
#

!feedback Hey folks, sorry if I'm stepping out of line or doing something wrong here, first time posting to the Risk of Rain 2 Discord. Let me know if I should be doing something differently! Also, bit of a wall of text incoming.

I feel that at the moment, the Huntress feels a bit off to play as due to the auto targeting nature of both her Strafe and Laser Glaive abilities. These two abilities as they are now give the Huntress a range penalty, and in some cases can make it difficult to target specific enemies in a group. Considering the glass cannon nature of the Huntress and her low total health pool, these two conditions can be rather detrimental to playing her.

My idea to perhaps combat this: would it be possible to make Strafe and/or Laser Glaive be able to be aimed manually, as a projectile with travel time, similar to the Artificer's Flame Bolt and Charged Nano-Bomb? (Perhaps this could be changed via a toggle from auto target to manual in the settings menu, or via an in-game button assignment.)

The potential possibility of no longer having to be in range for the auto target prompt to popup would allow for abilities to be aimed and lead from a distance, similar to what the Artificer can currently do. I feel like this would also make her more unique as a character, because currently Artificer (Rex with DIRECTIVE: Inject and Commando with Phase Round as well, to a certain extent) is the only character with ranged, leadable projectiles in their kit, and not hitscan ranged abilities.

Note: I have very little practice or knowledge myself when it comes to coding, so I don't exactly know how feasible this would be to implement, nor do I even know if it would be possible given how Strafe and Laser
Glaive currently behave. To me, they seem to already behave as projectiles (it takes time for these abilities to travel to an enemy before dealing damage, the caveat being that they home in on said enemies perfectly).

torpid echo
#

!feedback
Change the white box into the character colors, you can't see that much about the name, and well, a Quality of Life change, it's not appealing you know, that's what I meant.

open tartan
#

!feedback
I’d like to see more on-taking-damage items and health costs in the future (Fire Shield and Lost Doll as examples), but as clearly shown by Rex the idea gets tangled up by the interactions with barriers, shields, Medkit, Cautious Slug, Old War Stealthkit, and Brittle Crown. Having a barrier equal to my health makes Shrine of Blood a very no-risk high-reward interaction, and it doesn't really feel like sacrifice when a chunk of the cost is paid in shields.
Paying health costs should be a separate mechanic from damage and not trigger effects as such. Health costs should ignore shields and barriers when determining % of max health and when subtracting the cost.

eager plume
#

!feedback
Malfunctioning gravity generator
Extends pickup radius by 2 meters (+2 per stack)
Description:
"I know ya got me a gift, but I cant help wonderin' why the dang thing doesnt work like it sais, my ship constantly has malfunctions on gravity, course, better than before, but the darn thing just keeps screwing up all tha dang time.
--Yours truly, bill

little barn
#

!feedback
altering the underwater shader to allow effects that would usually bloom to still be visible. Mobs like wisps and jellyfish detonations are difficult to combat sometimes when aiming upward. ex: fighting a wandering vagrant in the wetland aspect.

late wolf
#

!feedback please fix the spawn locations for the 4th stage so teleporters stop spawning in the tunnels and wasting an ass ton of time only to get lemurian horde and die instantly because you're in a 5x5 shipping container.

odd bolt
#

!feedback For new players could there be something that tells the player about the particles that the teleporter has? I only started seeing the particles after being told about it.

olive stump
#

!feedback
Not sure if multiple feedbacks in the same comment are allowed, but I believe these are small enough to all be fit into one comment.

  1. Allow the Radar Scanner to show Interactable-appropriate icons if you have already seen the Interactable. For instance, if you haven't yet seen the Teleporter, it would appear as a question mark. However, once you see it for the first time (or perhaps require that you ping it once), the Radar Scanner will always show it as the Teleporter icon. Just a small quality-of-life improvement for a rather weak item.

  2. Allow the Milky Chrysalis to protect the player from fall damage. It just seems strange for the item that promotes you to fly as high as possible (although, not really, as you rise in elevation quite slowly) doesn't prevent fall damage. Headstompers does, but the Chrysalis? Seems inconsistent.

green pebble
#

!feedback there has been a lot of discussion regarding shaped glass recently, specifically about how easy it is to abuse one-shot protection with it. many of people think the solution would be to disable OSP when glass is picked up (or change OSP entirely), but personally i believe OSP abuse comes from how easy it is to heal to full health when your max is already 1/16 or 1/32 of what it should be

my proposal: instead of having "curse health" just reduce max health, make it either reduce your healing as well, OR change it to increase damage taken.

both of these changes wouldnt fundamentally change how curse health or one-shot protection works; instead, it effectively nerfs healing, so that one-shot protection cant be abused with low health.

umbral swan
#

!feedback make Wax Quail work on Hopoo Feather jumps like how Merc's passive double jump is effected by it, because going fast is fun.

untold kindle
#

!feedback have soldiers syringe slowly increase artificers m1 cool down, maybe .01 or .15 faster with each stack until a certain point

balmy hollow
#

!feedback I feel like for the tier poll they should give descriptions to each rank instead of every person voting having their own arbitrary idea of what each rank is. Might lower the variance a little bit.

river arch
#

!feedback it would be nice if the boss spawns reacted to players as in i've insta-died to blazing bosses spawns directly on me

little barn
#

!feedback I think there would be a benefit if all cooldown related abilities that can have more than one charge (or extra charges such as backup magazine for M2, fuel cell for Q (use/equipment item), hardlight afterburner for SHIFT, etc) had a small cooldown next to the charge that would show when you will get another charge of the item. For example, equipment items such as the the Primordial Cube can have extra charges with a Fuel Cell, and the number above the item shows how many charges it has. A quality of life change would be to show the player how long until the next charge is available on top of that one. It would make things less risky as you'd be able to see how much time you will have between that use to use another one without using the item to show the cooldown in the first place. My phrasing of this may not be proper, so I'll summarize it.

TL;DR, The player would benefit from abilities with extra charges having a smaller counter next to the charge number that would show how long until the player gets another charge, with the counter disappearing if the player cannot get any more charges.

#

!feedback I would prefer if the mercenary's basic attack (m1) would swing in the direction your character is facing, i.e. if you're looking down, the blade would swing downwards.

cyan roost
#

!feedback it might be interesting to have a lunar item that's basically the opposite of gesture-- it doubles the cooldown of equipment items, but doubles their effectiveness (radar goes twice as far and marks remain for 20 seconds, twice as many drones are summoned, preon/missiles do twice as much damage, cube's radius is twice the size, etc.)

west canyon
#

!feedback have the final boss on the planet instead of the spaceship so we can fight in the rain

little barn
#

!feedback It would be cool if those snarky messages that say when you die in chat also tell you what you died TO in Multiplayer. I've have multiple occasions where I've died in Multiplayer only to not find out what I died to because my teammates carried me through to the next stage, bringing me back

granite siren
#

!feedback Add these bad boys back in, easily-accessible ways to beef up your base HP and regen (not shields or barrier) would help prevent player frustration from dying to a random blazing golem laser 2 hours in.

umbral swan
#

!feedback make placing a turret as engineer proc fireworks

mint vapor
#

!feedback i know this really isn't the time for it (it would prob be more fitting when artifacts actually come out) but what if you could use a artifact that would replace teleporter drops with nothing but boss drops? i think this would be interesting yet fun experience how boss items stack

upbeat sky
#

!feedback Add a link to each post in #top-feedback-archive that directs you to the original post in #ror2-feedback-and-ideas so we can more easily show our support for those.

Can also add another channel for the feedback that reach X number more 👍 , like 75 or 100.

I just noticed that most of the posts that reach #top-feedback-archive tend to stagnate in the 40's. The developers could get a much better sense of which ideas are more widely supported by the community, and could help them prioritize which to try and implement.

hollow basin
#

!feedback Commando's Phase shot should deal 50% more damage for each enemy it passes through. This would make it much more rewarding and skillful to use and would give it a desperately needed buff, since commando has the worst AoE as of right now

spark lynx
#

!feedback Too many items are unintentionally detrimental, such as shield generator disabling 1 shot protection and injuring REX, excessive energy drink screwing up huntress, too many wax quail preventing accurate jumping, headstompers input overloading killing artificers, and Crowdfunder stealing gold if you accidentally turn it on.

Allowing deleting items allows optimizing Shrines of Order, which is likely an undesired outcome, while allowing trading items allows optimizing playing with friends and makes rando hosts ragequit when you don't give them stuff.
With those two fixes unavailable, I suggest an option to toggle automatic item pickup so players who want to intentionally avoid certain items can do so.

past terrace
#

!feedback Queens gland is kinda useless since the beetle blocks your shots and barely hits anything, a solution without reworking the item would be to mix it with filial imprinting, just make the beetle drop little buffs around and thats it, makes its worth it and it goes with the theme of a hatchling following you around from both items.

fervent smelt
#

!ideas someone has probably already said this, but personally i think skins are a must, however they shouldn't have to be paid for with real money, they should cost lunar coins, i've seen players with over 2000 lunar coins and they have little use, also certain skins should be unlocked by playing and/or doing certain things as that character, maybe certain skins will have buffs or not, that is up for debate, i just feel like having skins would create a more visually enjoyable and unique experience, as otherwise you could have a team of characters that all look exactly the same, just my personal suggestion

sonic pelican
#

!feedback make the engineer 2 soda cans worth of speed faster and increase primary projectile speed as he often is too slow to get to the chests/enemies before other players have cleared the area resulting in a need to go away from the party to gather chests and farm for coins or pray that you have generous party members that leave chests for you so you don't end up with half as many items as everyone else. The slow speed and range on the primary fire results in the spheres being ineffective against rushing/suicide enemies like the teleporting shades and jellyfish which are doubly deadly since only turrets have the range to hit flying enemies with reasonable dps due to the slow travel time and arc profile. This compared to the other classes which have an ability which greatly increases their speed in the x and or y direction to avoid getting surrounded and ganked, along with weapons that have minimal travel time once fired. makes him hard to use as the shield is static and only prevents some projectiles, in addition to the limited agro.

little barn
#

!feedback Malachite are ridiculous. It feels like they are everything and the kitchen sink. While other elites do one specific thing, Malachite drop one shotting landmines, stop you from healing, have insane HP pools, and get to the point where they are the only thing left on the map spawning nearly infinite landmines till you can't even see the floor because they have far and away the most HP. I don't understand why they need to do like ten unrelated things.

fair wagon
#

!feedback Change Rejuvenation Rack to be a Red Item that gives you a damaging attack on sprinting that heals you for a percentage of the damage.

So the item description would look like this "Sprint into enemies for 2300% (+200%) damage and heal 50% (+5%) of the damage per stack. For a cooldown of 10 seconds".

I think it'd make the item much more fun and transformative like other red items in the game. The item is really boring as it is now.

mellow terrace
#

!feedback I'd love to see a few items that effect the radius of abilities. It could increase bit by bit but I think on all characters it could offer more fun as late game it can feel like there are too many enimies and I can only hit a few at a time

chilly aurora
#

!feedback transcendence should be able to work with hellfire tincture. Shaped glass and healing is a very strong and consistent combo because of one shot protection, so transcendence and shields in general feel pretty weak and not nearly as viable, as building trans makes all healing become useless. An interesting change to make transcendence builds feel more viable would be to have it work with hellfire tincture, making high hp high damage builds that dont feel to broken as you wont be able to heal, and you have to hope the lunar shop gives you an adequate amount of transcendences and gestures (and 1 tincture ofc.) I think it would potentially make for a viable shield build that can compete with glass builds.

crude scarab
#

!feedback Distant Roost is a very fun, vertical area that feels unique in a fun way like very other map.......When its all opened up.

Why is this the only are that has a chance to block of major accessible areas? That shouldn't be the case and I feel like it should always at least have that second island available. Typically people end up with both the secret area closed and that second island cut away, making chests far too scarce and the area feeling uncomfortably claustrophobic.

open tartan
#

!feedback
I've seen a few comments about increasing Shrine of Gold spawn rate because now there's a challenge associated with it, but also mentions of getting it before having enough items to beat it and missing a rare opportunity. Just now I got one on stage 4, and it felt pretty cool to get that boss fight at the end of the loop.
Instead of Shrine of Gold spawning evenly, what about having it cycle?
Something like 2, 4, 6, 8, 2, 4, 6, 8
instead of 5, 5, 5, 5, 5, 5, 5, 5.
Even if the total spawn rate was the same, it'd make the Gilded Coast more accessible, and have a higher chance of getting that sweet end-of-loop boss fight feeling. (Edited for clarity)

elder crescent
#

!feedback When an item is on the ground, make it a permanent thing for everyone or a toggle to let players point their reticle at an item or get near and make a little HUD or textbox showing what the item does instead of blindingly picking it up.

narrow sandal
#

!feedback Let us pet the beetle dog guard you get from the queen's gland.

uneven nexus
#

!feedback In multiplayer, when a player dies and becomes a spectator, they should be able to control drones and entities alike.

olive stump
#

!feedback
Almost think this should be in the Bug Reports section, but I'm not entirely sure. The stacking of Predatory Instincts is inconsistent between what is described in the Logbook and what is shown in-game. The Logbook says it stacks by 30% with each Predatory Instincts, which would lead one to believe that the max stack cap is raised from 3 to 6 when you pick up a second Predatory Instincts. However, in actual play, it seems as though each additional Predatory Instincts raises the stack cap by 2 (ie, 3 with 1 Predatory Instincts to 5 with 2 Predatory Instincts). Either the Logbook needs to be more clear, or the actual item doesn't stack properly in-game.

warm scaffold
#

!feedback please add the detailed logbook item description into the normal game so we can see them when hovering over our inventory in the tab menu

pastel lantern
#

!feedback
Change the logbook entry for Predatory instincts to better describe how the item works. It previously explained very well that stacks added 2 to the max buff stack, but is now incomplete. This is based on the above message from @olive stump and I cannot verify atm

little barn
#

!feedback we need more late game elite types than malachite, as right now it's basically like running into only release patch blazing elites lategame, all the time
potential good ideas for good elites on the same tier as malachite would be elites that lower your attack speed on-hit, or elites that do something with barriers (since that's what overloading enemies were for shield health)

stray remnant
#

!feedback New Item: Ancient Gear
Item tier: 3 (red)
All minions created or aktivated by you gain 5 random items, spawns an allied brass contraption when teleporting (+5 items per stack)
-Items are randomised with total disregard for rarity and type (except equipments)
-Applies to enemys "converted" by the mask
-Minions may get items making more minions (such as queens gland), but those minions are created by that ally instead of you, stopping an infinite loop

little barn
#

!feedback fix grovetender's ass being concave, it looks super weird on the model

olive stump
#

!feedback
There are some inconsistencies in the Logbook that should probably be addressed. They may be small, but the inconsistencies give the game a very slapped-together and rushed feel. The one that immediately got my attention was the strange distinction between "Elite-type" enemies listed in the Medkit Unlock Challenge and "elites" listed in the Old Guillotine Unlock Challenge. This might be something that should be addressed once all content has been added, but consistency is nice and would be appreciated in the long run.

uneven kernel
#

!feedback
The Armor-Piercing Rounds seem a little unbalanced in my opinion. With just over 10 of them, any boss can be obliterated in seconds, while some of the tougher "normal" enemies can be a real challenge, especially in groups. (Groups of Stone Golems always seem to be my downfall) Maybe they could help with all kinds of "armoured" enemies?

lavish drift
#

!feedback Elite HP buffs seem OTP right now. Not sure if there's any multiplayer scaling added to this, but by stage 4 on Rainstorm with about 20 minutes on the clock I'm finding it takes 5+ minutes to kill a single blazing or overloaded Elder Lemurian. Maybe these have been balanced around the items that kill them quicker, but without those items unlocked it's a crazy slog that's making it really hard to progress.

woeful topaz
#

!feedback I'd like a random character choice at the start

fast walrus
#

!feedback Please add "Instanced Loot" as a lobby option for multiplayer games. Although the current system is much more interactive with friends, it makes playing with anyone that isn't your friend or just a Good Guy Greg more of a competition than a co-op experience. I've heard people suggest adding this setting in as an Artifact down the line, but I think it'd work better as a Lobby setting.

As for how it would operate, I'd say it should just do separate, individual rolls for each player whenever a chest is opened. The player that opened the chest might get a Backup Magazine, but another player might instead get a Soldier's Syringe, and so on in that fashion.

balmy forge
#

!feedback A revision of a previous Item idea I had, based on feedback from the discussion channel:
Pointed Chisel “Carving a monument from stone takes time...”
Rarity: White
Effect: Damaging an enemy lowers its armor by X (attack's proc ceof) for 1 (+1 per stack) seconds, resetting the timer each time the target is hit.
Visuals: Happens each 10 armor the enemy loses: small pieces of metal will fall off the target.

Explanation: The damage change from a single point of armor is logarithmic, but as a quick estimate:
Loss of 1 armor —> 1% more damage
Loss of 5 armor —> 4.7% more damage
Loss of 10 armor —> 9% more damage
Loss of 20 armor —> 16.6% more damage

Stacking this item extends the duration the armor has been lost, giving individuals with large stacks time to ramp up the total shredded armor and increase their damage if they continue to focus fire on the same target.

In multiplayer, if multiple survivors have this item and all focus the same target, they can more quickly apply stacks and ramp up their damage.

Changes from prior version:

  • This is now a white item, as the damage increase isn't that significant compared to other items.
  • The armor resets after the enemy has stopped taking damage. This means as long as a player keeps focusing the same enemy, the damage will continue to ramp up. Extra stacks give more time between attacks before the reset happens
  • Armor loss is based off proc coef. This means all attacks will shred armor, but the harder hitting ones knock off more.
chilly aurora
#

!feedback I think a good reward for the top 10% of prismatic players would be an optional cosmetic change to their survivors like making them gold or something

untold cradle
#

!feedback The latest update balanced proc for the slow, big attacks. However, both leeching seed and harvester's scythe still use flat numbers that greatly benefit fast hitting attacks like commando's M1 or Mul-T's nail gun, making them nearly useless for the Artificer, Mul-T's Rebar, etc. I think they should, to a certain extent, take into account these slower hitting attacks. Now a straight percentage would be a bad solution since it would mean that late game you'd heal in one tick, but perhaps assign them unique flat values for some of these attacks, like say 5 hp for Mul-T's Rebar per leeching seed (example number).

weary summit
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!feedback Just an idea for an item: maybe some kind of legendary that makes it so that your drones respawn after a certain period of time instead of being permanently destroyed. Stacking the item could reduce the time it takes to respawn your drones. This would also help make drones a little more relevant in the late game where they often get hosed by the bosses.

distant tusk
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!feedback Malachite enemies need less HP. You can legitimately spend seven or eight minutes shooting them, without risk of taking damage, let alone dying. Example video of what I mean, made by someone I know below.

https://www.youtube.com/watch?v=Gv_p3iw3gs4

little barn
#

!feedback Let Bustling Fungus ramp up the healing and radius from the moment you stop moving, making it useful for everyone and keeping its effectiveness the same for Engineer turrets. 100% means its regular healing.
33% when you stop moving;
67% when standing for 1 second;
100% when standing for 2 seconds and longer.

pastel tendon
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!feedback idea: when you fail shrine of chance a lot of consecutive times (maybe like 5-7), it should reward you with a 57 leaf clover. Because it's consecutive, the counter will reset if you are rewarded an item. Furthermore, the gold amount will keep increasing so not only is it rare but it will also take a bunch of gold.

little barn
#

!feedback Since there are two shields now put one on each arm so they aren't merging so it looks more pleasing

willow ocean
#

!feedback if you fail a shrine of chance 57 times it rewards you with a 57 leaf clover
Edit: Credit to @pastel tendon

little barn
#

!feedback Crowdfunder rework ideas:

  1. The gun locks on the chosen target and keeps shooting it until it's dead or player has no more money;
  2. The gun acts like a shoulder mounted turret and locks on random or closest targets until disabled or player ran out of money.
mint vapor
#

!feedback i wish there was a way to turn off the effect of spinel tonics distortion effect after a while it starts to give ya a head ache and wishing that you could just take/turn it off (even tough you most likey got 10 withdraws and are stuck with it)

karmic flax
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!feedback H3AD-5T really messes with Artificer's ENV suit. You can still use EVN but only when H3AD is on cool down or by rapidly mashing jump.

untold nacelle
#

!feedback introducing the Overloading Worm's big brother: Malachite Worm. Overloading Worms tend to fall out of relevancy pretty quick in the endgame (as well as most non-elite bosses/enemies) so that's why I think we need something that still would scare you, despite how broken you've become. Malachite Worms sound like they will have sick visuals as well, imagine a huge green worm swimming through the ground at you while spewing green spikes all around and generally causing heal crushing chaos.

outer crag
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!feedback Just an idea for an item off of Quickfire's idea: An item that increases stats for drones like health, def, and attack, and also perhaps decreases the price. Maybe a Green or Red.

warm scaffold
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!feedback Item Idea: Rarity: Red | Effect: Either similar to wake of vultures: After killing an elite, become immune to the effects of that elite for X amount of seconds (probably 10 or 8 and atack with half of that) or 2) Become immune to all negative buffs from elites. Meaning no more fire damage, no more anti healting from the malachite etc. The spinel affection would not be removed. This comes from the frust of sometimes dying to fire (doesn'T really happen anymore) but especially from the malachite bosses who just end your run immediatly since the entire field is full of these crystals and especially with healing heavy sets you just die in a split second and it feels like you have no control over it.

warm scaffold
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!feedback Item Idea: There are items that increase the amount of M2 like the backup magazine and the afterburner for your utility skill, so why not add a item that increases your R skill? This item would be of course better on characters like mercenary but other items like the fungus are also very character specific, and while it could get very strong, just make it a red item as well and then i don't think it would dance too much out of line, considering at the power of other items we already have. To make it work for the Engineer one could handle it like mul-t, where it acts as 0.5 turrets per stack.

solar vale
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!feedback Enemy: Summoner, Teleports enemies, prioritizing the furthest away, too himself when he is nearby the player.

open tartan
#

!feedback
Multishop idea: When spawning items in a multiship, have all three items be different, and exactly one of them shows a "?" instead of what item it is.

willow ocean
#

!feedback Equipment: Wheel of Fortune - On use, changes the closest 3D printer to a random other or, when used on a multishop terminal, changes the items to random others. Has a long cooldown, probably around 2 minutes.

eager plume
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!feedback Legendary Item: New 'Lopper, Effect: Enemies at .25%(+.125% per stack) health are slain instantly.
Lore Description: "New lopper is great, cuts heads great, not like old lopper, use it well friend."

willow ocean
#

!feedback Corpsebloom rework: all healing is multiplied by 2 * (2^stack) and added to a pool of 1000 * (2^stack). You heal 20% * (.5^stack) of the total amount of health in the pool per second.

charred salmon
#

!feedback imp overlord shouldn't be able to teleport out of rex's R

bleak gull
#

!feedback Show in the chat what you lose to the item printer when using it.

little barn
#

!feedback we need an elite type late game when malachites come into play, that give you the curse effect thats applied by using shaped glass and spinal tonic

north hound
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!idea At the end or in the middle of a run, can there be a feature where you see how your character looks with all their Items/Equipment on? as of lately I've just been trying to take close-up screen shots of them for drawing references...

steep thunder
#

!feedback for @north hound 's idea:
"At the end or in the middle of a run, can there be a feature where you see how your character looks with all their Items/Equipment on? as of lately I've just been trying to take close-up screen shots of them for drawing references..."

olive stump
#

!feedback
A bump and remix on an older suggestion I posted, since the topic seems to have come up again.

I like the idea of the Malachite elite being a summoner of sorts; that is, it creates objects on the battlefield that make your life hell. Currently, this is implemented in the form of generating spikes passively whilst alive, as well as spawning a needle-turret-thing when it dies. However, I feel that the anti-heal on hit doesn't quite fit this summoning style. This could be replaced with another summoning-esque ability, such as granting a protective bubble to another enemy within sight (similar to the Engineer's Bubble Shield) that takes a certain amount of damage before breaking.

This leaves the anti-heal effect, which we can use as the foundation for another Malachite-tier elite centered around debuffs (which might resemble some of REX's abilities). The first ability would, of course, be the anti-heal-on-hit ability. Another ability could be a mortar-style shot that creates a slowing area wherever it lands, which could be represented in any number of ways (ice, grasping roots, etc). The third ability could lengthen the cooldown time of your abilities in an aura around the elite.

TL;DR, alter the Malachite kit to be in theme a bit more, and add a new debuff elite

earnest lance
#

!feedback
If you die in multiplayer, rather than being dead completely, allow the player to respawn (even without gaining more money) once the boss of the level is dead. This would prevent the snowball effect of player who died from falling behind so massively and creating so much of a snowball effect.

sage shell
#

!feedback Maybe consider making purchased drones respawn at the start of each level? If not, maybe a scaling health and damage increase as the difficulty level increases. Some passive items you can get to enhance the drones (whites, greens, reds) would be another way to scale them into lategame a bit better and provide a chance for someone on your team to be "the drone specialist" if you stacked the items on them.

They seem pretty bad to purchase whether it's early game (waste of money/time farming) or late game (they die pretty much instantly)

north hound
#

!feedback A survivor that summons small things, but as they get more Items/levels the small things either grow in size, or grow in numbers.
M1 could be they summon a thing to fight,
M2 they place down a thing that summons things over time,
Shift they make defenders or walls,
R they enrage the swarm attack increase for 7 seconds on all allies.

(might sound like the Engineer... shurg

loud atlas
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!feedback This is more of an idea but once artifacts are in I would love to see a round robin item mode. anytime you find an item it will not appear again until every item has been discovered during a run.

another is a unique item mode where each stage only spawns a single item or item type

crude scarab
#

!feedback Clay Templar fires too fast and has too much firepower compared to most other enemies of a similar power level (stone golems, clay guardians, beetle guards, and I'd argue even the elder lemurians) This can be fixed through multiple ways that could make them still a challenge but not a "welp I'm fucked" moment (but both shouldn't be done at the same time, I'm suggesting one or the other):

A. Give them a long wind-up time. For how devastating their firing is, being able to wind up so fast is ultimately a really unfair balance between power and speed. Every other enemy with hard-hitting attacks have a large windup themselves, so Clay Templar not having something like that is a headscratcher.

B. Increase their bullet spread; even the visuals show this weapon should be a spread weapon, the fact this is a hitscan weapon that has enough accuracy to still melt you across the map makes no sense whatsoever. This would actually make them more of a threatening enemy up close and be a neat contrast to the stone golems' precision.

fathom current
#

!feedback Artifact that allows the teleporter boss reward to be any item (except equipment).

crude scarab
#

!feedback additional suggestion I've gotten from talking with Lightning and all for Clay Templars:

Decrease their base health and damage to make them more fair as an enemy.

haughty night
#

!feedback I played a run the other day after purchasing this masterpiece of a game. I was in a voice channel here with 3 other great people and we started up the run. Sweeeeettt, I'm gonna get carriiieeeedddd. And I did. As per usual, but that's beside the point. The game became slow and we could just rock everything as we entered our second hour into this one run.

Admittedly, it was modded I believe. Shared items and such (I don't know if that's allowed yet 😅), yet we almost expected more. At least in the difficulty aspect.

As mentioned before, the game became so easy to just waltz through. Now, don't get me wrong, I'm sure your main game is perfectly fine, but there's more to it too.

Custom lobbies usual come with mods, so add little changes in your settings. For example:

  1. Damage multipliers
  2. Minions health/resistances
  3. Headshots only? (Oh God please no)

Just to list a few, small changes like the scale to unimaginable levels when done right. Thus matching the brokenness of my two our bloodfest.

Thanks for your time! I appreciate your thought! Enjoy your time!

grim jacinth
#

!feedback I don't know if this was already posted or not, but how about having a custom color section where we can customize on survivors on our desired color. Like have Commando red. Also, have detail on them like body armor, helmet, etc.

tight glacier
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!feedback Suggetion: Swap the spawn of the actual Newt npc and the portal spawn. Start directly in the shop and have Newt be a side boss for some op fun stuff. What about him kicking you out of the shop when you attack him? Well, attack Newt, die by Newt, problem solved.

willow ocean
#

!feedback Yellow items, I love them! I think they’re a great way to tie in to the interesting bosses this game has. With the addition of the Halcyon Seed for Aurelionite, I think it would be nice to see more in the game. For Overloading worm and Magma worm, perhaps an item that deals lightning or fire damage respectively when sprinting into enemies, similar to their bite attacks. For Wandering Vagrant, an item that releases a wave when you are at low health? For Clay Dunestrider, maybe an item that causes you to siphon enemies’ health when you are at low health? I can’t really think of one for Imp Lord, except maybe one that attacks enemies close to you with a ground pound bleeding attack? In any case, I’d love to see more yellow items in general. Finally, I think it might be interesting to have the bosses have a low (1% or so) chance to drop their yellow item on kill, similar to how elites can drop their elemental aspect equipments.

fringe wasp
#

!feedback Add a way to add players in your game as steam friends by clicking on their name and or some other way. And add so you can scroll through the chat while in lobby and copy things from chat (cntrl +C).

languid copper
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!feedback if Templars are going to remain as powerful as they are, they need to be less stealthy; e.g. idle noises, unique spawn sfx, loud spin-up sounds, higher visibility model, something along those lines.
Currently, they're too dangerous to be as easy to lose track of as they are. One of those definitely needs to change, since right now they tend to sneak up on you and kill you before you can turn around.

little barn
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!feedback some silly ideas for boss items for teleporter events, that dont have any

clay dunestrider - cracked clay pot - killing an enemy will cause an explosion, tarring nearby enemies (like the lil clay pots that blow up! scale size with item stacks)
magma worm - blistering flesh - gain increased movement speed and jump height after taking heavy damage. (increases duration on item stack)
overloading worm - (no concept for an individual item) - chance to strike lightning near the player when attacking (increases proc chance on stacks)
horde of many - (no concept for an individual item) - increases damage and regen for friendly monsters
some of these items may be dummy, not sure what all the devs would like for boss items
something from this list may be something good tho!

stiff glade
#

!feedback
Remove the ping limit/spam protection in singleplayer

tired briar
#

!feedback With happiest mask, I killed a clay dunestrider and the ghost almost killed me with its vacuum attack. Please fix this.

honest aurora
#

!feedback Make each kill in the teleporter zone charge the teleporter by 1%, kinda boring late game just standing around.

bleak gull
#

!feedback Score multiplier for Easy and Monsoon mode. Apply to the final score.
I suggest its 0.5x for Easy and 1.5x for Monsoon mode.

coarse hedge
#

!feedback I'd like to see a system where pinging an enemy you want to attack prioritises that enemy for your drones. This especially applies to equipment drones where they'll fire the equipment at the closest enemy possible, which is often a waste.

TL:DR
Ping enemy = Drone attack that enemy

jaunty cape
#

!feedback
I've seen many suggestions to have the teleporter instantly charge after the boss dies, but many don't agree with this. I suggest having the teleporter charge faster after the boss has been killed, rather than an instant full charge, as a middle ground.

tldr: Teleporter charges at a faster rate after the Teleporter Boss has been killed.

digital ermine
#

!feedback Make the monstertooth necklace heal based on a % of health instead of a flat number so it scales better.

jaunty cape
#

!feedback
We really should be able to fire through allies. Turrets and friendly Beetlegaurds/Aurelionite at the very least. It would also be nice if Mercenary didn't target friendlies with his R ability.

slow snow
#

!feedback
A option in the options menu for items to show their logbook descriptions on pickup. Should be turned off my default, ofc.

mental merlin
#

!feedback don’t decrease mercs i frames

past marsh
#

!feedback green item: Gain 15 shields. While shields are up, negative effects last 85% (-15% per stack) as long. (Logarithmic like Tougher Times, of course)

granite idol
#

!feedback
not sure if this is confirmed or not but official moding support would be cool

dreamy peak
high ginkgo
#

!feedback. Let us shoot through ghosts because they are ghosts . Mask

granite idol
#

!feedback
have armor-piercing ammo affect boss type enemies, not just teleporter bosses

olive stump
#

!feedback
Please add a broken teleporter or some indicator of where you spawned in on a level, like in the first game. Not only would it be a neat decorative flair, but it could help to address issues of backtracking through areas of the map you've already visited.

keen reef
#

!feedback Ping for allied npc. Since the friendly ai is average at best and abhorent at worst, i suggest adding some sort of ping button for allied units. I imagine it would work identicaly to the normal ping button, but it will tells your npcs where to move, what to attack. Maybe this ping could be baked into an item that would buff allied units.

brave kraken
#

!feedback
Eccentric Vase in it's current state is very underwhelming. Anything it can do, Milky Chysallis can do with less of a cooldown.

Propossal: Take some of the attributs of the Caracara Marble from RoR1 and mix them with the vase; keep the features of being able to be hit on the line, but let the user set an end point and later on set the begining to create a warp system. This would give it the use of reducing backtracking

steep thunder
#

!feedback Allow shrine of order to spawn at scorched ashes (So we won't have to pray for Delta just to get Sequenced)