#ror2-feedback-and-ideas

1 messages · Page 9 of 1

modern rain
#

!feedback have infusion only show up in utility chests. it doesnt heal you, only increases your max HP, so it should be considered solely a utility item

brave kraken
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!feedback Bad/Subpar common items like Medkit and Monster teeth shouldn't be buffed as they allow for interesting decisions at 3D printers and Newt Shops (Risk of losing good items Vs. Reward of trading trash for treasure)

heavy snow
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!feedback Give the option to take a lobby back into matchmaking after all dieing during a game. IE when a match ends after we all die, but we want to play together again quickly and easily, allow us to enter the partial lobby into matchmaking.

serene flower
#

!feedback Rusty Keys should spawn lockboxes near spawn or near the teleporter. The item itself is mainly underwhelming not because of the effect, but because it is very difficult to spot the lockboxes on dimly lit stages and stages with water and is therefore unreliable.

Guaranteed items would make the prospect of stacking rusty keys more interesting: does the player make the game harder short term for the promise of rarer items down the line, or do they use that money to ensure they don't die prematurely? This interaction is much more interesting than the current one,which is more focused on "will the player actually find the lockbox?"

(As a side note, the percent chance of rare items would probably have to be nerfed to compensate)

vivid relic
#

REMOVE ABYSSAL DEPTHS CAVES

-Constantly lead to deaths of drones due to being unnavigable
-Many bosses fail to path properly due to size
-Overly complex geometry can get players stuck, or obscure vision greatly, causing claustrophobia followed by death.

stiff glade
#

!feedback
When a teleporter boss is killed, have the radius of the teleporter (the red circle) start slowly expanding, so if you kill the boss really quickly, you'll be able to open chests and use items nearby but not quite in the teleporter range. This would reward killing bosses quickly and reduce the monotonous waiting when you're overpowered compared to the stage you're on.

misty fjord
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!feedback communication is pretty lacking in quickplay, if you're not in a voice chat with friends it's hard to stop and type because of the nature of the game, I think an in-game voice chat option would be really helpful

hot isle
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!feedback Commando still needs a better menu animation. Right now it looks like he's just standing there, lifeless. My idea is that he combat rolls and then stands while checking his perimeter.

plucky nova
#

!feedback Use Item Printers for those sweet Royals

tender copper
#

!feedback Artifact which converts gameplay from being Haloesque to being Crash Bandicootesque

astral drum
#

!feedback add a filter system for quickplay because the second i vote for anything under monsoon everyone dc's

dense flume
#

!feedback an animated server icon would be nice... We have the power.

trail peak
#

!feedback Fix the imp spawning locations so they arnt on the otherside of the map

sudden hollow
#

!feedback a channel solely dedicated to the countdown of avatar 2 [980 days and counting]

little barn
past marsh
#

!feedback change shields to act like single layers of instance damage block (like the bear) and change shield items to match the change.
One shield gen gives one shield that blocks a single instance of damage and then goes away till the cooldown is met. For transendence you loose all but one base hp, gain a stack of shields and get one per character level. Your base hp is hidden and used for barrier, infusion adds to your 1 hp and barrier pool and curse halves both shields and health to a base of 1. Damage hits bear>shield>barrier>hp.

runic mirage
#

!feedback

I came up with an insane idea.

Chest of the Mountains.

Spawns an Elite Boss, but gives 3 legendary items.

bold schooner
#

!feedback
Shrine of Sacrifice. The shrine emits an aura represented by a purple ring on the ground. If you manage to kill an enemy within the aura, it charges the shrine. Amount of charge depends on the director point cost of the monster killed. Fully charging the shrine gives an item with tier one chest chances. Can be done three times, each requiring more kills for the next item. Charge is represented by a bar on the side of the shrine, filling from gray to purple.

runic mirage
#

!feedback

An idea to for a nostalgic throwback to Risk of Rain 1.

A Chest of Blood. Costs Blood and money on top of that for a chance to spit out 2 items instead of one, it'd spawn on the same level as a Blood Shrine. Not near it, but somewhere in its vicinity.

plain fable
#

!feedback
the director keeps track of how many of each spawned monster gets killed, and spawns more of the monsters you haven't killed
take it as either the planet is learning, or you're killing of a species

extra tidbit, the more of a monster you kill, the rarer it spawns, but the stronger it is

runic mirage
#

!feedback

Malachite Shoulderguards (Red Rarity)

A legendary item that causes Malachite Thorns to explode out of the ground, with homing Malachite Needles when you are attacked. on top of that, as Malachite does, prevents enemies from healing.

Found after killing 20 Malachite Urchins.

Achievement Name: "Malicious Malachite Manifestations"

Lore:

After a pulse-pounding battle, you have done it. The mighty beast imbued with Malachite falls and blesses its power to you. The brutality it once showed shall be nothing compared to you. The mark of a being imbued with the power of the Malachites now belongs to you. Raise your weapon. Let your enemies hear your battlecry as you charge into the fray while displaying the terrifying power of the Malachite Element. You clearly wear these massive and heavy shoulderguards because you WANT your enemies to know where you are. Let them come. Bring all of them to you. The last thing they shall see... Is that vicious green-black glow that the Malachites show and display all too well.

(Re-edited it, knowing there are enough items that proc on kill in RoR2. Also, changed the Malachite Bosses thing since it’s tough enough as-is to kill a normal malachite enemy. Let alone stumble across a malachite boss.)

runic mirage
#

!feedback

Malachite Heart (Green rarity)

+10% health

Has a chance to spawn a Malachite Urchin to attack nearby enemies upon killing them.
Found after killing your average everyday Malachite enemy.

Achievement Name: "Mangling the Malachite"

Lore:

Hearts become jaded, jagged, oversaturated with a lust for blood and destruction, such is the very nature of the Malachite-imbued enemies, far stronger and tougher than most foes, they refuse to die. They leave their remnants of their power once they die. Such beauty belies ungodly amounts of viciousness and unspoken horrors beneath their elegant green-black glow. Undying amounts of savagery lurk within this organ that pulses with power and protrudes even outside the chest... Those who are faint of heart get turned into the Malachite Monstrosities that wander the planet. Those who are strong of heart risk themselves the same fate should they forget the laws that govern this very tortured and cursed organ, "Become jaded and the Malachite shall consume you whole. Become pure and hunt only for survival, and the Heart shall bless you with untold power... Beware to not lose yourself. Lest you suffer the fate of your body being swallowed whole by the very element you sought to control."

spark lynx
#

!feedback Engineer should lose sprint on placing turret instead of queuing to place it.
Current implementation: Sprint, press R (sprint falls off), can resume sprinting, click/R to place turret (sprint does not break)
Probably should be: Sprint, press R but are still sprinting, click/R to place turret (sprint breaks)

runic mirage
#

!feedback

Knives of the Abyss (Lunar Item)

+100% attack speed BUT increases cooldowns by 2 seconds.

cyan roost
#

!feedback

Old Chitin (White item)

Adds +5 armour (+3 per stack)

runic mirage
#

!feedback

Truthseeker's eyes (Lunar Item)

Triples the damage from Crits BUT -20% attack speed.

(So that’s 3x the damage from crits as opposed to 2x the damage for 1 of these. Not to mention, it stacks, so your crits can do 4x, 5x, so on, so forth. But your attack speed gets lowered the more of these you have.)

Side note: A friend on here helped me figure out this way of creating the item’s stats. Kudos to you @open tartan

random pagoda
#

!feedback An equipment that makes you immune to damage and boosts your speed but renders you unable to attack for a short time, pushing away any nearby foes and destroying projectiles.

runic mirage
#

!feedback

Malachite Broadsword (Equipment rarity)

Method of getting: Kill 10 Malachite Urchins

Internal cooldown: 180 seconds

Sends forth a blast of 3 malachite orbs in an arc in front of you that explode into Malachite Thorn Traps that deal damage to enemies that walk into them in a tri-shot pattern.

(Decided to lower how many Malachite Urchins gotta die to get this item.)

toxic sage
#

!feedback Fix inconsistency with Stone Titan laser beam. Dev intention seems to be to break LoS, but under some circumstances the beam can be circle strafed. Circle strafing is buggy and inconsistent, but DOES match the "beam mechanic" that is "tutorialized" by the Stone Golem enemy type.

On one hand, eye beams of Stone Golems lag behind the enemy and need to be dodged by continuous fast movement or a quick change in direction. Stone Titans should follow this behavior for consistency's sake, but don't. The visuals also suggest that this should be the case, since the "warning beam" lags behind the player. It makes sense thematically as the stone titan is shown as lumbering and inelegant. Stone isn't exactly known for being quick. There's also buggy behavior, like the beam snapping to a target 180 degrees with respect to what direction the Titan is facing, directly through it's own body to hit the player (this is especially bad when teleporting through the titan with huntress). Sometimes the warning beam lags behind the player and never connects if you keep circle strafing. Sometimes it lags behind the player the snaps onto the player once the damaging beam starts.

On the other hand, if the intention is to force LoS breaking, it needs to be made more clear and consistent through the visuals and circle strafing needs to never work, instead of only working when the game decides to bug out and allow it. How the beam snaps to targets, how the beam chases targets, and what constitutes line of sight (for example, should the beam be blocked by the stone titan's own body?) need to be consistent and clear.

The mechanics should be consistent within themselves, and consistent with other similar mechanics within the game. If there are minor differences between 2 similar mechanics, the differences should be made clear and obvious through observation, NOT trial and error (especially when trial and error involves bugginess like it currently does)

steady bridge
#

!feedback Include equipment item on the end-of-run readout

runic mirage
#

!feedback

Earth-Shattering Gauntlet (Equipment Rarity)

Internal Cooldown: 60 seconds

Causes a crack in the air that knocks back enemies in a massive radius around you, allowing you to have breathing room and plan attacks a bit easier than being swarmed/cornered.

royal moon
#

!feedback
After one single loop in the game, a single ghostly boss will start appearing after spending a certain amount of time in a single level, since at one point when you get enough items, the game is only somewhat of a risk when you're overpowered for everything besides the malachites. This single ghostly boss can be a boss of its own kind or maybe a random boss that spawns that is unable to be killed, mainly that will float and fly towards players and kill them instantly if touched, depending on how many loops, more can spawn up to a max of 4, because thats how many players will be in the game. Giving them an extra thing to handle as well as malachites during the endgame phase of player power, to add a different challenge whilst players try to handle malachites. Not sure if this was suggested already by someone yet but, these would probably add the final piece of the challenge since malachites do have the potential to create an issue for players in the game. If its too difficult, it could just serve as a monsoon difficulty only feature.

sterile lily
#

I would honestly say that should be an artifiact for added difficulty

grizzled osprey
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!feedback allow for a key bind that shows the advanced stats of your character in game. Like current attack speed, critical strike, movement speed, health regen, etc.

royal moon
#

!feedback
If you have the radar scanner, any item you go near and leave in a certain radius is marked in a chest/drone/shrine icon for type of use, incase you leave things that you don't wanna buy, to prevent confusion between marks you've passed before but don't want to waste money on. ||note, only if activated you'd see the icons, it wouldn't be passive||

jaunty cape
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!feedback
It might be nice to see bosses change behavior somehow with each loop rather than just having health and damage numbers go up, much like in Nuclear Throne. Perhaps Vagrant could gain an extra large homing projectile per loop, Stone Titan get an extra laser per shot burst style with its shoulder laser, etc.

little barn
#

!feedback
newt altar should always spawn on distant roost (and abyssal depths)

shell nebula
#

!feedback can we get something like Filial Imprinting back? those little guys were just too damn adorable

earnest laurel
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!feedback not sure if this has been done before, but make it so foreign fruit clears all debuffs as well as heals. I never pick up Foreign Fruit because I heal fast enough without it late game. If it cleared debuffs - malachite blocks, fire stacks, etc. - it would be far more valuable instead of just something you use really early game when you can't find anything else.

main obsidian
#

!feedback please allow for a different hotkey setup for the H3AD-5T v2 item in the options or something, as it HEAVILY conflicts with Artificer's glide ability.

stable furnace
#

!feedback make backup mags kind of useful for Engi, either increase his max mines that he can have out at once or have it affect something like his max grenade count on charging up his M1 or maybe giving him more charges to his turrets but of course still capping them at 2

little barn
#

!feedback make artificer's flamethrower scale up attack rate with soldier's syringe, like merc's eviscerate does
it might need a lower proc rate if that happens, or something similar, but at the moment the move just entirely falls off late game

grim moth
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!feedback i wanna add that Supressive Barrage on Commando also suffers the same problem as Artificer's flamethrower in that it really can afford to scale better with attack speed ups, see also Samanthaprobably's feedback.

sand kite
#

!feedback
in rallypoint delta is the timed chest for the archievment unlocking the preon accumulator within the first 10 minutes of the run
after that it becomes completly useless same as the act of bringing rex a fuel array
you could make it drop a legendary item if you reach it within, I dunno, 6 minutes after starting stage 5, 9, 13, ....
this way there would be an incentive to attempt to rush the teleporters/a reward for those doing that after the first loop while being quite hard to reach in time for the legendary item
this might even be coupled with another itemunlock in future updates as well

brave kraken
#

!feedback
Lunar coins and their uses need some sort of change; it feels odd in a game where everything resets on death to have to debate spending a currency because it may be more usefull in a future run; shouldn't runs be more self-contained?

thorny needle
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!feedback make the hardlight afterburner actually give multiple uses of Mercenary's blinding assault. when you currently use it if you manage to get more uses from hitting an enemy it consumes your extra uses if you use it again.

north citrus
#

!feedback
Infusion/Leeching seed should apply to engineer's turrets
For example;
Engineer turret kills enemy, bonus hp goes to engineer, not the turret. same with leeching seed. otherwise they're just pointless items on Engineer because you have to compete with your own turrets to benefit.

granite idol
#

!feedback
how about an item that lets you sprint in all directions, and giving a small boost to sprint speed?

lapis karma
#

!feedback please let us aim all the way up and all the way down. Full 180 degrees. How else can I properly play the aerial bombardment artificer witch?

upbeat rain
#

!feedback skins for the heroes!

solid summit
#

!feedback turn down when rex/powerplant is sprinting it is preatty loud

balmy forge
#

!feedback lunar item idea:
Soldering Wire "Unlocks your abilities to speeds beyond their intended capabilities"
Rarity: Lunar
Effect: Converts 100% (+100% per stack) base ability cooldown into a shared Energy pool. Abilities now cost their cooldown in Energy to use. Energy is restored by 2 (-50% per stack) energy per second.
Visuals: A band of wires sticks of out the torso of the survivor. On the HUD, either below the abilities or HP bar is a new yellow energy bar.

Explanation: Base ability cooldown is the total original (prior to item cooldown reduction) cooldown of all survivor abilities. These totals are as follows:
Commando - 16
MUL-T - 14.5
Huntress - 31
Engineer - 63
Artificer - 23.3
Mercenary - 15.5
Rex - 19

Survivor's abilities are no longer put on cooldown, but instead can only be used if there is enough Energy. This immediately allows a survivor to repeatedly use an ability multiple times but at the cost of effective ability rotation. Cooldown reduction reduces the amount of Energy needed to use the ability.

Additional stacks of this item grant a larger overall Energy pool, but slows the Energy regen. This gives all survivors a larger pool to use a burst of their abilities, but then must wait longer for the energy to regen.

A survivor with good ability rotation like Arti or Merc can have 3 abilities on cooldown which is effectively equal to 3 Energy regen. So with the initial benefit of being able to use more abilities, you are losing efficiency.

Final notes on other items:
Backup Magazine - the bonus stacks provide no benefit
Bandolier - This normally resets all cooldowns which could be the same as gaining 100% of your base ability cooldown as energy. I could also see this being argued to have no benefit. It could go either way.
Brainstalks - Functions the same - abilities have 0 cooldown when active which means they cost 0 Energy to use.

opal vigil
#

!feedback Make the Announcments channel a News channel, it allows users to follow the specific channel and even link it to a channel on their own server (To get updates, they cant talk into your channel through theirs)
Link for more info here:
https://discordapp.com/developers/docs/game-and-server-management/special-channels

Discord Developer Portal

Integrate your service with Discord — whether it's a bot or a game or whatever your wildest imagination can come up with.

weak sparrow
#

!feedback It would be nice if achievement tasks had a purpose past the unlock, like the fuel array, or timer box

obtuse dagger
#

!feedback Mul t needs a serious buff, his weapons are so bad.

jaunty cape
#

!feedback
Perhaps it would be easier to keep track of who owns what-- or more importantly whose turrets are alive-- if it was set up in this sort of bullet point system. Other survivors are normal size, and the allies they own (drones, beetle guards, turrets, etc.) are indented under them at a slightly smaller size. Since you don't have a health bar here and your allies may be of more importance to you, they could remain normal size and just go before or after everyone else. When a survivor is dead, it could keep their name up there, just with the red X and empty healthbar that it normally does right before they are removed. Pardon the rough editing, just want to somewhat visualize the concept. Doesn't have to be exactly like this in terms of size or whatever, my main point is keeping your allies separated somehow.

At the very least you could do this with Engineer turrets.

tldr; Set up allies and survivors in an indentation style to keep track of owned turrets/allies, roughly like this:

rugged trench
#

!feedback Please change Mul-T's Shift Skill to allow him to jump while charging.

spark lynx
#

!feedback Huntress always wants to be sprinting, but I don't want to hold W for 3 hours. Allow her (only) to also sprint directly left and right to increase character uniqueness, as Mercenary and anyone with a Grovetender item also attack while sprinting.

solemn kraken
#

!feedback I feel that Monster Tooth is a bit underpowered as even in early game, I don't feel much use out of it. To combat this, I thought that it would be worth considering adding a small burst of health regeneration after you pick up a certain amount of Monster Tooth health orbs. This could function the same way that Berzerker's Pauldron does (you are encouraged to kill large groups of mobs to gain the buff). What are your thoughts?

sweet dew
#

!feedback s Artificier's utility skill feels a bit underwhelming at the moment due to small aoe, short duration and being effectively useless against elites once you start piling on the guillotines, how about altering it to be a little more easily used? Perhaps through making it something of an AOE flash-freeze instead in a circular area, slightly longer duration if there's no ice sprouting from the ground, if applicable too.
I feel that this could make her utility skill better as it would lead to having more use against groups of mobs and for more than simply execution of elites, though it could certainly still retain the execution capability for pre-guillotine-stack gameplay.

warped vortex
#

!feedback recently I have been seeing larger quantities of lesser wisps spawn during the first loop. I don't know what update made it so, but this makes the first loop much harder, especially if you don't have the items or not playing a character that can kill or escape them effectively ( i.e Arti's lack of movement and rex's poor accuracy against small, airborne enemies). Combine the fact that 10-20 of them can spawn when you activate a teleporter with the fact that they also have a chance to become elites that decimate your health, the first loop ends up being much harder than following loops.

outer crag
#

!feedback Add this bad boy back. Though it was a really unique and cool item from the first game.

little barn
#

!feedback more equipment items ought to have passive functionalities, like elite equipment items, and gnarled woodsprite

itd be a great way to help the worse equipment items right now, without hurting the better ones, or making the worse ones dummy

river arch
#

!feedback stone titan underground fist attack has seemingly infinite range and doesn't need LOS which doesn't feel fair. You can go all the way to far side of the map and still get sniped by it and not even know there was a titan

vernal fox
#

!feedback i have a teleporter in the wetland aspect right next to a wall and the boss spawned on the other side, its impossible to attack it and i cant get over the wall. doesn't really count as a bug but its still really annoying.

snow shadow
#

!feedback give the teleporter certain spots where it spawns so it's easier to find and it's not found often clipping through something

lime reef
#

!feedback a lunar item that increases luck, it will have a downside, and match clover’s benefit, similar to how corpsebloom and rejuvenation rack have the same positive effect

zealous kayak
#

!feedback add commas to numbers in your money balance and all prices, e.g. 1000 -> 1,000. Can be helpful for later game looking at things at a glance

wispy ivy
#

!feedback Lens-Maker's Glasses when stacked higher then 10 does nothing, I'd like to propose that it rolls another separate crit
Example below (could add diminishing returns)

1 = 10% chance of 100% damage
11 = 100% extra damage or 10% chance to be 200% damage
12 = 100% extra damage or 20% chance of 200% damage
21 = 200% extra damage or 10% chance of 300% damage
32 = 300% extra damage or 20% chance of 400% damage
pastel tendon
#

!feedback I feel like it should be more obvious when you get the anti-heal malachite debuff, so you can more immediately react to not being able to heal; a green vignette, muffled sounds, anything

umbral swan
#

!feedback fix friendly Dunestrider ghosts spawned by Happiest Mask from giving you and your teammates the S U C C on their low health pull attack.

eternal zephyr
#

!feedback every additional loop completed gives you one additional lunar coin on sacrificing to the obelisk

1 loop = 5 lunar coins
2 loops = 6 lunar coins
3 loops = 7 lunar coins
etc...
old socket
#

!feedback drones should "level up" each stage or two and get stronger the longer you have them so that they don't become useless later. The base level of the drones should go up by one every loop, so the drones won't instantly die but they won't be as strong as the drones that you've had for longer

steady steppe
#

!feedback new equipment item: hell's gates
any enemy killed in the last 10 seconds come back as ghosts when used. can only bring back 6 at a time, with a 120 second cooldown.
it would also grant a small passive buff of a fire trail behind the player for effect

spiral vault
#

!feedback Can we please make it so you cannot end up somehow killing yourself. to many times good long runs ive been on died because apparently i somehow killed myself either through ghosts or some other reason.

warm scaffold
#

!feedback Please bring out a small patch which guarantees that a gold altar will spawn at a certain stage. The random factor that it could appear at any stage could stay in my opinion, but would be nice if for example every tenth stage a gold altar spawns like it is with the celestial one. Just make it a bit less nerve wrecking to try and get the aurelio achievement, please.

steep thunder
#

!feedback
Currently, ghosts spawned by Happiest Mask cause visual clutter, yet the individual ghosts aren't really contributing anything and are more of a shiny decor than anything else.

I think the mask will be both more practical and visually appealing if it produced fewer -yet stronger- ghosts over many weak ones.

exotic rivet
#

!feedback

Add a feature to save the current game in a save slot. Would be nice since I have an unstable electrical network and my computer can crash due to it, thus losing me all progress in quite some nice runs that I wish I had saved.

rancid hollow
#

!feedback

An item to make shields more useful: Powered Rounds!

This item would expel 25% (+5% stacking) of your shield value as a % bonus into your next shot. (100 shield = 100% damage bonus) Also, decreases shield recharge delay a small, non-stacking amount. The passive would have a cooldown, as to not let you kill yourself via Transcendence, either once per full shield regen, or once per 8 seconds.
This could be Lunar, or just a green if you don't want a downside.

balmy forge
#

!feedback lunar item idea:
Recurve Bow "Harder hits take more time to aim"
Rarity: Lunar
Effect: Critical strikes do an additional 10% (+10% per stack) damage at the cost increasing all ability cooldowns by 10% (+10% per stack).
Visuals: The bow appears on the back of the survivor. New critical hit sounds and numbers appear blue/purple.

little barn
#

!feedback lunar item:

  • When health is full, heal shields for 20% effectiveness (+10% per stack) (must be healed to full shield to get Aegis barrier)
  • When health is full, shield recharge delay is increased by 3 seconds (+1 second per stacK)
weak sparrow
#

!feedback give Rex Sprint damage on the vines doesn't have to be much it could just be 20%

exotic rivet
#

!feedback Item which slightly increases charging speed of portal after defeating the boss by a multiplier.

weak sparrow
#

!feedback lunar item ideas:

  • x2 health Regen, must be below 50% to start (affects Regen items)
  • half to cost of chests, lowers the chance of higher quality items
  • high chance to evade attacks, if hit take double damage
lime reef
#

!feedback add something to the secret area in wetland aspect besides the achievement, with abandoned aqueduct and the timed chest there is a reward for completing the requirements again, that isn't the case with this stage, and i think that contributes to people's dislike of it.

odd summit
#

!feedback A character that acts as a cross between Mercenary and Mul-T where their gimmick is to run into enemies like Mul-T's utility ability.

Have all the abilities be Movement based but one of them allows for chain hitting similar to the Hunter's shuriken. Maybe have it be based on a vehicle that drives into things or maybe a living comet of sorts, just ideas. I think it would create a massively new playstyle that could create for some interesting item interactions.

buoyant trench
#

!feedback steam achievments would be pretty nice

arctic sonnet
#

!feedback bring back the telescopic sight (1% chance on hit to insta kill)

wild pivot
#

!feedback A 3D printer that prints random items

eager plume
#

!feedback make it so that Malachit growths generated by malachite enemies have hit boxes and can be destroyed. This will increase the survival rate of melee characters against these growths, and as well, when moving at high speed running and gunning you cant see these growths on high density areas in low light places.

green pebble
#

!feedback please add a scorched acres equivalent of the Timed Preon Chest and Shrine of Order

warped vortex
#

!feedback A new item or items that increase the teleporter range or the speed it charges would be really nice. In the late game you basically kill the boss instantly and then just end up sitting there for a while doing nothing.

random pagoda
#

!feedback
Lunar Item - Crooked Penny
Equipment

50% chance to Duplicate the item that is hovered over, 50% chance to delete it.

Clover-Immuned
A duplicated item appears with a x2 over it, and it cannot be shared.
Duplicates can be reduplicated, however, failing the roll will delete all copies.

near quartz
#

!feedback

increase the projectile speed of the Commando's M2 to at least twice it's speed

next laurel
#

!feedback can we have an option to turn off items being put on the survivors when they get them? It can be funny and goofy but sometimes I just want to see the regular character model.

little barn
#

!feedback here's a weird idea for scorched acre, to mirror order shrines in rallypoint delta

shrine of chaos:
takes red items on the player, and replaces them with:
-another item of the same tier
-an equal worth's amount of items from a lower tier

scale it like they do cauldron prices, where one red = 5 green, 1 green = 3 white (1 red = 15 white)
that means:
it could take a red item, and replace it with:

  • another random red item
  • 5 random green items
  • 4 random green items, 3 random white items
  • 3 random green items, 6 random white items
  • 2 random green items, 9 random white items
  • 1 random green item, 12 random white items
  • 15 random white items

kind of an inverse to sequencing, where it still has an expectable-but-also-not-at-all feel the way that getting giant stacks of some random item youre holding does, while being more centered on variety rather than uniformity, where you'll maybe get fucked, but youll also maybe get an even crazier build if you're lucky

rallypoint has order, maybe acres oughta have some chaos?

little swan
#

!feedback Bring back Enforcer! Give him limited range but high damage.

Allow him to hunker down and set himself up as a sort of turret, blocking damage in a cone in front of him, reduce his turn speed, buff his damage and attack speed. Keep the range the same.

Crowd control could just be an AoE stun with the same cone as the block from before.

You could also let him give himself and his allies a temporary shield, maybe like a deployable war banner that gives everyone in its radius like 50 shield. Could increase risk by making the radius small and have to let the shield charge up.

little barn
#

!feedback Trading Steam Cards would be nice.

mossy mesa
#

!feedback Increase elite aspect equipment drop rates, 1:4k is mad. I've only seen it drop once in like, 15 games.

arctic sonnet
#

!feedback make shark tooth necklace orbs heal way more so its worth it to sometimes go in and grab the orbs

mint vapor
#

!feedback a green item that decreases overcharge shields decay rate by 2.5% (+2.5%) per stack mostly for anyone who has a lot of hp and has a hard time keeping it up

open meadow
#

!feedback Multiplayer needs to be looked at in terms of structure/balance. As of right now strategies to thrive in multiplayer seem to revolve around feeding all of your items to one player and everyone else just doobs around as gold banks/leaves, as distributing items or just playing every man for themselves you all end up kind of starved relative to the increased power of enemies. This has progressed the point that multiplayer is more used as a difficulty enhancer for solo players than an actual mode of play people engage in.

warm scaffold
#

!feedback Item: Mirror (Or whatever) Effect: A x% chance (+y% per stack) that incoming damage is being reflected back to the enemy. One could also add that the amount of the damage reflected is depeing on the stack, for example with one 10% of the damage, then 20% etc

manic sundial
#

!feedback Speak of Equipment Drone,it doesn't work when it holds forign fruit or HUD display and some stuff.

cinder steppe
#

!feedback
Item idea:
"Bullet timer!"
Red item
Item sprite: is a bullet casing with a timer showing the current run time up to 99:99
On the character: is a watch with the time showing just like the sprite.

Effect on getting hit slows everything by 90%, including projectiles, for 3 seconds in a radius (16 meters?). The effect is visualized as a blue sphere. The trigger is just like the Old War Stealthkit where for each percentage of damage increases the chance 1% of damage is a 0.5% trigger chance 30% of damage is a 15% trigger chance (so it triggers half as often as OWS). The triggering attack is nullified. .
Stacking: increases the radius by 4 meters, the time by 1 second but not the trigger chance or the slow amount.

The slow also needs to work better than the Chronobauble effect as it needs to slow enemy reactions and actions not just their movement.

The idea for this item is the bullet time effect you see in films or movies.

warm scaffold
#

!feedback The way to the lunar altar on scorech arches (the one on the high hill) is way too long (easily 1 minute to and back) considering that there are no chests/enemys or anything on the way there. please reposition it

old socket
#

!feedback a monsoon run in single player is challenging, while a monsoon run that starts with 4 players and everyone but you leaves is much, much easier, so something should be done about that

solid summit
#

!feedback this is for multiplayer give people who is beihnd on items exstra start money becuse now if you are under in items its just not fun to play multiplayer

eager plume
#

!feedback Topaz Brooch is more powerful than aegis, which shouldn't be the case. A change to this could be that instead of 20% max health, 200% max health would be more than enough to make the item better than simply grabbing 3 Topaz Brooches and killing a ton of enemies. As well, another fix is reducing its item rarity to uncommon.

sonic sequoia
#

!feedback Can you add a new mode/feature where you can spend Lunar coins to upgrade stats/facets of each character? It would be like normal upgrade/progression games where you have to spend an accelerated rate of points for the next level of something like movement speed, attack speed, damage, and so on. It would be cool to make the character you like the most very strong to start runs on; especially if infinite runs will be a thing.

cobalt ridge
#

!feedback, two things. I think the topaz brooch might be a little too strong for late game, and kind of useless early game. Early game the shield goes away so fast that at the rate you are killing things it is non-existant and not useful. Late game once you can kill a load of mobs at once there were times that I effectively doubled my healthpool and was practically unkillable. 2nd thing, clay templars seem too strong, everytime one spawns they become the center of focus because they are more dangerous than the bosses. I think it is because their main attack (the machine-gun thing) acts like a hit scan weapon in an fps; so you can't really dodge it as long as they have line of sight. Most attacks in this game behave like projectiles so you can dodge them without having to find cover, but the templars don't and combined with the huge amount of damage they can put out makes them the most dangerous enemy in the entire game. For example, one chewed through about 1k health twice in 10ish seconds, I had a dio's friend.

solemn haven
#

!feedback It's been said many times and I'll say it again. Add the equipment you had to the game over screen when you die. Adding on to the idea: List all the Equipment you've picked up on the run and how long you had it for stages/time. And/Or, list how much damage each equipment dealt throughout your run. For Equipment like Spinel Tonic, show how long you were under the effects of it.

north citrus
#

!feedback
I didn't realise this wasn't a thing til seeing other posts about it.

Make Drones/Turrets/Ghosts etc, everything npc thats friendly have the same level as the character who summoned/created it.
eg. Character level 13, all their drones ate level 13 too.

I thought this was how it was but apparently not?

north citrus
#

!feedback
Make the Ocular HUD apply to Engineer's turrets, I remember it working before but hasn't been for some time. It doesn't have to apply to drones/ghosts etc although that would be nice but his turrets is a must since its 90% of his kit.

steady steppe
#

!feedback reverse-quality printers!
white items would need a green item and print 2 of that white item, and green items would need a red item and print 4 or 5 (depending on what feels more balanced) of that green item.
inspired by the cauldrons in the bazaar which take 3 items of white to make a green and 5 of green to make a red

chilly crag
#

!feedback
Make the aspects affect engineer turrets.

random pagoda
#

!feedback After the third loop, allow for monsters with multiple aspects.

steady steppe
#

!feedback a ''creative mode'' that locks achievements and lets u give urself items or take them away in-game. the base game is fun and all, but there are some combos of items that i, and im sure many others, would like to explore at their leisure without having to have perfect RNG

fiery grail
#

!feedback can fix the difficulty selection button?

agile remnant
#

!feedback Equipment Drones should prioritize only following the player. Too often they seem to die almost as soon as I pick them up because the dumb things run off to hover almost literally in place a few feet from some random enemy. They should be following the player, not behaving like attack drones.

river anchor
#

!feedback I'm not sure if this is currently intended, but lunar items apply a consistent negative affect that gets applied even after gaining new items.

For example
0 Shaped Glass + 1 Infusion = 1 kill for 1 health point for 100 bonus health
1 Shaped Glass + 1 Infusion = 2 kills for 1 health point for 50 bonus health
2 Shaped Glass + 1 Infusion = 3ish kills for 1 health point for roughly 33ish health ( assuming my math is correct which it probably isn't

It should work like
0 Shaped Glass + 1 Infusion = 1 kill for 1 health point for 100 bonus health
1 Shaped Glass + 1 Infusion = 1 kill for 1 health point for 100 bonus health
2 Shaped Glass + 1 Infusion = 1 kill for 1 health point for 100 bonus health

uncut vine
#

!feedback Please let the game remember and retain the size of the window we set it to after closing out. It currently will launch at the highest available resolution and won't retain a resize.

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 😦

little barn
#

!feedback Fungus buff by @lime basalt (bot doesn't detect the message)
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 😦

west canyon
#

!feedback Malachite enemies should be slightly bigger than their vanilla counterparts, as of now they can get lost in the crowd and become hard to focus on (which sucks for such a dangerous enemy)

steady steppe
#

!feedback please bring back the sniper since ror2 is 3d and sniper feels like he'd actually be fun in it and allow for more tactical playing

past rain
#

!feedback I use a Hex editor in order to remove the Sensitivity cap that happens when sprinting. Each update removes this edit. Is there ever a plan to make the sensitivity you set universal (1:1 walking running sensitivity)? I play at very low sensitivity, and the default sprint sensitivity cap makes me have to move my arm across the entire table. Really ruins the intense speed this game has for us low sens players. Love the game guys, thanks so much for the content you've made!

umbral swan
#

!feedback The Crowdfunder is arguably the worst item in the entire game right now. In the early game you don't have enough money to use it effectively, and in the late game when you can use it almost infinitely, it seems to just tickle things compared to items like Preon or Capacitor, not to mention the reaction I see from everyone I've played with who gets it is "please give me literally anything else." I think it would be good if Crowdfunder got a rework, and it could look something like this:

The Crowdfunder: Fires a continuous barrage that deals 100% damage per bullet for several seconds. I don't know which rework idea I like more so it could either A.) Deal increased damage based on how much gold you are currently carrying, or B.) Grant gold when dealing damage with the Crowdfunder.

small vine
#

!feedback Make auto pick up toggle able for when you're doing certain challenges or for co op and you want to share items

steady steppe
#

!feedback allow players to pet the beetle guard from queen's gland

zealous kayak
#

!feedback Upon use, Dio's should turn into a no-effect white item so it can be traded in at a printer or the lunar shop cauldrons

loud atlas
#

!feedback overcharge shields added from topaz brooch and Aegis should have a 1 second up time before starting to decay getting more kills/overhealing would reset the timer back to 1 This way even a single brooch wil be useful when in the fray with high density and aegis would feel useful without a RR and a bunch of healing items,

cyan shell
#

!feedback increase teleporter charge/range has been a recurring suggestion here, but as far as i can see everyone just wants an item.
what about making it charge slightly faster after defeating the boss?
maybe increase the range by a little bit every loop
just an alternative idea to the do it via item that everyone seems to be suggesting but at the same time no one seems to like

solemn orbit
#

!feedback 1 hit protection on engineer turrets?

ivory fog
#

!feedback make it so we can drop items

cinder steppe
#

!feedback
Malachite enemies were advertised as having many effects beyond just nulifying healing. I certainly felt that way ehen playing ingame I thought that would be harder versions of already present elites.
That is my idea to make what I thought was the case a reality.

For blazing make its attacks and whenever it is damage create splotches of napalm (fire damage on the ground)
For overloading make random ligtning strikes within a radius of the elite. Or have a low stun chance.
For frost (I forgot the name) make it effect an AOE of slowness or make it trail ice that when stood on makes you slide and unable to jump for a short while until you are not on it.
These would be malachite overloading and so on they would have increased health but not damage and would be bigger.

shell nebula
#

!feedback let us upgrade drones with money to increase health, damage and maybe even speed. Possibly unlocking a unique gimmick for the type of drone at the max upg.

lament kelp
#

!feedback can you add workshop support or modding support so we could get mods for the game

hot anvil
#

!feedback Make it so that lunar coins are automatically collected. In the late game you can’t see them anyways.
Or, make a beam of blue light appear from the top of the coin

willow ocean
#

!feedback
Y'all seemed to like my yellow item idea earlier so i'm gonna suggest some items for them. The numbers aren't fixed, if you think that an item should stack differently etc. @ me in feature discussion please!
Burning Worm Tooth (Magma Worm): Cooldown of 5 sec, while sprinting, running into an enemy deals 250% (+250% per stack) damage and ignites them for 25% (+25%) damage per second over 10 seconds.
Overloading Worm Tooth (Overloading Worm): Cooldown of 5 seconds, while sprinting, running into an enemy deals 500% (+500% per stack) damage.
Static Tentacle (Wandering Vagrant): Procs the same as Stealth kit, explodes for 100% (+100%) damage to enemies within 10 (+5) meters (jelly nuke)
Clay Teapot (Clay Dunestrider): Same chance as AtG, spawns a clay ball the same way Dunestrider does.
Vorpal Shard (Imp Overlord): Same chance as Tougher Times to proc, on hit (as in, when an enemy hits you) the enemy is teleported away and receives bleeding damage (the same way Imp Overlord does bleeding damage idk how it's calculated lol)

hollow basin
#

!feedback New green item idea: Broken Arrow - Returns 30% (+10% per stack) of overkill damage as health

earnest laurel
#

!feedback

ITEM CONCEPT

Image would be of an internal organ from the imp lord.

Wormhole Generator If they can do it, you can gut them for something so you can do it! (Adapted from "If they can do it, you can do it")

Rarity: Yellow/Equipment (drops only from Imp Overlord)

Effect: Teleport to a location Xm away, dealing X% damage on arrival. You vanish instantly, wait X seconds, then appear at the other location. This attack has no proc chance.

TL;DR Basically, let you do the Imp Overlord's teleporting attack.

@me in #ror2-feedback-discussion with constructive criticism!

Edit: Mentioned where it drops.

cobalt adder
#

!feedback reminder that the game is still in early access so they cannot add steam achivements yet?

weary bloom
#

!feedback Necromancer class

short holly
#

!feedback make friendly attacks (friendly aureleonite, ghost enemies like stone titans, beetle guards, friendly malachite spots) a different color/have some sort of indicator that they are friendly and will not hurt you

mellow osprey
#

!feedback No joke, unironically - add the Bandit. We miss him.

winged pond
#

!feedback Italian translation has some bad digits/mistakes, I can help you fix that if you want

hot anvil
#

!feedback
Make it so that Lunar Coins are automatically collected. Because as of now they just drop like normal items and when you're in the lategame you aren't going to be

  1. Looking for Lunar coins because you will die
    2)It's really hard to see just about anything in the late game anyhow.

If making the coins be automatically picked up, at least make it more noticeable, with a small beam of blue light shining from its location or something.
can someone DM me how to add the little rating boxes
👍 👎 ⛔

weak sparrow
#

!feedback finally got the quantum tunnel item, just wanted to let you know... BEST ITEM EVER

cerulean ginkgo
#

!feedback When launching REX's Tangling Growth (R), have the area of effect increase when successfully tagging an enemy with it. It would be great to incentivize precision.

earnest laurel
#

!feedback
Let random bosses spawned around the map have a chance to drop a white item, and a small chance to drop their yellow item.

hasty oyster
#

!feedback
Change the drop reward for the obelisk as runs go on longer. It's 5 coins at a flat rate now, but if you choose not to finish the game at stage 7 and wait a few more stages, that increased challenge should be rewarded with a higher drop of lunar coins.

gloomy sentinel
#

!feedback
The artificer's jetpack should be a toggle, it'd be less annoying and it'd work with headstompers.

runic mirage
#

!feedback

(I’m not expecting this idea to work, but I’m throwing it out there anyways to see if it will... And I’ll be danged if it does.)

Red item idea: Gunslinger’s .44 Magnum Hat

Effect: Has a 5% chance to fire off 2 shots instead of 1. (Stacks with other hats to make it 10%, 15%, so on, so forth.) Meaning that enemies get hit twice at the same time, HOWEVER, the 2nd bullet will not proc item effects as the 47 leaf clover does that already for a higher chance of procc’ing item effects. The 2nd bullet is simply there for a higher damage output than normal.

Also, the hats should stack so it’ll look like you’ve got a tower of hats going on, and give them jiggle physics as well much like the Bustling Fungus has, wobbling around and such, especially when you have more than one on your head.

sullen arrow
#

!feedback
Root effect from rex's R does not prevent the teleport ability of imp enemies (boss and little guys) root effects in other games would prevent movement abilities as well, would be a good change to make root effects in this game consistent with other games.

Plus tiny buff for Rex, and could be later used for an elite enemy affix, similar to malachite, where all enemies hits root.

coral wagon
#

!feedback
Idea for a new Gesture of The Drowned:
"This item increases Equip item effect by 100%, but also increases cool down time by 100% (+100% additively to both per stack.)
This would be a great change to actually make it feel like a Lunar item and would open up new possibilities for items that weren't meant to be spammed and boost weaker items that could be spammed. It'll also create increasing play with Fuel Cells.

This would make a lot more items have unique uses and power ups and let them create really fun items in the future.
For example:
2 targets of Capacitor per charge
Hellfire Tincture lasts longer
Vase portal lasts longer.
You get the idea.
||Idea built with some folks in #theorycrafting, and @fair wagon specifically wanted credit because he fouled up posting this on his own.||

steady steppe
#

!feedback lunar item idea: rusty shield
what it does: multiplies all currently active shield (from overheal shields to regular shields) by 2, as well as any new shields by 2, but halves your health.

green pebble
#

!feedback an alternative idea to keep gesture more like gesture (blue fuel cell, equipment unavailable at ideal moments), how about:

"Increased equipment effect by 100% (+100% per stack), but increased cooldown by 100% (+100% per stack" additively stacking of course

fundamentally this isnt a lot different from @coral wagon's suggestion, however i think it should only be stat increases, unlike the other one where it was more along the lines of "ancient scepter for equipment items". an equipment scepter could then be separated into its own item, potentially with a little more room for more unique changes
||also thanks to #theorycrafting and @fair wagon||

wise crown
#

!feedback the difficulty on the char select screen should lock, not reset on every new game.

celest pumice
#

!feedback i think rex needs a buff regarding his mobility, most of the time i cant even dodge stone golems he is a good character but once u get to insane i feel like its almost impossible to live unless u have a bunch of equipment upgrading your speed which is hard cause everyone else gets to the equipment boxes 1st than me

glacial laurel
#

!feedback
After standing next to an item for more than 3 seconds, display a short description of the item at the bottom of the HUD. Give it a bit of transparency on the window. Reverse the animation to close. Should look pretty old school and Risk of Rain-ey!

little barn
#

!feedback Nerf Stone Titan's laser

rich pelican
#

!feedback add sound effect while moving, sprint and jump for every survivor

static cedar
#

!feedback Make it so that greater wisps attacks completely stop after it's killed. Kinda annoying getting one-shot by it from beyond the grave

vague atlas
#

!feedback the huntress should be able to run in all directions
rex should be able to climb walls to a steepness limit(nothing above like 80 degrees so no walking on ceilings or straight walls)

meager gorge
#

!feedback
Give Coomando's phase rounds increased damage on penetration of targets. As it stands, he's in an awkward spot of being most akin to a RoR1 TtK (especially at a distance, due to his aggressive damage fall-off) and heavily needs items to function remotely properly as compared to most other survivors who have a variety of CC/Single target straight off the bat.
Optimal positioning for Commando puts him in the middle of the fray to begin with and allows him to influence or position better relative to enemies (on top of using his Suppressive Barrage/high proc chance with items like Stun Grenade) as so to maximize damage out of crowds - damage that barely goes far enough to actually kill anything. Phase rounds gaining damage on penetration not only would reward situational awareness and grant crowd control that's unique to Commando, but would also grant a baseline for fundamentals that can be used across the board for all characters (for those new) as well as give Commando some ranged options that aren't just relying on proc with some usages of Barrage here and there.

spark lynx
#

!Feedback Multiplayer option: All For One. Items are shared (uses item spawn rate for single player), but also run ends when anyone dies.
Solves one of my biggest issues with onboarding new players in multiplayer: How frequently they're stuck with very few items and lots of money due to not knowing good pathing to get to chests, followed by them dying and watching me solo the rest of the level.

little barn
#

!feedback make Esc return you to previous menu screens

obtuse inlet
#

!feedback Add an achievement for holding all 4 aspects at the same time. (lightning, ice, fire and malachite)

jaunty cape
#

!feedback
Cutting line of sight with Clay Dunestrider while grabbed during its suction/regen attack should release its grip from your survivor (not sure how long-- temporarily, only while behind cover, a mix of both, for the duration of the attack, etc.). Doesn't make much sense to me for it to go through rocks, hills, Engineer shields and whatnot. It is already an incredibly powerful attack, I find, perhaps moreso than the other boss' low health attacks.

limpid thicket
#

!feedback engie passives: (one of the following)

  1. engie has a jetpack, so maybe allow him to jump higher than regular survivors and with less fall damage or something
  2. make drones and stationary sentries(cost gold to buy ones) stronger in various ways (this buffs the backup as well) because hes an engineer overall and should be able to modify his own turrets, maybe make them cheaper if its not enough
placid mica
#

!feedback
Item
Two-sided Joker (red/rare item)
Allows the player to choose to pay 4X the amount of money to open a chest with increased chances of dropping a higher tier item. (This would require the rusty lockbox to have some sort of internal base amount to make this applicable to it)
For rusty lockbox/small chest: +5%(+2.5%) for uncommon green items. For rusty lockbox/small chest/large chest: +2%(+1%) for rare red items.

manic sundial
#

!feedback Need save files,NOW.

cobalt adder
#

!feedback
Item
Dunno what itd be called but prob a red item
Instead of multishops closing, the prices on the remaining option(s) will cost 100%(-10%) of their original price

Idk maybe some math voodoo so it would soft-cap before it goes under full price cus that'd be pretty stupid

earnest laurel
#

!feedback
An item that gives a small chance (like 2%+1%) of duplicating an item as it comes out of the chest.

karmic delta
#

!feedback Commando should have at least 3 Combat Rolls instead of just the one, his kit is all about dodging and weaving and keeping on the pressure with his on-hit item effects, and 2 extra dodges ready to whip out (with no invincibility and longer cooldown to make it fair) would make him more suited to his role (no pun intended). Also something to consider; Combat Roll should apply a 2 second buff to Commando increasing his attack speed by +1, equivalent to 1 Soldier's Syringe. This DOES NOT stack with further rolls. (This is just a bonus thing that I thought was interesting but primarily I would prefer Commando to just have 3 Combat Rolls).

little barn
#

!feedback
Just give Commando invulnerability on his roll like in RoR1

obtuse inlet
#

!feedback Make aspects yellow items.

lime basalt
#

!feedback SAVE system
you can only save at the teleporter
the game will not load a save again until you die in a different run or save again
use some internal time stamps and secret codes to detect a rewritten save
if bot not react to me, someone plz repost :D

brisk plaza
#

!feedback Mercenary currently feels disproportionately strong compared to other survivors. In a solo monsoon run, it is not hard to overpower bosses even when you are not playing fast as intended. In addition, items like shaped glass are a net gain to him as his large health pool and huge kit of iframes makes it so that he will take minimal damage as long as you know your rotations. The buff to him was waaaay overboard, and it’s just not fun to play him anymore because it feels “too easy.”

silver trench
#

How do I post an item idea that I have? If not here, than where?

silver trench
#

!feedback item ideas
(Nothing is final, just ideas)
John the Wik: reduces recoil
Over Stuffed Mag: chance to fire an 2 shots at once
M'kahuna's Teeth: gradually heal nearby allies for 2 seconds upon kill
Modified Ankle Brace: gain the ability to run up walls
Whetstone: deal double damage to basic enemies
Reflective Shard: chance to deflect damage to nearby enemies
Vagrant Jam: upon taking heavy damage, chance to summon a jellyfish to assist you in battle
Low-end Tux: normal chests cost less, but large chests cost more

drowsy arch
#

!feedback Item idea:

Rank: Useable item
Name: Blood crown
Effect: deal 93% HP damage to player, gain 100*level gold
Unlock by using every blood altar fully for each map

weary bloom
#

!feedback make equipment not damage the newt as i have been kicked out many times for having gestures and its just a waste of Lunar coins

warm rune
#

!feedback

Add steam trading cards and backgrounds.

cold iron
#

!feedback

: I name this update ”the end in friend”
I was thinking about having a artifact that allows friendly fire but lose one item per team kill (removes more per kill) forcing the player to survive and avoid though other players enhancements as they do there run

Another idea is a place when a run ends or all players are dead this place will be like a gladiator arena where players face off with all the items they collected though the run for multiplayer
And for singleplayer they will be facing only bosses that is 5-7 times stronger than the player.

misty fossil
#

!Feedback Item Change Idea

Currently, i think that the Radar is not very fun to use.
I find that it flood too much the screen with icons, and doesn't really help much.
I think it would be best if the radar created a minimap (or a full map with the use of the TAB Screen), with icons to show were the loot and shrines are.
Or being able to see loot directly through the wall, but i feel like it's a bit too strong.

eager plume
#

!feedback
Some general characteristics of the next update
-2 bosses, ifrit and Ancient wisp
-more utility Items
-lava level, 4th stage

slate raft
#

!feedback
Add more challenges, really difficult ones too.
I don't know if anyone else is the same but a large part of what brings me back is trying to get those unlocks!

rancid badge
#

Is it possible to add whether the container pinged is already oppened or still has loot, I often find myself going after chests I've already opened

chilly crag
#

!feedback for above

willow ocean
#

!feedback chests, barrels, equipment containers, and multishop terminals turn a dull gray after they’ve opened
It’s already possible to tell if a shrine or multishop terminal has been opened from a distance quite easily, why not simply extend this to chests and such? Chests are particularly notorious since they spawn at angles and opened chests usually look like rotated chests.

river anchor
#

!feedback So we all know death is obviously a hassle for anyone involved, you have to sit there and watch your more competent friends go through the rest of the level, on the one side, this can cause the boredom of watching your friend have to deal with the copious amounts of enemies, and on the other hand, essentially gimps you depending on the amount of players + time of death, so my suggestion is as follows

The Shrine of Death
On death a large tombstone shaped shrine drops from a location above the player and plummets towards the ground being usually at the general spot of the players death, from there a small beacon goes up from that location allowing others to find it easier.
The Challenge On activation of the shrine, a darkness envelops the arena ( much like the teleporter affect ) and an arena is formed around the player ( centered on them and slightly larger than the teleporter event ), from there they must battle the aspect of death and survive to bring their friend back
Due to space limitations I will only go into details of the design of the Aspect of Death, which is essentially a shadowy version of Providence riddled with bullet holes and other various wounds, his cloak ( which is now more of a cape resembling a cape like death ) is shrugged off and he reveals his weapon of choice is now an extremely large scythe
The Reward On finishing the fight, Providence looks at you one last time, before laughing as he fades into the ground, from that location your friend is revived at that location, and gameplay can continue

Check discussion for the rest of the fight and a few ideas I have for pricing, and attacks for the aspect of death

hollow basin
#

!feedback New white item idea: Champion's Trident - Killing an enemy triples your natural hp regen and grants a +5 armor bonus for 5 seconds. This effect can stack up to 5 times (+5 max stacks per trident)

karmic delta
#

!feedback
The Beetle Queen seems too easy to deal with, maybe giving her extra speed on her attacks or just rethinking her attacks and what they do in general could make her an actual threat and not a boss that makes you think "oh it's the Queen I can take it easy here".

eager plume
#

!feedback Imp overlords attacks are too spammable and also little Helper's wisps, the boss item of grovetender, are a little bit too loud

rich pelican
#

!feedback buff medkit and monster tooth
like heal by % so it will little bit more useful in late game

karmic delta
#

!feedback
Stone Titans have a glaring flaw in their battles, their melee range is the safest place to be, as it cancels their laser attacks and they don't have any tools in their arsenal to punish players that get too close. Maybe give him a clap like the golems have, or a stomp that sends players flying away from him so he can keep enough distance to use his laser.

willow ocean
#

!feedback Green item: Cracked mirror.
On an enemy hitting you, 100%-(100*(.9^(stacks))%) chance of dealing the same amount damage the enemy dealt to you back to it.

verbal kettle
#

!feedback
Lunar item idea
Weight of the world

Adds weight to skills knocking back/fettering enemies. but you take in the weight of the world slowing movement speed and reducing jump height

karmic delta
#

!feedback
Get rid of boss enemy corpses after a little while, enemies like the Grovetender take up too much screen-space and really obstruct field of view. Not like their corpses are tangible, anyway, more of an annoyance to deal with.

rancid hollow
#

!feedback
Equipment slot - Rusted Shield
Use on a teammate to temporarily redirect all damage taken to you.
Damage taken by the user while the effect is active is reduced by 50%. Will also stop status effects from occurring on the both you and the target.

An energy beam connecting both players together will be visible to show that you are under the effects of this item.

lime reef
#

!feedback a lunar item that increases the speed of nearly everything, your attack speed, movement speed, cooldowns end faster, maybe even faster health regen. But it also increases enemy attributes by a similar amount. This makes dealing with the timer easier, but dealing with the enemies more difficult.

sinful cloud
#

!feedback turn down the explosion brightness/range on the clay dunestriders.
Edit:Death animation

lucid granite
#

!feedback

Challenge Idea:

-Description: What? Too Scared?
-How to unlock (Hidden to player): Stay in the pod without pressing E in about 5 mins
-Unlocks: Defensive item, Community Pick

bleak gull
#

!feedback New item: Safety Bubble
Rarity: White.
Effect: Block 1 direct hit at the start of each stage. (+1 per stack) Last infinitely until blocked all number of hits equal to stacks.
Does not block DoT, being Frozen or debuffs.

cyan roost
#

!feedback the tp still spawns halfway inside the level geometry sometimes. this really shouldn't happen, it looks ugly and makes finding it unnecessarily harder.

spiral vault
#

!feedback SO this is a really really bad idea, but im saying it anyway. on all levels there should be a random chance of having a heavy rainstorm that reduces visibility on the map, so that there is actually a risk of rain

silver wadi
#

!feedback daily prismatic trials in addition to the 3 day trials so that when the 3 day trials aren't fun to play you don't have to wait a long time for a new one (not saying to replace the 3 day trials)

runic mirage
#

!feedback
(Giving my hand at this idea.)
Orange Equipment Item Idea: Psychokinetic E-Capsule

Internal Cooldown: 40 seconds

-Activate to unleash a triad Psyonic clones of yourself that run forward in a tri-pattern (That are also affected by how much movement speed you have. The more movement speed you have, the further and faster they travel, with the added risk of not being able to get as many projectiles as they normally could. They also travel through walls, knowing that they're just clones of Psyonic energies.) stealing projectiles fired at you, however, melee damage can still get through. (Yes, this counts for the Brass Contraption's summoned maces as well. As well as the Imp's melee attacks getting through, so on, so forth.) They travel for about 5 seconds, Then shoot back into the capsule to recharge.

-(Stone Titan's Laser and Melee attacks cannot be absorbed, the Clay Dunestrider's tar rolling tar balls cannot be absorbed, the Imp Overlord's melee attack cannot be absorbed, the Beetle Queen's Acid Spit attack cannot be absorbed, as well as her flying beetle grubs, and the Wandering Vagrant's massive AOE lightning blast cannot be absorbed.)

-Then, after collecting as many projectiles as you can, you can activate it again to fire off Psi-Mortar Orbs (The duration lasts 2 seconds per 5 projectiles absorbed so if you absorbed 50, you're looking at a 20 second duration of the ability being used.) (The attack speed increases per 10 projectiles absorbed, by 15% so if you absorb a lot, say 100? You're looking at a 150% attack speed increase for the orbs being spat out.)

-Depending on what projectiles you absorb, you can have multiple elements charged into the capsule, much like the Wake of Vultures. Blazing, Overcharged, Malachite, and Frost, getting flung at the enemy and afflicting them with that status, however, only the ability's attacks will inflict the Elemental damage. No trails of fire or overcharged shields.

little barn
#

!feedback Add Engineer knockback immunity so enemies could not interrupt his fungus aoe GWjiangoOmegaLUL

cobalt adder
#

!feedback
Item
Rarity: uhhh
Ring of friendship
Gain some benefits scaling with how many allies you have, be it multiplayer dudes, drones, turrets, beetles, ghosts. There are a lot of items that gives a bunch of little dudes (i.e. happiest mask, the backup) I think it'd be cool to be able to have a build around big parties.

fickle patio
night osprey
#

!feedback
1544-C Gravity Mage
M1 = Fire a ball (similar to Artis) that on impact generates a weak pull for 2 seconds.
M2 = Cast on a location pulls enemies to it for 5 seconds in a 15m radius.
SHIFT = Toggles between flying in the direction you're looking and normal movement.
R = Causes all enemies within 25m that suspends them in the air for 10 seconds.

eager plume
#

!feedback Slowing airborne enemies causes them to lose altitude

sinful cloud
#

!feedback add a quick restart button to the esc menu.
Quit to menu and to desktop both also forfeit your run, and sometimes (prismatic trials) you just need a quicker way to restart.
Edit: Also to the death/win screen

eager plume
#

!feedback
Sniper
Max health: 95 (+25 per level)
Damage: 15 (+2.5 per level)
Speed: 7 m/s
Steady Aim
-Waiting before attacking increases your damage, you gain 25% damage per second you wait before attacking, up to 200% damage.
M1, Snipe
-Fire your Sniper, dealing 200% damage. 1 second reload time.
M2, Steady Aim
-Charge an attack, it deals 200% damage. You may charge this attack up to 5 seconds, gaining 50% damage per second.
Shift, Backflip
-You jump 15 meters backwards, during this time you are immune to damage.
R, Tactical satellite
-you find the locations of all enemies within 200 m, the strongest enemy is highlight in your vision, you deal 75% extra damage to this enemy.

surreal oasis
#

!feedback have the game remember what difficulty your previous run was on so you don't have to restart if you forgot to change it. just a nice QoL change

open tartan
#

!feedback
Right now, allowing Topaz Brooch barrier to stack makes this common item immensely powerful, often acting as both “double your maximum health” and the best healing item in the game that also ignores malachite. It also completely overshadows and nullifies its rare barrier counterpart, Aegis.
1. Separate Aegis and Topaz barriers, tracking them separately but having the same visual effect and total decay rate. Topaz barrier is lost first. This allows the legendary item to continue doing anything even if you have the common item.
2. Have Brooch set the Topaz barrier to the amount given, instead of stacking with previous Topaz barriers. This is still a good item, it just doesn't explode into the most powerful maximum health increase in the game after a couple stacks.

vivid relic
#

!feedback Shrine of Order should be a multi use shrine, only sequencing a percentage (10 25 or 33) of your items each use. would make it more interesting and less of an assured run killer in anything other than the first loop.

steep thunder
#

!feedback Scroched Ashes is unbearable and makes it impossible to enjoy the game in the current build.
Due to its unique colour palette (which makes it look really nice, visually) it feels almost impossible to locate the teleporter, as the TP particles are effectively invisible (due to said colour-scheme).

Moreover, there is also this subtle effect of autumn leaves in the wind which REALLY looks like the TP particles.
So after 2-3 minutes of circling the entire map, getting that rush of "ooh I found the particles" only to find nothing there, is extra annoying.

The problem isn't the TP particles though, as the TP is really easy to spot in pretty much any other circumstance ||beside that awful thing where it sometimes spawn in the cave inside Abyssal Depths, which should really be changed but that's a topic for another feedback post||.

I'm not sure what can be done.
Maybe shift the colour of the sky so it's slightly more visible? IDK.
This is more of a feedback than a suggestion, but the current situation is just too frustrating.

balmy forge
#

!feedback this is a revised version of a lunar item I posted a while ago, with community feedback:
Mechanical Heart "A simple transplant meant to increase one's lifespan"
Rarity: Lunar Item
Effect: Upon pickup, the survivor's max health is increased by 100% (+100% per stack) but healing is converted into barrier. Barrier gain is 100% (-50% per stack) of healing. Shields no longer regen.
Visuals: A metal heart is placed on the left side of the torso of the survivor.
Explanation: A player is no longer able to heal. Their health will only reset on level completion. This item gives them a small boost to their max health. Any damage sustained will not be able to be recovered as all healing is converted into barrier. Although barrier will help block damage, it will still deplete over time.

Stacking this Lunar will further increase the player's max health, but it reduces the amount of barrier they get.

nova wolf
#

!feedback a t2 elite that disables use item

little barn
#

!feedback
decrease the amount of health brooches give to barrier on stack, possibly to +20(+10 on stack) health?

first one is fine, since you have to kill a massive number of enemies for it to matter, but simply stacking three or four once you start getting into the game usually means 'i threw one uncharged nanobomb at a crowd as arti and now i have an extra row of health'
it makes aegis kind of useless, it makes malachites kind of defunct, it's just generally wild at the moment
i dont want it gutted, bc it's still an incredibly satisfying tool. it does need toning down though, so that you have more of a reason to stack more of them

olive stump
#

!feedback
While this may sound like an unnecessary nerf to a mid-tier item, I ultimately feel that the intent of Lunar items is to have noticeable and stackable (in the case of passive items) benefits and downsides. As such, I propose that each additional stack of Transcendence causes your shields to have their recharge time halved. I would also propose that the shields given by Transcendence and the Personal Shield Generator be merged into one, for convenience sake.

cyan roost
#

!feedback re: brooches and aegis, i think the simplest solution would be to swap their respective barrier caps. so one aegis lets you get upto 100% health cap as barrier, but each brooch only gives 20% (so you would need 5 brooches, for a full health-as-barrier stack)

fast walrus
#

!feedback I'd like to give some feedback on the game's current boss roster (not including Aurelionite):
Beetle Queen: Seems squishy; often feels like a freebie. Might need a very mild increase to base HP. Damage and utility seem appropriate.
Wandering Vagrant: Often forces Merc (who has to stand on its big stupid head to fight it) out of the teleporter zone, preventing him from charging the teleporter while fighting. No other class has this problem. May need tweaks to its AI to prevent this. Still has the coolest name out of all current bosses.
Stone Giant: No complaints. Him a good boi.
Imp Lord: Attack visuals can sometimes be ambiguous depending on terrain and lighting. Otherwise, appropriately beefy and threatening.
Magma & Overloading Worms: Still an absolute chore to fight despite their lukewarm threat level. I recommend trading some of their base HP for base damage to speed up kill times without sacrificing challenge.
Clay Dunestrider: Annoying to encounter in the early game. Damage reduction during his lifesteal attack needs reducing; maybe trade some of it for more healing or damage.
Grovetender: Feels exceptionally unthreatening due to seemingly absurdly low damage output; have only died to one once, thanks to an assist by a Malachite elite. Should probably be added to Distant Roost's boss pool since he only has one stage he can spawn on right now. Also, buff his floof. He can always use more floof.

noble sail
#

!feedback
Stone Titan: When going behind him while shooting his laser, he should stagger in making effort to turn and bring his target on sight with his laser.

Magma & Magma Overload: Still a massive chore if you're playing say, Mercenary. Their HP needs reduction to speed things up in killing them.

Bighorn Bison: Requires a pop up animation to signal its entry. It's still funny to see them just poof with no indication as at all.

rich pelican
#

!feedback add elite item entries in log book when you picked up

runic mirage
#

!feedback

(Equipment Rarity) Alien Beehive

Internal Cooldown: 40 seconds

Effect: Throw an alien beehive that plants itself to cause a swarm of furious alien bees to maul their target around a somewhat large area envenomating them, causing them to take damage over time for 6 seconds (The more the enemy is stung, the more damage that they'll take, much like the Tri-tip dagger.) and the Bees can have different colors, representing different elements, like Frost, Blazing, and Overcharged, and will be really easy to see based on their dotted trail when they're whizzing by to their next foe to sting the ever loving tar out of. (Puns entirely intended.)

olive stump
#

!feedback
Please bring back snowy textures for Golems and Titans on snowy levels from the first game. I can understand that this may make them slightly less visible, but they don't need a full coating of snow. More like a light dusting, just so they fit in a bit better.

olive stump
#

!feedback
Perhaps consider returning the mechanic from the first game where drones, when "destroyed", were re-purchasable, but at an increased price. This would give a decent money sink in the late game, and would keep drones a little more viable.

cyan shell
#

!feedback stop sending messages in #poll and deleting them? its getting annoying to think theres the next poll out but theres nothing, a little immature tbh -.-

green pebble
#

!feedback buff mercenary, he's too weak even after the new iframes update. thanks to @wary bay for the idea

runic mirage
#

!feedback

(Red Item Rarity) The Alien Bee Queen's Honeycomb Amulet

Has a 10% chance upon attacking (Which can stack to be 20%, 30%, so on and so forth.), or being attacked to launch a small swarm of alien bees, which can be envenomating, Frost, Blazing, or Overcharging. The dotted trails still take their effect, being easy to see what element's being fired off, if any at all. (These bees are actually miniature versions as compared to their normal counterparts, mainly because they're away from their hive and building one on your neck around the amulet.) (These small swarms deal 1/2 the damage of the normal ones that come from the alien beehive.)

(Also a challenge idea)

NOT THE BEES!!!

Challenge: Have the Alien Beehive mutilating 20 enemies at once within its radius!

(Unlocks The Alien Bee Queen's Honeycomb Amulet)

hollow basin
#

!feedback Give the Beetle Queen some of the Grovetender's AI by allowing it to move more and jump around to make her a much more mobile threat, as she seems to be a completely stationary and mostly unthreatening boss

steady steppe
#

!feedback warbanner rework idea:
instead of being dropped on level up, u get a warbanner in a little counter. more warbanners increases how many u get per level up, with no cap on how many u can hold.
u can then place it anywhere.
this would reduce the ''ugh this item'' factor of it by a lot because it would be useful if u could choose when to drop them and not just have them drop from tp level ups as ur exiting the level

willow ocean
#

!feedback The beetle queen's larvae should turn into a beetle guard after a short time using their poison ring ability, this might help her gain some more relevance in the meta.

steady steppe
#

!feedback item idea: imp's eye
drops from imp boss like how other bosses have boss-specific drops
function: spawns an imp vanguard to protect u.

got the idea while playing risk of rain 1. i like the imp vanguards, but they seem underused

echo sigil
#

!feedback -CUSTOM DANGER SETTINGS
-MONSTER SELECTION - FREQUENCY CHANGE\EDITOR
-ITEM SELECTION AT THE START OF THE GAME (DISABLE ACHIEVEMENTS AND SO ON)
(LIKE CHEATS)
-ITEM TESTING - ITEM PREVIEWS (WHAT THE ITEM WILL LOOK LIKE ON A CHARACHTER - TURRET)

mint vapor
#

!feedback for the sake of are eye sight please increase the lighting in those tunnels in the abyssal depths it gets near impossible to see with the fallowing on while in here : spinel tonic, overloading worm and glowing meteorite. its so bad i just avoid this place due how dark it is to see in there with one of the things mentioned before so please... increase the lighting

solid summit
#

!feedback fix so we can pick witch items we give to 3d printers and so on

golden widget
#

!feedback Have class specific leaderboards for Prismatic Trials, you can't really compare a Huntress time to a Rex time

eager plume
#

!feedback
Common item: Telekinetic Genome
Description: Increase your pick up and buy radius by 5m (+5m per stack).
Lore Description: The experiment was a slight success, will require further testing to perfect
Author's note: You must still be able to see the chest to buy it, and this expands the radius at which you can pick up items and drops.

earnest temple
#

!feedback Change the friendly Aurelionite's projectile indicator from red to another colour like green. Every other red circle indicator is from enemies - sometimes it gets confusing when facing a million Stone Titans.

cobalt adder
#

!feedback making the events more common (i.e. "the air starts to burn") would be nice because I've only ever encountered it once and it was pretty cool and interesting.

eager plume
#

!feedback bosses and elder lemurians should NOT be able to use geysers to move

little barn
#

!feedback New survivor: Rhino.

  1. Thumper - Automatic shotgun. Deals 300% damage (30% x 10pellets), fire rate is 1.2/s. Throws light enemies away if all pellets hit the target (the ones that cannot stop MUL-T's transport mode). Has a fixed effective accuracy of 5 meters. Proc chance per pellet is 0.2.
  2. Melt - shoot an incinerating shell for 600% damage (60% x 10pellets), penetrating all enemies and applying burning for 40% damage over 3 seconds per each pellet. 8 seconds cooldown.
  3. Charge - run forward through all enemies at 200% speed for 2 seconds, dealing 120% damage on hit and stunning enemies for 0.75 seconds. Ramps up the speed and damage up to the double value at the end. Gain 50 barrier when starting the charge and 15 barriers per enemy hit. Removes all debuffs and grants debuff immunity for the charge duration. Side movement control is reduced by 75%, but gained speed lingers for 1.5 seconds if you keep moving or is removed if you stop. 10 seconds cooldown.
  4. Vortex Grenade - throw a grenade that triggers on any collision. Pulls light enemies to its center in 15 meter radius for 2.5 seconds. Deals 30% damage each 0.5 seconds, damage is increased by 25% per enemy in radius (even if they are not pulled). Damage multiplier does NOT affect triggered item's damage. 14 seconds cooldown.

Item effects:
Soldier's Syringe: 1. Shotgun fire rate. 2. More ticks over 3 seconds. 3. Speed ramp up multiplier. 4. More ticks over 2.5 seconds.
Brilliant Behemoth: 1. Explosive pellets. 2. Explosive pellets against all targets hit. 3. Each enemy hit releases an explosion. 4. Each damage tick makes enemies release an explosion. Damage scaling per enemy does not affect Brilliant Behemoth's explosion.
Brainstalks: 1. No effect. 2. Can spam shots. 3. Cannot charge again before previous charge stops. 4. Can spam grenades.

bold carbon
#

!feedback The projectiles or warning lasers of elite enemies should be colored the same color as the elite for clarity

lime basalt
#

!feedback
New item

Nano Armor (Green)
Generate up to 50 (+20) armor over time. Generated armor resets when hit.
someone plz repost for me bot is mean :(

earnest laurel
#

From @lime basalt
!feedback
New item

Nano Armor (Green)
Generate up to 50 (+20) armor over time. Generated armor resets when hit.

little barn
#

!feedback
(edited idea by @lime basalt)
Item Idea:
Butcher Knife
Rarity: Red
30% chance on hit to deal 1% (+1%) max hp of the target

coarse python
#

!feedback
MAP IDEA: TEMPLE/TEMPLE RUINS
Basically a large, mostly (if not entirely) interior area that is a gigantic temple hall with giant stone columns spread out across a grid, stylized in the Risk of Rain 2 architecture already found within much of the world's areas.

An example would be this clip from Lord of the Rings, when the Fellowship are in the Mines of Moria. The pillars and space would need scaled up a bit more though, in my opinion.

https://www.youtube.com/watch?v=aAtkiolzTFQ

Epic scene from Lord of the Rings: Fellowship of the Ring in the Mines of Moria.

▶ Play video
mystic plover
#

!feedback

Item Idea:
<EDITED for clarification>
Seething Rage
Rarity: Green
Deal 1% more damage to enemies for every 10% missing -player- health. (thoughts? change values?) When missing 75% health you'll be doing 7.5% bonus damage to enemies, and even more with item stacking. High risk, high reward? 😄

night osprey
#

!feedback

Item Name = Lunar Seed
When you damage an enemy heal for 1% (+1%) Max HP. When an enemy damages you they heal for 1% (+1%) of your max HP.

runic mirage
#

!feedback

New Survivor idea: Tempest

Should have health slightly lower than the Huntress

Passive ability: Riding the Wind!

Survivor is 20% faster in regards to movement speed due to the Wind being on his side.

Main weapon: Cyclone Discus

Discus that get thrown in a sideways arc, then come back, similar to a Boomerang can be charged with wind, their basic attacks pierce through targets and deal 50% of damage along the way, at a full charge, which takes 4 seconds to do, the more you charge the discus, the farther the horizontal arc will go! It launches forth a Tempest Throwing Star that deals 150% damage, while slightly knocking back lighter enemies.

  1. Sawblades of Air

Shoots a barrage of 5 Windy Sawblades rapidly in a 5-shot spray that slows down enemies, and pierces through them for 100% damage, (Does get affected by fall-off damage.)

  1. Tornado Orb

Launch a windy orb at an arc that explodes into a Tornado, slowing enemies that get caught in its vicinity, and also dealing damage to them over time for 6 seconds, this Tornado will be able to knock back enemies slightly, but nothing insane. The tornado will linger in one spot for its duration. (Only one can be active at a time.)

Storm Walls

Summon a small shield of wind that doesn’t stop enemies, or projectiles, but deals damage to enemies too close, and helps provide 30% reduced damage for its duration, as well as a 10% increase to movement speed. Lasts for 8 seconds.

Effects of items:
Soldier’s Syringe: Allows the Discus to he thrown faster, and charge rates of the Tempest Throwingstars reduced, also, the Tornado Orb gets yeeted faster than normal and hits faster, same goes for the Storm Walls

Brilliant Behemoth: Works with the basic attacks dealing contact damage with the enemies, BUT, the Tornado, and Storm Wall will not cause explosions.

Brainstalks:

  1. No effect. 2. Can spam the Sawblades. 3. Can spam Tornadoes, but causes the one still active to disappear. 4. No effect
steady steppe
#

!feedback item idea!
item: grenade launcher
rarity: white
effect: small chance to lob a grenade at enemies for 75% damage on hit. stacking increases damage, fire chance, and explosion radius.
description: ''if it worked in the war, it surely can work for you''

night osprey
#

!feedback

** ITEM REWORK - Crowbar
On hit, Deal +50% (+25%) bonus damage to an enemy. Each individual enemy can only suffer this effect every 12 seconds.

verbal berry
#

!feedback

Add the song "Night Train" by Code Elektro to the soundtrack if you can get the rights to it. Similar to the current songs, but different enough to be enjoyable.

rancid terrace
#

!feedback
if fireworks can't target an enemy, have them explode like regular fireworks to celebrate! (instead of spinning around aimlessly/flying into the ground)

little barn
#

!feedback
increase the base decay rate for barrier health to be noticeably quicker, and make aegis slow the decay rate of barrier health

a change like this would

  1. makes brooches not as wild to stack, given at the moment with their slower decay rate they can give insane benefit for an easily accessible item, without having to change that much about them
  2. give aegis a much better use as a red item, while not pulling away from, and rather improving upon its original purpose
  3. further differenciates barriers from shield health, as a tool that encourages bursts of continued aggression, rather than a safety mechanism
river anchor
#

!feedback New Item

Loaded DIe

Rarity - White

Description - Gain 1% crit chance each time you fail a shrine of chance stacking 6 times, on success at a shrine of chance, lose this bonus

Stacking - I don't know maths but essentially for every increasing Die you gain, it will stack like this

1 Dice = 1% per fail and 6% total
2 Die = 2% per fail and 12% total
3 Die = 3% per fail and 18% total
4 DIe = 4% per fail and 24% total
5 Die = 5% per fail and 30% total

Appearance on Character - Appears as a bag of Dice on the hip of the character, the location of the buff would be marked above the survivors health as a Single face of a 6 sided Die, as you get unluckier this increases from 0-6 based on what your stack currently is, with 0 not having a buff at all

Notes
As someone who is gifted with a natural luck stat of -20, I would love to have this item back in the game, esepcially considering it was a personal favorite from RoR1

steady steppe
#

!feedback item idea!
name: dragonfruit
rarity: red
effect: summon a small dragon that flies by your side and burns enemies for 120% damage 2 times per second. stacking increases damage by 45%
description: ''dragons are great for roasting marshmallows AND baddies''

willow ocean
#

!feedback
Green Item: Adrenal Injector
When taking 80% (-20% of the current percent per stack) or more damage, gain X% more damage, speed, and fire rate for 5+2 per stack seconds, where X is 200%*damage taken. This effect stacks (if you can somehow withstand several 90% damage hits lol)
Description: A quick shot of adrenaline sends you into fight-or-flight mode. Try to not just run away, though...

steady steppe
#

!feedback please make beetle queen more threatening, she feels way too easy. perhaps give her movement of some form as well as some kind of move that adds a shield bar to her, like using her shell as armor since shes literally a giant beetle

golden mantle
#

!feedback add skins for characters and make a skin for people that find bugs like how rocket league has the white hat

fading forge
#

!feedback some sort of visual indicator for when engie's shield is about to go down (example: it starts flashing when its almost gone)

plucky furnace
#

!feedback What we just add a fun little class of items that are hidden around the game similar to White Shirt from Risk of Rain 1.

Grey Items, stupid little gag items that just add humor to the game.

For Example: Clown Nose: 50% Chance to Honk on blocks.

willow ocean
#

!feedback
Lunar Item: Wheel of Fortune
Base cooldown of 40 seconds. On use, the game chooses a random percentage between 1% and 100%. The targetted enemy takes that percentage x10 and the player takes the remaining percentage * 500 damage.
Example: The game rolls 55%. The enemy takes 550% damage and the player takes 225 damage.

verbal berry
#

!feedback

make the main menu interactive, aka you can click the unopened chests and a random item appears, or find little hidden items in the landscape (read: Easter Eggs!!)

crude scarab
#

!feedback

Hermit crabs should be given more areas to spawn, especially given the fancy gesture of the drowned achievement tied to them. Distant Roost might be a bit neat to have them on, given the verticality 'n all.

steady steppe
#

!feedback item idea!
rarity: green
name: voodoo doll
functon: upon taking damage, 6 homing voodoo pins worth 75% damage fly out and hit enemies. 4 second cooldown inbetween activations, does not get reduced with stacks.
stacking increases damage by 15% and pin count by 2
description: ''Hey, it kind of looks like you''

haughty spear
#

!feedback ui
When having a fuel cell, that would be nice to have a bar showing the progression of the refill (like the skills, but on the item)

flat yoke
#

maybe add a role for people that wanna LFG?

north citrus
#

!feedback
Item Idea
Name: Imp Iris
Type: Use item
Function: Teleports the user a short distance (like huntress but a different sound/animation)
on a say, 10 second cooldown.

Instead of focusing on use items that can explode in power on massive cooldowns why not small quick to use ones?

night osprey
#

!feedback

The Red highlighted area is immune to damage while the green areas take normal damage.

hasty star
#

!feeback - Add item statistics ingame . If I have 3 of the same items I would love to know how much they actually add and how everything stacks.

earnest laurel
#

!feedback for @hasty star
Add item statistics ingame . If I have 3 of the same items I would love to know how much they actually add and how everything stacks.

plucky furnace
#

!feedback This idea is mostly just a visual and character personality thing that doesn't need to happen.

But I feel like MUL-T should punch whatever he crashes into because he just has an right arm that's kind of just there while every other character is using all of their limbs.

hollow basin
#

!feedback Buff shields to always be regenerating. Right now, shields can’t be healed but instantly restore after 7 seconds of taking no damage.

Instead of this, shields should always be regenerating 14% of their capacity every second, so that after 7 seconds they are restored to full.

This would make shield generators and transcendence much more viable items, while still being weaker than late game healing setups.

mystic plover
#

!feedback for @hollow basin Buff shields to always be regenerating. Right now, shields can’t be healed but instantly restore after 7 seconds of taking no damage.

Instead of this, shields should always be regenerating 14% of their capacity every second, so that after 7 seconds they are restored to full.

This would make shield generators and transcendence much more viable items, while still being weaker than late game healing setups.

vivid relic
#

!feedback Either buff Personal Shield, or introduce another item alongside that: Provides minor shield recharge delay reduction and/or shield recharge rate, or at least some other way of making shields more viable late game if picked up, even if it's a Red rarity shield booster item.

little barn
#

!feedback
Stun grenade seems to be pretty weak, and most people don't enjoy getting it from chests. To rectify this, I propose that there be extra damage dealt on stun procs.

little barn
#

!feedback With help from @mystic plover , a better idea:
"What if on enemies that are immune to stun, when stun grenade procs, it lowers the enemy's damage by something like 10-15% for X seconds?"

mystic plover
#

!feedback

Item idea:
New Lunar Item
Name: Harvest Moon OR Hunter's Moon
Reduce incoming healing by 50%, +5%/duplicate. Increase player damage, movement, attack speed by 25%, +5%/duplicate.
https://i.imgur.com/h1QtcNF.jpg

little barn
#

!feedback this fan blowing you up to the upper level is useless, since you can walk up the wall its right next to on any character.

green pebble
#

!feedback change Cautious Slug, Red Whip, and shield regen to use the same "out of danger" trigger. (Dont get hit for 5 seconds)

while this isnt such a huge change, i propose it for the sake of mechanical consistency. all of these different items have slightly different conditions for activation, which i find largely arbitrary. These effects could all be unified under 1 trigger, which may then also be given a buff icon above the health bar so you can know if such effects are active.

technically this would be a small buff to Red Whip (which requires you to not use any abilities for 5 seconds as well) and shield regen (which starts after being out of danger for 7 seconds); however i think both buffs are fair regardless

tropic pendant
#

!feedback Give all characters a number of new abilitys that can be swapped out in character select to switch up the gameplay a bit more and create unique loadouts (Example: The commando gets an assault rifle that has higher dps than his dual pistols but its limited by range, or his dodge roll can be swapped with an AOE grenade ability, the drawback being he can no longer dodge, and then the same with all other abilitys just new fun options across all characters.)

finite lynx
#

!feedback change leech seed to heal 1% of health and each stack adds a additional 1% instead of a flat 1hp. This is because they're not even that good to begin with compared to other green items and in the late game they just become almost flat out useless. By changing it to a percent this will help it scale better through out the game

forest mason
#

!feedback add an amount healed to the death screen

marsh verge
#

!feedback

Give us an official statement on modding.
Tell us whether or not toxic behaviour towards modding from your admins should be allowed.

Are we allowed to do it, not allowed to do it? do you want us to do it in certain ways? wait until a full release?

There needs to be some form of official consensus.

You have voice-chats that seem to cater towards modding, there aren't rules against it.
You have admins that seem to hate modding, there aren't rules against it.

little barn
#

!feedback
this upper level of distant roost is just begging to have content on it - whether something unique to this map, or just chests and potential for the tele to be up here - maybe make it a lil more obvious that its easily accessible, and allow for some content on this large and open section of the map thatd do well for useable ground?

surreal oasis
#

!feedback slightly increase the spawn rate of legendary chests. I've played about 20 hours and haven't seen a big chest anywhere except the guaranteed spot :/ nothing crazy though, just make it so they actually appear in runs

golden mantle
#

!feedback add a gray item in the newt shop that will give you 3 of the grays but gets rid of a random green. It could be 2 grays but I just think adding a gray item to the shop would be quite helpful, because this is quite an important aspect (syringe, guillotine, tougher times, fungus, lens glasses, etc)

dusk oracle
#

!feedback

coarse python
#

!feedback

Ghost allies created through the relevant item should not be able to friendly-fire their masters or other players.

slate raft
#

!feedback
It would be good to show status effects currently affecting allies next to their health bars.

dusk oracle
#

!feedback show cooldown timers on items (example H3AD-5T v2) in the inventory.

plucky furnace
#

!feedback Give Artificer 10 charges of her M1 so she has more damage to fill in the gaps of her gaps of her cooldowns.

This also would let her take better advantage of attack speed and proc items on a basic level and let her deal with more gold fodder. (ie. Lemurians, Jellyfish, Bettles, the basic enemies.)

drowsy arch
#

!feedback machine that combines two specific items for a new interesting item ex: chronobauble combined with electric ukalele creates a slow debuf that spreads via electricity around the map

obtuse inlet
#

!feedback
Make buttons in aquaduct interactables. (Note: you still have to stand on them)

steady steppe
#

!feedback item idea!
name: beetle shell
rarity: green
effect: multiplies your current shields by 1.5 but not any gained after picking it up.
description: ''it smells terrible, but are you really going to turn down more armor in this hellhole of a situation?"

misty shoal
#

!feedback Please stop the ghost version of the Clay Dunestrider from sucking me in.

mortal heart
#

!feedback At the game over screen, show your current character model complete with all the items you've collected over the course of the run. Lets you get a chance to actually see and admire them without worrying about the time

cyan shell
#

!feedback
item idea
glass armor
adds a considerable amount of armor, but if you recieve an attack greater than your armor you take the damage to your normal hp +50% (or somethin)

steady steppe
#

!feedback item idea!
name: glass cannon
rarity: lunar
similar to what @cyan shell suggested, but instead gives u a shield bar equal to ur health bar. taking damage is split between the shield and health bar instead of one or the other, but if the shield is broken, u take an extra 1.5x damage

runic mirage
#

!feedback

Lunar Item Idea: Key from another dimension

Allows you to open 3 chests or buy from mutlishop terminals for free, (+1 chest open for every stack of this key you have.) BUT you cannot open up any other chests, or Multishop Terminals on that level after those 3 (or more) openings. (This DOES effect the Rusty Key as well, so bear that in mind!) (3D printers can still be used, however.)

hollow basin
#

!feedback In the main menu screen the corpse should be the most recent survivor you played as instead of just Commando every time

prime haven
#

!feedback make abilities such as Artificer Flamethrower and Commando's Suppressive Fire scale with Attack Speed much like Mercenary's Eviscerate so those abilities dont feel as bad to use as they do currently later into the game

earnest laurel
#

!feedback

ITEM CONCEPT

Malfunctioning Shield "It sorta works... at least, until you overload it"

Rarity: Lunar

Effect: Max shields increased by 100% (+50%). If you lose all your shields, you take damage equal to 50% of your max shields. (Numbers may be tweaked)

Explanation: You gain more shields, but when you lose them you take damage based on max shields. The more max shields you have, the more damage it deals.

Please @me in #ror2-feedback-and-ideas with constructive criticism!

small vine
#

!feedback let radar scanners show up even after getting the log and have them ping all interactables permanently

zealous kayak
#

!feedback

Change Red Whip's ability slightly. Instead of "move faster out of combat" it would be better to "move faster out of danger", i.e., ability activates much like when the Cautious Slug does.

As a clarification point, "combat" includes you having taken damage recently OR using any of your abilities.

Allows characters to move around the map faster with the Red Whip's abilities active whilst using their abilities like dashing/teleporting/rolling, making it more suitable for an item of its rarity.

steady steppe
#

!feedback item idea!
name: dousing rod
rarity: red
function: randomly unearth a chest when walking around on a map with a very low chance. about 1% chance per 300 steps (2 minute cooldown between unearths to prevent cheesing with like 5 red whips)
description: ''Hey, i think i found something! ... Never mind, its just a soda can''

drowsy arch
#

!feedback pls let me save, I can't sit and play for 3 hours at a time. It stops being fun

shell nebula
#

!feedback a use item which if activated shoots out an orb that if the use button is pressed again sticks to its current location and turns into an aura of DoT or debuffs. How much range or how much dmg it does? up to devs or community.

mint vapor
#

!feedback look i know people want medkit too be better but it hasn't changed from its original appearance in ror1 nor most likely it never will so please for anyone who says it needs too be rework it wont...

placid dawn
#

!feedback Perhaps for the Discord, have a Poll Discussion board to talk about the current and previous items?

gleaming crown
#

Add apple as a platform on steam!!

open tartan
#

!feedback
Currently, Crowbar is much better for high burst damage than normal attacks, with the multiplied damage carrying over its supposed health limit. The first graph below shows the difference in power based on which damage source pushes the enemy below 90% health, with the highest lines being Preon Accumulator and Royal Capacitor. Whether or not you use specific equipment or luck out on procs can drastically alter the difficulty of fights, with Crowbar’s chaotic benefit diverging exponentially with stacks: The more you have, the higher possible benefit you can get, but also the more likely one of the lower lines will steal that benefit away.
I suggest changing it to “+50% damage against enemies above 90% health (-10% health per stack)”, affecting enemies above 90%, 81%, 72.9%, etc. As shown in the second graph, this normalizes its effect for the various damage sources, making Crowbar’s benefit more reliable and less exploitable.

distant crater
#

!feedback Give those of us who prefer the old artificer UI ( the aiming reticle) the ability to change back to it. Also potentially the ability to change the aiming reticle of other characters as well

karmic delta
#

!feedback
The Flashbang (Stun Grenade) item has no use against bosses, or sub-bosses, and is completely ignored on these enemies. Allow it some extra use by giving it a damage bonus as well as a stun-chance (no stun on bosses) against enemies, or just give your attacks a flat damage boost (flat, as in, no percentage boost, like maybe +1 or +2 or someshit) to bosses only instead of every enemy, either works I suppose.
It's weird that all status-debilitating effects work on bosses with the exception of stun, this will give stun at least some worth on bosses.

ripe shard
#

!feedback after defeating a boss, the items that drop at the teleporter shouldn't be stealable in multiplayer. Some people have no manners. Crazy frustrating. Edit: Interesting that the 3-second lockdown idea below has the opposite ratio. Isn't this basically the same idea?

mint vapor
#

!feedback make infusion kills from turrets count toward the engineer it hurts me each time i remember this dark and cruel fact of infusion and engi

hollow basin
#

!feedback When opening a chest in multiplayer, the player should be the only one able to pick up the item for 3 seconds, a very simple way to prevent item stealing

umbral swan
#

!feedback remove the charges mechanic on Aritficer's fireballs or make them all recharge at once like bandit's gun does, with a firerate reduction to compensate. Her biggest problem right now is that she doesn't have a real basic attack like every other character, which makes dealing with small enemies like wisps obnoxious and it keeps her from being able to use basic items like syringes without annoying your teammates who would get a much bigger benefit from picking it up instead. It doesn't really make a lot of sense that a high damage output character with no movement/defensive options like her has this much downtime on her normal attack.

runic mirage
#

!feedback

Came up with a new white item idea. Not expecting it to go far.

White Rarity: Coma Flora

Effect: Upon being attacked, Bloom a small field of sleep-inducing plants that emanate spores and mass amounts of pollen that slow down enemies over time, until they're immobile and sleeping, if they get hit, they get woken up immediately and start attacking again. (Starts off at enemies falling asleep in 10 seconds in the field of hibiscus, and drops by 0.50 seconds for each Coma Flora you have, causing the enemies to move slower a lot more quickly and fall asleep faster. Also has the field grow larger with each of the Coma Flora you have currently. The field lingers for a full 15 seconds, and will not have its cooldown reduced by having more stacks of it.)

karmic delta
#

!feedback
Players should also be subject to taking damage when slammed against hard surface (not necessarily falling on the ground)
This happens to regular enemies and I think it would honestly be funny to be slammed against a wall and die from it, probably with a bit of text accompanying it and describing your death uniquely, humorously.

brisk plaza
#

!feedback Have weather-related events that can either hinder or help the player with status effects and environmental changes as well as modify monster spawns. These would occur randomly much like wisp-only or jellyfish-only spawns

modern rain
#

!feedback
to add on to @karmic delta 's feedback, please let grovetender spawn on maps that arent Scorched Acres. Daddy Tendy has the only boss ability that has the ability to do such severe horizontal knockback (other than Magma worm's existence, but that doesnt really count). If the player is able to take damage from slamming into a surface, there should be a map that actually has walls for this to be taken advantage of coughs rallypoint delta coughs. Not only that, but Grovetender's boss relic is one of the most fun things in the game to use for me, and it frustrates me that there's only a 50% chance of getting the only stage where its possible to spawn, and it not even being a guaranteed spawn, and it not even being a guaranteed item drop upon grovetender's spawn.

TL;DR let me see my squirrel father on other maps

mint vapor
#

!feedback there should be a channel for any art that isn't related ror1/2 art i mean there's a lot of good artist out there who prob would be more then happy to show off there works here but cannot due too there being no real channel too show it off i mean really only place to show it is in peoples dms and it takes time.... and it is annoying

little barn
#

!feedback here's another weird idea

name: slug rounds
rarity: whatever
effect: first attack when out of combat deals 10%(+10%) more damage

imo, the 'out of combat' condition is particularly underused, iirc only being on red whip at the moment, unlike cautious slug and other similar items that activate 'out of danger'
having more things utilize it would add some nice variety

carmine bane
#

!feedback the old guillotine is currently the strongest non-red item in the game and should be modified. I was recently in a 3 hour monsoon run and the game just felt too easy because I had so many guillotines. Either nerf the old guillotine (cap max percent) or just make it a green.

mystic plover
#

!feedback

New Item Idea:
I think we need to have an item that gives a base increase to the damage dealt by your skills. This means your 'left mouse' attacks are not affected by this item.

Name: Escalation Protocol
Quality: Green
Effect: Increase non-basic skill damage by 2.5% + 1%/duplicate.

willow ocean
#

!feedback
I feel like we have too many equipments that are solely for attack. The only defensive ones I can think of are Foreign Fruit and Woodsprite, and the only utility being Radar Scanner. I propose a couple more to make equipments more well-rounded.
Emergency Shields: 40 second base cooldown, gives you a 250 hp shield for 10 seconds. If you have a lot of fuel cells, they stack.
Fire Extinguisher: Base cooldown 30 seconds. Instantaneously remove secondary effects (burning, frozen, malachite, etc.) and prevent more from being applied for 1 second (to prevent it being reapplied instantly)
Lifeform scanner: 30 sec cooldown Highlight all enemies in a small radius for 30 seconds.
Numbers are not set, they’re all examples.

mystic plover
#

!feedback playing off of @willow ocean 's idea

Equipment Item
Combat Stimulants
90 second cooldown
10 second duration
Player takes 40% less damage and moves 10% faster for the duration of the item.

Can always tweak the number values around.

karmic delta
#

!feedback
Lunar item idea
Name: I dunno lol
Effect: Increase Knockback on enemies on-hit 300%, Increase Knockback on yourself upon taking damage 300%
Description: Something Lunar-y
Appearance: banana peel

fierce matrix
#

!feedback
There's seems to be a lot of suggestions alluding to the fact that the teleporter can be hard to find. My suggestion is simple: after a certain amount of time, enemies killed, chests opened etc the player should get the message "Your presence has been acknowledged" and the teleporter emits a glowing beacon that extends vertically into the air. Besides abyssal depths, this would make the teleporter easy to find. The flavor text also insinuates that you've caused enough destruction in this area and the planet wants you to leave

gleaming edge
#

!feedback
A reward for the Early Access players would be very nice. People who choose to support the developers in its early stages usually pay the full amount for the game.

Robocraft’s early access was very rewarding, as players got unique customization items and other rewards.

It could be a mere hat or glasses added to the artifact arsenal, but players would be very pleased if this small unique reward could be implemented for supporting the game in its early stage.

paper merlin
#

!feedback Rework the old guillotine to give all your attacks a % chance to execute elites/enemies that are below a certain health threshold. Stacking guillotines would increase the chance of them activating, while the threshold would stay the same to prevent the current "elites die when they reach 70% health" stupidity the item enables right now.

mystic plover
#

!feedback

New Item Idea: A defensive stun item that can activate when enemies hit you.
Name:
Quality: White
Effect: 10% + 2.5% chance/stack of enemies being stunned when attacking the player with MELEE attacks for 2 seconds.

hollow basin
#

!feedback

New status effect Idea: Radiation - Enemies that are irradiated slowly take damage over time and lose 15 armor; when irradiated enemies die, they explode, dealing 150% damage to nearby enemies and leave a pool of radiation where they died, which irradiates enemies that step into it.

Item ideas that could make use of this status effect:

White Rarity: Lead-Lined Boot - "Leave a path of ruin in your wake" Leave a wide trail of radiation whenever you sprint that lasts 3 seconds (+3 seconds per stack).

Green Rarity: Burnt Fuel Rod - "Unused abilities become overcharged" When any character ability is not used for 5 seconds after being off cooldown, it is overcharged, gaining a ☢ icon over the ability symbol. When this overcharged ability is used, it will result in a radioactive explosion dealing 500% damage (+500% damage per stack). The radiation explosion will be centered on where the ability lands if it is a projectile, or will be centered on the player if it is a movement/melee ability.

Equipment: Delicate Payload - "Set off a massive radioactive explosion" An equipment item which when activated, explodes in a large nuclear mushroom cloud centered on the player, dealing high damage (3000%) to enemies in a wide radius and leaving a large pool of radiation. 110 second cooldown

little barn
#

!feedback

Make gesture of the drowned a red item, it automatically activating your equipment is better then it is a drawback to getting the item

sudden hornet
#

!feedback Item idea
Name: Glittering Catalyst
Rarity: Lunar
Effect: deal +20% damage (+10% per stack) for each suffered negative condition, but negative conditions last +50% longer (+20% per stack)
<Numerical values somewhat arbitrary, some credit to @hollow basin for inspiration>

little barn
#

!feedback
make old guillotine increase instead of ignore artificer's snap freeze execute threshold
wouldnt be much, but itd keep it from becoming useless against a lot of late game enemies when you pick up 3-4 of a white item

ripe shard
#

!feedback Please mute that klaxxon that constantly blares in the background. I feel like it subtracts from the overall experience after the first few plays.

hollow basin
#

!feedback

Idea for a new shrine: Sacrificial Altar - Upon activating this shrine, all friendly support units are sacrificed in exchange for a sum of gold and an amount of items based off of how many friendlies were sacrificed. Sacrificing a large amount of drones increases the chance that the altar drops items of higher rarity.

Units that can be sacrificed include any drones, the beetle guard from queens gland, and Aurelionite from the haylecron seed, but others like engineer turrets, ghosts, or the backup do not count. Upon being sacrificed, the corresponding gland and seed will be removed from the player’s inventory. Sacrificing Aurelionite guarantees a legendary item.

The Sacrificial Altar only spawns somewhere on the wetlands aspect map, and functions as a reason to keep drones around and make use of the beetle guard within the game’s later stages.

cobalt adder
#

!feedback I was playing around with unfinished characters and other guff, and I know I shouldn't have access to them, but I mean it's so hard NOT to. Anyways I wrote my feedback & thoughts on them. Don't get too excited because everything in this is subject to change. Also it's all my opinion so ya'know I'm usually far from right. There was too much text so I'll just post a .txt (I mean most of you don't want to go through the hassle to download it, and I understand that) Think of it as an impromptu spoiler tag or something.

grim briar
#

!feedback

Unlock chests/items when the boss is dead and not when the teleporter is completed :p

runic mirage
#

!feedback

Green Rarity: Shield of reckless abandon

Appearance: Looks like a shield with lots of knives haphazardly sticking out the front...

Internal cooldown: 6 seconds

Effect: double tap a direction to start holding up your shield and preparing to line up a charge with your mouse or controller (Whichever you prefer) Allowing you to charge forward, the charge will have white arrows pointing to where your character is going to go. (The charge is also affected by movement speed, so you'll go faster the more movement speed items you have) While charging, you get a 5% damage reduction while flying by (And is also affected by the Rose Buckler, stacking on top of that damage reduction due to the charge being a sprint), knocking away lighter enemies, but coming to a dead halt on bosses, walls, or larger enemies. While charging, you also have a 10% chance to inflict bleeding damage. (The more shields you have, the farther you'll charge, and the higher the chance will be to inflict bleeding damage. However, will not effect the damage reduction you already have.)

gleaming crown
#

!feedback add apple as a platform that you can play on

simple hearth
#

!feedback add custom fps limit or make the resolution setting actually do something

mystic plover
#

!feedback

Item Tweaks:
Currently, Hopoo feathers don't allow the Artificer to double+ jump. Tapping the jump button should send her higher up in the air, and hovering should only be triggered after holding it. However, currently, tapping the spacebar just triggers hovering for a split second. As it is, these items are totally worthless on her. Conversely, the H3AD-5T completely prevents her from being able to hover due to the "stomp" functionality. I'm not sure really how/if this item should be addressed, but I feel some tweaking at least of hopoo feathers would be nice so she can use them too.

grizzled osprey
#

!feedback
Potential character idea for a melee hammer user.
The game right now lacks a designated frontline tank. Every character has a form of utility (some more than others), but none of the characters are designed to tank a lot of damage. With the inclusion of Rex, compositions could be created around the crowd control that Tangling Growth (R) provides and the passive armor shred from Natural Toxins (Passive). Layering such abilities such as Huntress' Arrow Rain (R) or Engineer's Bouncing Grenades (Basic Attack) on top rooted targets added a unique sense of strategy and satisfaction through teamwork. By creating a tank or someone to fill the role of a receiving damage in a conventional team, a person can feel individually fulfilled that they are playing to their strengths as a character. On the more objective side, this would help make more items viable similar to how the Old War Stealth Kit is particularly good on Rex. A thought that I had for this character is to make the H3AD-5T v2 particularly strong on this character as there is no current character that really appreciates the active on the item.

Passive:
Hitting an enemy increases attack speed and armor by 8% (stacks up to five times).

Basic Attack (Left Mouse):
Swings in a downward diagonal cleave dealing 180% damage.
Every 4th auto attack knocks down first enemy struck during the cleave (would not apply to bosses).

Basic Ability (Right Click):
Slam the ground dealing 250% damage and knock down all enemies around within a limited radius (would not apply to bosses).

Utility Key (Shift):
Jump into the air at a diagonal angle.

Special Ability (R):
Create a field that moves with the character applying the passive bonus to all allies inside of the ring and taunt all enemies to attack you.

uneven elbow
#

!feedback
Custom Character Creator
The game right now has plenty of characters with unique abilities and playstyles, but sometimes us mad scientists want to create something a bit more crazy, I think we could use a custom character creator, for all intents and purposes it would allow you to take abilities from characters, say Commando's Tactical Dive (Shift) and give it to Mercenary replacing his Blinding Assault (Shift) creating a melee character that requires quick reactions and well timed attacks to stay alive and remain effective. Another example could be taking Engineer's Bubble Shield (Shift) and Commando's Suppressive Fire (R) to replace MUL-T's Transport Mode (Shift) and Retool (R) to create a defensive tank that relies on crowd control to keep enemies at bay while using his shield to keep himself and his allies safe. These two examples show what this could do, and how effective it could be for shaking things up a bit. I would say these characters wouldn't be able to be used in Prismatic trials nor would you be able to get achievements when using them, but they would keep the game interesting and fresh for years to come. Additionally this could lead to custom model creation for characters as well, or a part base system, custom colors, etc... At the end of the day, I think a lot of fun could be had with this.

earnest laurel
#

!feedback steam workshop.

We have crazy characters, odd changes, and stuff that makes some sense but isn't right for the main game coming out of the woodwork. A steam workshop will definitely grow the community as a whole. Besides, it can show an application of an idea, and that idea might become part of the main game. I realize you want to finish the main game first, but a steam workshop sooner rather than later would be great.

steady bridge
#

!feedback
ai entities that use ground-based attacks such as stone titan's fist and beetle guard should ignore primarily airborne targets (drones, wisps, etc) when considering what to hit with those attacks

short holly
#

!feedback
New Lunar Item: Time Keepers Curse (spin off of item from first game, would like like a blue glowing hourglass)
Dealing damage increases your movement speed and attack speed, but taking damage drastically decreases your movement speed and attack speed

forest mason
#

!feedback add timed chests to the scorched acres

little barn
#

!feedback people want a reason to not feel bad for rushing to 3rd floor only to get the wrong map and lose their previously-garunteed equipment item
devs ought to either make the timed chest spawn in scorched acres, or some sort of time-related variant to act as a counterpart, maybe?

simple hearth
#

!feedback make lunar coins shared between survivors (i.e. you pick one up, everyone gets one)

supple galleon
#

!feedback LAN

old socket
#

!feedback make headstompers into an active item and make it a little stronger

pastel tendon
#

!feedback As an idea to improve commando, along with the suggestion for his R to scale better with attack speed, I suggest that his M2 be given a weak homing ability. It doesn't have to be much, but it could really help make it feel more useful as crowd control. As it stands right now, very rarely do enemies line up enough for his M2 to pierce more than once, at least in the early game

zinc lintel
#

!feedback
A quickscoping class would be insanely fun for the game and also here are some other class ideas i have for another melee character you shoot out an aoe bomb that explodes and then freezes enemies and then your second ability allows you to jump up and slam onto the ground proccing damage and then an ability where you can hold up your shield and block in a certain direction like enforcer from r1

fathom current
#

!feedback Might be a horrible idea at this point in developement, but I'd love to see a 1st person mode in the future.

celest surge
#

!feedback Guillotine should be nerfed from 20% base 5% additional per stack, to 10% base 2.5% addition per stack. In its current state it seems that the Guillotine caps out at around 13 of the item which is 80% of the elite enemies health bar. Truthfully while this is helpful it also ruins the fun of the game once you start only fighting elite enemies. If possible nerfing it by half would at least require someone to have to go more into it to make it a more decisive item. In its current state in the late game it feels like having the old sticky bomb against elites.

little barn
#

!feedback add synergies, (eg: crowdfunder + brittle crown = faster crowd funder fire rate), and once said synergies have been found they're added to the log on those items.

strange loom
#

паьпьпаоьлаоапа

night osprey
#

!feedback

Elite Revamp Idea
Overloading
Overloading enemies when they hit you disable shields for 3 seconds and if you still have the debuff and they hit you again, it refreshes.
Malachite
Malachite enemies reduce TOTAL healing by 95% for 3 seconds and if you still have the debuff and they hit you again, it refreshes.
Blazing
Blazing enemies set you on fire dealing 5% of Max HP/s for 3 seconds and if you still have the debuff and they hit you again, it refreshes.
Glacial
Glacial enemies slow you by 50% and disables sprinting for 3 seconds and if you still have the debuff and they hit you again, it refreshes.

north citrus
#

!Feedback
I know its in early access and all, and i know that even with the progress map there's only 3 more survivors coming out, PLEASE bring out more survivors after early access. I feel like this game specially in 3d space will benefit alot more from more characters.

I know it might be a creative pit to fall into but the amount of different player ideas that have decent meritt to them in this channel should be more than enough for some basic concepts.
That said i know its a long way off so keep up the good work! :)

distant crater
north citrus
#

!feedback
Artificer rework thoughts
Her kit is to be super damaging and have no utility or defense right?
Why not have her being able to use all her abilities at the same time?
For example, have your R going and left clicking, AND shoot your stun out all at the same time, whilst being able to cast the wall too. it'd raise the skillcap and increase her damage output without changing any numbers.

covert beacon
#

!feedback might sound pretty useless end game, but an equipment that on use stuns enemies in a short range could be an interesting and funish edition

north citrus
#

!feedback
elder lumerians & all other enemies (but SPECIALLY elder lumerians) should NOT be able to spawn mid-attack. I just died in a run because i turned around and had a elder lumerian spawn and instantly hit me with 3 fireblasts point blank.

It's really not fun to kill enemies infront of you, then turn around to die to something that did not exist infront of you all in the timeframe of <1 second.

surreal oasis
#

!feedback make chronobauble slow enemies as well as their projectile speed and attack speed. The slow effect is currently useless in most cases and in its current state it shouldn't even be a green.

olive stump
#

!feedback
While the current system of having enemies spawn in before the level even loads and giving the player spawn protection does work, it still allows for strange, unintended interactions (namely falling through the floor when a boss spawns on top of your own spawn point). So, why not just remove the spawn protection from the player, and make it so that there is a sort-of "grace period", where enemies don't spawn during the first X seconds of the level? You could say that it's the planet "catching up" to you after you've teleported a great distance. This was how it worked in the first game, I'm not sure why it was changed.

dapper lark
#

!feedback if you activate the teleporter and then die before it teleports, you should still move on to the next stage. i.e. you start getting the xp then die you still go on but miss what you didn't collect.

obtuse inlet
#

!feedback
Make the title screen show all the characters you've obliterated yourself with.

little barn
#

!feedback change the warhorn sfx to be less annoying on repeat use
using it w gesture w an item on a low cooldown gets a lil bit repetitive? its a nice sound when used once or in burst, but the spam of it gets a bit irritating

crude scarab
#

!feedback I find it a bit strange how Commandos long-charge M2 is slow and does little damage compared to Mul-T's second primary that can be shot on average, is faster, and deals more damage all around. I'd suggest maybe giving the m2 some form of stunning effect or knockback to make it feel less like the worse version of someone elses primary

steady steppe
#

!feedback item idea!
name: cracked visor
rarity: lunar
function: grants 100% critical chance, but only if the player is at half hp. reduces attack speed by 20%
description: ''Looks like the visor of a motor cycle helmet. I wonder how it got here''

pliant pike
#

!feedback

Item Idea: Lens Breakers

Rarity: Lunar

Effect: Upon killing an enemy with a critical hit, reduce your current critical hit chance by 20% (multiplicative, +5% stack) and increase attack speed by 8% (+2% stack).

I'm still not sure about the exact numbers, but i think something like this would be really nice, since it would help eliminate the problem of lens's being useless after reaching 100% crit chance. It would also function as another way to increase base attack speed other than just the syringe.

edit: yeah i didnt really think this through. this idea just doesnt really work, but i do like the idea of a "on kill with crit" mechanic

sly tapir
#

!feedback Give the first half of Commando's dodge roll some i-frames like the first game.

lime basalt
#

!feedback New type of crowbar?
Deal .5% (+.5%) more damage per % of enemy HP remaining.
repost for me, bot is mean :) thanks

willow ocean
#

!feedback
Scope Lens
White item, increases weapon/equipment projectile speed/distance by 10% per stack.
On merc, this would make his sword slightly longer and the swing would be faster

steady steppe
#

feedback: item idea!
name: shotgun rounds
rarity: red
function: all attacks fire 3-5 bullets in a random direction infront of the player for 50% damage.
description: ''Got a pest on your property? fix that with some heavy lead justice!"

green pebble
#

!feedback New type of crowbar?
Deal .5% (+.5%) more damage per % of enemy HP remaining.
repost for @lime basalt :)

hot hill
#

!feedback How about changing Warbanner to proc on item use ?
Would make it more reliable and actually useful past the first loop

modern cave
#

!feedback
New item: Blood drinkers chalice
Rarity: Green
Effect: Gives 10% chance to bleed an enemy for 150% base damage. Every 10 seconds heal for 1% (+1% per stack) of bleeding caused.
Description: "Strange creatures that only come out during the night had started to gather in the old town square, one of the more prominent creatures produced a chalice and a knife. With the knife he cut his own hand and let the blood collect in the chalice. Once full he invited the other creatures to drink." found on a bloody note. Edit: 5% base healing then +1% per stack might be better.

sly tapir
#

!feedback Add the game difficulty to the death screen and factor it into the overall player score.

earnest laurel
#

!feedback

CHARACTER CONCEPT

Code Talker (based roughly off the Navajo Code Talkers)

Primary: 9mm Round. Single shot for X% damage (i'm thinking 120%)

Secondary: Airstrike. Calls down a missile, dealing X% damage with a radius of Xm (aimed like Rex's secondary)

Utility: Locate. Permanently ping a random interactable on the map, with a unique icon showing what the interactable is.

Ultimate: Confusion. Temporarily make enemies within Xm regard all other mobs as enemies.

Passive: Supplies. When entering a map, a free basic chest spawns next to him.

If you dont like something about it PLEASE @ me and tell me what in #ror2-feedback-discussion

Note: Edits are for clarity and adding in the plea for criticism so i know what i got wrong

cobalt eagle
#

!feedback
i dont know if its been disscussed or not but how about a steam community mod suport

mellow mural
#

!feedback
Item Improvement: War Banner can be relocated by picking it up and carrying it to another location. The Banner has no effect while being carried, and does not hinder the player carrying it. Putting the Banner down overrides other interactions, and after putting it down, the Banner cannot be picked up again for 15 seconds.

Only the player who set the Banner can pick it up; this would necessitate nametags like "Player1's War Banner" or other visual identification within a certain distance, but the additional visual elements would likely be less distracting than the enormous yellow dome the Banner itself already projects.

Edit: Player cannot carry more than one Banner at a time; carried Banner does not persist between level transitions.

arctic sonnet
#

!feedback i think red whip should activate when your not using abilities so if your about to be killed you can stop shooting and get a boost of speed to escape

willow ocean
#

!feedback
Lunar Equipment: Self-Destruct Button
Deal twice your current amount of health as % damage to enemies within a 30 meter radius, but you are set to 1 hp.
HURTS ALLIES
Lmao don’t get gesture with this

obtuse dagger
#

!feedback I need regional servers. The lag when host is from US and I'm from EU is unplayable.

willow ocean
#

!feedback More ideas for non-damaging equipment
Eject button: Base cooldown is 30 seconds. On use, you get shot into the air upwards and slightly backwards from where you’re facing, (as if you had a but too many wax quails and touched a slope) and you take no fall damage on landing. Useful for getting away from enemies if you’re getting swarmed. It’s used in different situations than the milky chrysalis, as the chrysalis is meant for hovering while the eject button is meant to flee from enemies quickly.
Active Camouflage: Base cool-down of 40 seconds. On use, activates the Old War Stealthkit invisibility for 10 seconds, it getting removed if you use any of your abilities (attacking and non-damaging alike, also if you’re a MULT it is removed if you use another equipment).

steady steppe
#

!feedback item idea!
name: golem bell
rarity: potentially a stone titan drop
function: when picked up, it spawns 3 mini-golems that cant be hurt and do tiny versions of the regular stone golem attacks for 50% player damage.
description: ''...A bell? i wonder why that giant had a bell... oh well, looks fancy, might as well bring it with me.''

distant crater
#

!feedback
imp overlord boss item
Upon falling below 30% health you are teleported 50m away in a random direction. After teleporting enemies loss sight of you for 1s (They can't attack you for 1s). It would either have a 20s recharge, or you must heal above 70% health before it can trigger again. Both of these would be reduced by stacking to some limit (similar to gesture). It could have no delay/requirement before it can trigger again, but this is up to the devs for what they find best balanced.
Note: All numbers are me guessing and are only an indication.

devout ether
#

!feedback
Possible fix for banner and teleporter problems, instead of placing a banner when you level up, always place one at the beginning of the level on top of the teleporter. This would fix people being unable to find the teleporter and it would make the banner usefull past the first lapse, the stacking would also be better of changed if this happened, by making the base area 75% larger and stacking it could increase the bonus(and reduce base bonus) or increase the duration of the buff so that you are still buffed even if you leave the area, atleast for a while

lunar pilot
#

!feedback
Short and sweet idea for a challenge:

World Tour: Visit every location in a single run.

Not sure what to tie to it, but it's a fun thing to shoot for.

willow ocean
#

!feedback
White Rarity
High-Power Rounds
Increases ability projectile travel speed, M1 speed, etc. by 25% per stack ie. M1 rounds travel faster to their targets, Commando's M2 travels faster, Huntress Glaives move faster etc.
Feel like it'd help Artificer, who's still a little underpowered, by making her projectiles travel faster so she doesn't have to worry about missing as much, and also Commando with his M2 travelling faster through enemies.

high ginkgo
#

!feedback add content first, balance later. Only balance the game breaking /buggy stuff. Thank you devs.

cobalt adder
#

!feedback
an item that makes you do things faster but makes the difficulty rise faster or something

velvet tusk
#

!feedback
Please let the Engineer count his damage and kills when the turrets do it. I know this won't and shouldn't affect anything in-game, such as triggering on-kill effects. At the end screen, however, the Engineer gets zero stats from his turrets. No damage, no kills, no points. It only counts the damage you do directly. When playing with friends, I have no way to know how much damage I did compared to them.

runic mirage
#

!feedback

Red Rarity Item: Recalled Frothy Soda

Effect: Upon attacks, causes a 5% chance to spew forth a jet of bubbles that traps light enemies, and if you attack them again while they're trapped in the bubble, the bubble will explode, causing a small pool of acid to be left behind. If it hits a large enemy, the bubble just immediately detonates, leaving the pool of acid behind. The more of these you have, the larger the pool of acid will be and the wider the jet of bubbles will be, but will not effect the chance of spewing forth the bubbles. (As stated before, the 57 leaf clover does this already for increasing the chances of items procc'ing.)

drowsy arch
#

!feedback

Let us customize our escape pods with different colors and types

willow ocean
#

!feedback
Hahaha you thought I was done with the non-damaging equipments huh?
Strange Seed: base cooldown of 40 sec, Roots you in place (you can’t move while this is active, nor attack or defend) with a tree over your character, making you immune to damage for 5 seconds and doubles your natural regeneration (NOT your item-based regeneration). After the end of the tree, you get half a second of invincibility still (so you don’t get instakilled)
Lucky Penny: You get twice the amount of money from enemies (not shrines of blood) for 20 seconds. Base cooldown 60 seconds.
Medal of Honor: You get twice the amount of XP (not from the teleporter) for 20 seconds. Base cooldown 60 seconds.

leaden moss
#

!feedback

White Rarity Item: Point Blank Rounds

Effect: The closer you are to enemies the more damage you do. The effect starts in a 2.5m (+1.5 per stack) radius around any enemies. The maximum damage increase is 15% (+5% per stack). The damage increases the closer to the center of the circle.

little barn
#

!feedback

nerf brooch buff aegis. kinda weird that a common item is 10x better then a red item

mint vapor
#

!feedback please make some kind of anti cheat system for ror2 games it is happened multiple times were i see some one just go nuts with infinite cooldown and auto clicking making bosses into nothing but mush... it ruins the game and i usually have to leave due too this

torpid narwhal
#

!feedback

please give commando some therapy. he looks so depressed in the character select screen. he looks so sad and i want to make sure he's okay

tawny tundra
#

!feedback

When playing multiplayer, the other Players should have their health displayed at the top of the ally healthbar list. When you get a lot of allys/minions via turrets, drones, and Happiest Mask, it becomes hard to see your allies at a single glance.

tawny tundra
#

!feedback

A number of abilities can be used while sprinting. Example: The Artificer's M2, the Engineer's M1. I propose you can still sprint while charging these abilities (starting the charge doesn't interrupt your sprint) but firing them off still stops your sprint. It would just be a small QOL change since you can just hit sprint after starting the charge to sprint anyways.

uneven elbow
#

!feedback
Character concept
Name: The Inheritor

Passive: Double effects from rusty key, Rusted Lockbox has a marker (only The Inheritor can see this marker, if there are more than one on a team, they can both see this marker)

Mouse 1: Old War Carbine, automatic rifle that does not need to be reloaded, deals 90% damage, accurate at long range, very little spread even at high rates of fire.

Mouse 2: Rusty Revolver, a semi-automatic double action revolver that is capable of high damage at close range, click to fire off a round that does 175% Damage, 6 charges, has to reload after shooting all 6, passive (activates when gun is not empty and hasn't been fired for a moment) reload is 1 second per round, active reload (activates when gun is empty) 4 seconds, alien head reduces reload time, brainstalks removes the need to reload temporarily, spare mags adds an extra charge.

Shift: Old War Stealthsuit, activate to temporarily go invisible and gain 40% movement for 5 seconds, gain an additional 1 second of this ability for each Old War Stealthkit you have. (Think Stealthkit on demand) Cooldown = 1.5 x Time Spent in Stealth, if you stealth for 5 seconds you have a 7.5 second cooldown, you can exit stealth manually by attacking.

R: Tracker, activate to see the location of all enemies on the map for 5 seconds, White Skull: Basic enemies, Green Skull: harder enemies like beetle guards, Red Skull: Mini-Bosses and Bosses, White, Green or Red Skull and Crossbones: Elite Enemy of the corresponding type.

north citrus
#

!feedback
Give Imp overlord a cooldown of at LEAST 10 seconds for his teleport. just lost a run because as a really overpowered engie (at 40 mins 10+ syringes 4 fungus 3 stickybombs, destroying everything) couldnt kill a single imp boss because he kept teleporting around and instakiling turrets from 100% to 0% within 2 seconds. place turret keep running, imp teleport kill one turret and repeat.

Right now behind perhaps the overloading elder lumerian boss the imp is by far the most threatening.

willow ocean
#

!feedback
Lunar Item: Inertia Converter
While sprinting, gain 2% + 2% per stack health per second. While walking, gain half that. While standing still, lose 2% + 2% per stack health.

north citrus
#

!feedback
We need an item that has just a base increase in damage, as opposed to what we have right now where;
Crowbar = damage on first hit/enemies over x hp
Old Guillotine = execute on low hp
lens makers glasses = crit

closest thing is the bullets that do damage to bosses.
it seems like it's just a spot that should be filled.

IDK about anyone else but i loved in RoR1 where i got enough items to just 1shot everything, bosses and normal enemies.

hollow basin
#

!feedback Sprinting: when I am holding the sprint key, whenever it is possible, my character should always be sprinting. It really sucks to have to press down the sprint key every time after using any ability that moves your character (huntress dash, commando roll, everything mercenary, etc.). Making sprinting happen when it should and not having to keep reactivating it would go a long ways towards making gameplay feel a lot smoother

runic mirage
#

!feedback

Character idea: Swarmkeeper

Passive: Tank of Honey, Enemies that hit Swarmkeeper have a 20% chance to cause a homing glob of honey to be launched from the tank, the tank has a limited amount of honey, but will be replenished over time. Enemies inflicted with Honey will take extra damage over time from your bees that ramps up the more they're stung. (A maximum of 8 seconds if all the honey is used. The homing glob can only be used 5 times, that's 20% of honey per homing-glob shot, So it can't be spammed.)

Mouse 1: Stingshot, a slingshot that fires off "Swarm bombs" exploding upon impact, and causing area of damage effects (The radius of said, "Area of damage" will be as small as when you have your 1st bustling fungus.) Dealing 50% damage over time (5 seconds), unless they're coated in honey. (The debuff duration DOES NOT STACK. so you've gotta land another swarm bomb to have the damage ramp up.)

Mouse 2: Garden of Demise, Swarmkeeper launches a box that springs into an Apiary surrounded by flowers that acts as an area defense, causing alien bees to shoot out periodically. If enemies are hit by the Swarmkeeper's Honey, A furious swarm goes after it dealing damage to them that ramps up over time. The more they are stung, the more damage over time they'll be dealt. (10 second cooldown.)

Shift: Bumbleboots, Swarmkeeper does a graceful backflip in a somewhat high-arc, launching a glob of honey at where she jumped, enemies caught in the honey will be slowed down for 4 seconds if they're caught in the pool of honey left behind, same deal applies with the more-damage over time from being caught in the honey. (A cooldown of 6 seconds.)

R: Honeythrower, Swarmkeeper puts her Stingshot away and grabs a hose attached to her Honey Tank, spraying forth a jet of honey. Can be activated or deactivated upon use, and uses 5% of the honey tank a second. (The Soldier's syringe causes the attack to be used faster, but, it'll use up the honey that much faster as well.)

willow ocean
#

!feedback
More Non-damaging equipment
Lunar Amulet: When used, enemies killed have a 20x greater chance to drop lunar coins for 20 seconds. Cooldown is 1 minute.
Might be more useful once Lunar Coins are worth more

eager plume
#

!feedback Rework item distribution and chest spawn rate for multi-player. Previous games mechanics for this attribute should be good. Argument: This would replace item thiefs abilities to steal, and it would also make runs much more team oriented, with everyone getting the same items from a single chest. But, due to this, you could also make chests more expensive in multiplayer and have the aforementioned change.

thorn storm
#

!feedback Make the max damage indicator greter than 4 digits

eager plume
#

!feedback Add smart shopper in the next update. for those not familiar with the first game, it adds more gold gain per kill. It`s a green item, and it is significant gold gain per kill.

supple quarry
#

!feedback
New item: Stepcounter
Green tier
"Heal when running away!"
Heal 4 (+4) health for every 3 meters a character moves
I want this item to sorta be the bustling fungus of mobility characters giving them a reliable way to heal

mint escarp
#

!feedback Item idea
Foam Globe
Rare (Red)
Give all attacks 100% (+50% linear) knockback relative to damage.
[It's a lightweight, foam globe of some planet we don't know about. Probably fictional. Fun to bounce around, though, even for its material.)

pastel tendon
#

!feedback when doing multiplayer, the difficulty scales with how many players are playing, as it should. But if someone disconnects early, the scaling doesn't change so the rest of the players will have to deal with a higher difficulty than they should. I believe that the difficulty scaling should update every stage to avoid this issue

open tartan
#

!feedback inspired by beaky's chalice idea
I feel like Tritip Dagger's bleed mechanic could be used more. If "Bleed" were made a standard 80% damage per second for 3 seconds, it would be really easy to make items that play around with it.
Tritip Dagger (Common): "15% (+15% per stack) chance to bleed an enemy."
Anticoagulant (Uncommon): "10% chance to bleed an enemy. Bleed lasts +1s (+0.5s per stack)."
Hollow Points (Uncommon): "10% chance to bleed an enemy. Bleed deals +24% (+24% per stack) damage per second."
Bloody Fangs (Legendary): "20% chance to bleed an enemy. +50% (+25% per stack) regeneration for each bleeding enemy."
% chances would be additive up to 100%.

little barn
#

mmm

cyan roost
#

!feedback going off what @pastel tendon said however, sometimes I do enjoy the game more when a player disconnects early since it means a faster and more exciting experience (and of course, more items) so maybe there could be an artifact or setting to simulate a full 4 player squad regardless of how many players are actually in the game?

steady steppe
#

!feedback item idea!
name: glass cannon (yes this is a revision of a previous item i suggested)
rarity: equipment
function: when used, launch a cannonball for 500% player damage in the direction the player is facing. it will crash through enemies and knock them around, dealing an extra 100% damage for every enemy it hits. has a 50 second cooldown
description: "you think a stupid cannon made of glass can stop me?! ha! i'd like to see tha- the sound of an explosion can be heard"

willow ocean
#

!feedback
Red Item: Skeleton Key
Two lockboxes + 1 per stack spawn on the map, also has the effect of 3 rusty keys in rarity. Lockboxes have a noticeable orange (like teleporter) glow about them, faintish but not undetectable, that helps them be found. Might help them be a little more useful.

eager plume
#

!feedback Equipment: Unstable Watch, Stops time for 7 seconds, oh yeah, cooldown 67 seconds

runic mirage
#

!feedback

Red Rarity Item: Heart of undying courage

Effect: Upon killing 20 enemies, you gain a +1% boost to damage (Capping at + 10% more damage dealt, as a permanent buff, and stacking by 5% each time for balacing reasons.)

Description: I refuse to back down... So I will hold my ground. Forever, if need be. A true explorer never fears the unknown. So bring your champions. All of them. And I shall give them no slack. No mercy. Bring me your Blazings and I will reduce them to cinders. Bring me your Overcharged and I shall knock their power out. Bring me your Frozen, and I shall blast them down in a blaze of glory. Bring me your Malachite, and I will force them back to the depths whence they came. I will face them all without fear. Bring it.

vivid relic
#

!feedback Allow Backup Magazine to increase active landmines per item for Engineer, making them less useless on the survivor.

eager plume
#

!feedback
Next update should include gold elite variants. They should have a 60m teleport function, with a 1 second cool down on all attacks after using this ability, and a 3 second cool down on the teleport itself.

tawny tundra
#

!feedback

A lot of people complain about the Commando's in game abilities. A lot of people have given out ideas on how to 'fix' him. My proposal is to simply give his M2 2 or 3 charges. Letting him snipe enemies from across the map early on would help make him better at getting a strong start, which helps with his strong reliance on items while making him need backup mags less so he can give those to allies.

uneven elbow
#

!feedback
As a counter suggestion to the one put above, I suggest reducing Commando's M1 Spread slightly to make it less infuriating to try and kill airborne enemies or enemies at long distances this would make him less reliant on his M2 for sniping, which would also reduce his need for backup mags.

drifting kelp
#

!feedback
Please make the clay templar's clay cannon overheat or stop every once in a while. I don't like getting gunned down from 5 different directions with no delay.

hollow basin
#

!feedback New end game elite enemy to go alongside Malachite: Azurite - Azurite enemies have the same health and damage multipliers as Malachite enemies, but instead of disabling player healing, Azurite enemies buff nearby enemies with the same bonuses that a war banner grants players (+30% movement speed and attack speed), making them a dangerous force multiplier

Azurite elites are the same color as Azurite irl (https://en.m.wikipedia.org/wiki/Azurite) and have a jagged halo above their heads

river arch
#

!feedback
Artifact idea: Sharing is Caring
All items are shared between players. Item spawns/costs adjusted to compensate and players share ALL money and purchases (minus lunar coins).
I realize there are mods for this but its typically 4 players worth of items on each of 4 players and itd be nice to have in vanilla. It would eliminate item thieving and create new dilemmas for printers, cauldrons, and lunar items. It also better provides for running multiples of certain character ie engineers not having to fight for fungus. Dying early on a stage wouldn't set someone so far back on items to make them permadead on future stages.

tawdry lily
#

!feedback
Aurelionite as a one-on-one.
Aurelionite as a hidden boss is severely undermined by all the enemies also fighting you.
Remove the additional enemies and beacons, give the boss extra health. As the fight goes on the boss gets progressively more powerful in terms of attacks. Give Aurelionite a melee sword swing and make the turret on it's head reduce its cooldowns by 3 sec.

runic mirage
#

!feedback

Red Item Rarity: Core of the Eternal Inferno

(Thanks to @open tartan for this idea.)

Effect: Has a 10% chance upon attacking to ignite a significantly large portion of the map, setting enemies in a huge radius on fire., fire will blast from the ground as scalding hot magma where the enemies are standing, causing them to burn for 5 seconds. Each of the Cores stacks for an additional 10% chance to ignite foes. (Has an internal cooldown of 3 seconds before causing another eruption to occur.)

Description: All things are of a living essence... Fire... Perhaps the greatest example of such a thing. How soft and delicate a candle light glows, crackling almost inaudibly, a joyous campfire, gathering around and fiddling a tune in the beautiful dusk, or the deafening, destructive roars of towering pillars and walls of flames, with such a degree of heat, they melt everything in sight until it is nothing but ash... Much like when heroes or villains alike are cornered, backs against the wall, their will to fight ignites... Becomes that very colosseum of roaring fire, and just about everyone knows that wounded friends or foes alike, tend to be the most dangerous... And as such? Their flames burn more vigorously, staring death in the face and spitting violently at it, their looks of both fear, and courage... Hearts pounding in the very moment that they now behold themselves in. Wanting to protect that very source of warmth keeping them alive. Them standing taller than normal, bracing for impact as they're prepared for the worst to come... They shall not let that precious life force keeping their body warm and alive, like the blood in their veins, extinguish... Not today. Not ever.

carmine nebula
#

!feedback please add the frenzied, leeching and volatile enemy types from the first game, those were cool

little barn
#

!feedback

Add an option to hold to sprint instead of toggle sprint

shell nebula
#

!feedback the option to turn on "stackable design" in the graphic settings. what this would do is change the appearance of the item on your character based on how many you own of it (up to 3). something like this post release would be pretty neat.

runic mirage
#

!feedback

New types of enemies: Obsidianite

These enemies boast abilities to trap you in Obsidian Walls, forcing you to fight in an enclosed area, they’ll telegraph where an octagonal prison will land, and will land 3 seconds prior to the area being telegraphed, the prison will have beautiful obsidian chains on it, with jiggle physics to give it that feeling of the cage/colosseum slamming down on you, forcing you to fight until the walls break down. This takes 5 seconds to do, and to add to the feeling of a real prison, the imprisonment lowers your attack speed and overall damage by 30%. So stay on your toes! They’re most recognizeable by their black and red obsidian armor, and have tube-like appendages sticking out of their heads, expelling an ominous black and red-lightning filled smoke.

vital sun
#

!feedback a way to guarantee or see if we can a gilded coast shrine. For example if we use a shrine of chance 10 times over the course of a run every 10 (or more if balanced) times we use a shrine of chance the next level has a guaranteed golden shrine. I think this would alleviate some frustration in trying to find it, as I just did a 4 hour monsoon run without seeing one 😦

earnest laurel
#

!feedback if u fail a shrine of chance 10 times on the same level you get a gold portal

golden mantle
#

!feedback Item idea
Name : Coinnoisseur
Effect : Receive 1 extra gold (+1 for every stack) for every 20 gold you earn

kind igloo
#

!feedback This is kinda like apex legends but if we can responds to other players ping,like "I need this item" Or even "Not for me",because when someone pings an item everyone just run for it (except if you play with friends and voice chat)

mint vapor
#

!feedback allow us to see who is voting for difficulty standards it gets annoying not knowing whos the dude whos voting for drizzle all the time

terse mirage
#

!feedback Add newt altars to Gilded Coast (gold portal) since its usually better to go blue portal than gold

steady steppe
#

!feedback item idea!
name: rc drone
rarity: green
function: spawn a little land drone that drives around and shoots enemies with a mounted minigun for 50% survivor damage with the fire rate of commando. the rc drone can die and explode, dealing 200% survivor damage as fire damage and igniting enemies, taking 20 seconds to respawn.
description: ''Hey, i remember these! I used to play with them all the time as a kid.
... I wonder if it can be useful?"

loud anvil
#

!feedback There should be more map variations just how Distant Roost has some variants (stone bridge, shut door)

Compared to DR, titanic plains, WETLANDS and rallypoint feel the same during multiple playthroughs, or even in the same run. Those maps i listed are the worst offenders in my opinion.

I don't have any ideas on what the variants could be, but there should be something different.

uneven elbow
#

!feedback
Quality of life improvement suggestion, make it where when an effect is about to end, it blinks, the blinking slowly getting faster the closer it is to ending, this is useful for REX so he can tell when a debuff going to end, and useful for Q abilities like Spinel Tonic or Ocular HUD

safe creek
#

!feedback A Compass for the game could really help calling things out. The Ping system is good and all but after playing with a players new to the game screaming "OVER THERE" or just basically saying "Forward, Left, LEFT!, LEFT!!!, RIGHT LEFT" can be very annoying to the players, both new and old.

willow ocean
#

!feedback
On the Outpost there is an island that looks like it could be reachable by jumping on a bunch of shipping containers in the water. I propose that sometime in the distant-ish future (as this really should't be high priority) we add some sort of hidden secret/easter egg/log there! It'd probably only be reachable if you had a bit of movement items but I think it's really interesting that the island is there in the first place

kind igloo
#

!feedback also do something for chronobauble,it's just really bad,more than everything because you,usually,don't care about enemies speed and it's not really rare,it's not "useless",just reaaaaally bad

echo sigil
#

!feedback
can we get the chef back from old RoR

limpid thicket
#

!feedback make red whip activate out of combat

also aegis should make you gain barriers that either decay a lot slower or gives a lot more shield because brooch outshines this red weapon by a huge margin

eager plume
#

!feedback Imp overlord feels more like a beefed up elder lemurian than a unique boss. Both of then basically have the same exact thing going on, which flies directly in the face of the rest of the enemies designs. One way to make this different is to give a 3d version of Imp Overlords original laser attack along the ground, replacing his spike throw. Each eye could produce a laser that goes along the ground for a short distance before exploding upwards. The laser wouldn't deal any damage itself, but the explosion would

dapper lark
#

!feedback add back smart shopper (extra gold from kills) from RoR 1 but as a red (as i feel it would be overpowered as green.)

half apex
#

!feedback
syringe and tougher times are S because of their stacking
make them do less for each stack, or make the bonus go down a tiny bit each stack

willow ocean
#

!feedback
Add an enemy/class of enemies that heals others. Maybe a new Elite type called "Radiant" that has a circle around it like Bustling Fungus that heals enemies and hurts you if you're inside it, they'd probably be whitish and have a halo. I think another enemy that'd be similar to a wisp but do the healing drone heal to other enemies? I feel like the enemies right now feel like they aren't really working together to take you down and this might be a tricky addition that'd add some strategy

eager plume
#

!feedback
Aegis (fix)
You gain a temporary barrier equal to 200% of your health, which refreshes every 15 (-1 per stack) seconds

glad tapir
#

!feedback
Acrid from risk of rain 1 should be a playable character or at lest be a hidden boss?

floral ivy
lime basalt
#

!feedback
bot doesn't like me, someone repost :D
New Class: The Mastermind

Passive - Your mechanical implants create a loyal drone every four seconds. (Max 5)

Ability #1 "Melt" - Each active drone fires a laser beam for 35% damage per second.

Ability #2 "Intercept" - Fire a drone forward that deals 100% damage on impact and explodes for 40% (Cooldown 1s)

Ability #3 "Retreat" - Three of your drones generate a barrier that blocks 40% of your max hp. (Cooldown 7s)

Ability #4 "Strike" - Send three drones to strike an area, dealing 210%/sec for five seconds. (Cooldown 8s)

All abilities require loyal drones to activate. If the mastermind has fewer than three drones, Ability #3/#4 cannot be used.
Alien Head increases drone creation speed.
Each Backup Mag allows The Mastermind to store one drone in a buffer. Drones in buffer attempt to keep The Mastermind's active drone count at five.

mint vapor
#

!feedback I'm not sure if there put them in the pull but just to be sure please put elite drops into the poll they should be counted due to them being items plus we can really see how people view them in terms of power

storm harbor
#

!feedback Would like to see more equipment that can be used defensively

little barn
#

!feedback bring back ifrit

surreal oasis
#

!feedback
for @lime basalt
bot doesn't like me, someone repost :D
New Class: The Mastermind

Passive - Your mechanical implants create a loyal drone every four seconds. (Max 5)

Ability #1 "Melt" - Each active drone fires a laser beam for 35% damage per second.

Ability #2 "Intercept" - Fire a drone forward that deals 100% damage on impact and explodes for 40% (Cooldown 1s)

Ability #3 "Retreat" - Three of your drones generate a barrier that blocks 40% of your max hp. (Cooldown 7s)

Ability #4 "Strike" - Send three drones to strike an area, dealing 210%/sec for five seconds. (Cooldown 8s)

All abilities require loyal drones to activate. If the mastermind has fewer than three drones, Ability #3/#4 cannot be used.
Alien Head increases drone creation speed.
Each Backup Mag allows The Mastermind to store one drone in a buffer. Drones in buffer attempt to keep The Mastermind's active drone count at five.

terse mirage
#

!feedback Need more cover in Gilded Coast (gold portal) to hide from lasers. Bigger/more rocks and deeper water would be nice. Low mobility classes have a tough time

tardy pivot
#

!feedback Make Commando's passive: headshots have a chance to crit.

rocky rock
#

!feedback literally just loader from the first game
i dunno if yall are already planning to do this or if you already decided against it but consider:
Grappling Hooks are fun.
thank you for coming to my TED talk

blissful musk
#

Will there be Steam achievements implemented soon? I like to have that external sense of progress in my rogue-likes

chilly crag
#

!feedback for @blissful musk
"Will there be Steam achievements implemented soon? I like to have that external sense of progress in my rogue-likes"

hollow basin
#

!feedback Make the vents on Rallypoint Delta free. Nobody buys them anyways, and jump pads from other maps have no cost, so there isn’t any reason that the Rallypoint jump pads shouldn’t be free, as they would enable a few new fun ways to traverse the map

glad tapir
#

!feedback if they do add skins make rex have different type of flowers like a rose or a lily or make it have a plant type bottom and then a robotic top

river arch
#

!feedback I feel like some items are too dependent on what character is being played to determine value. Fungus is a checkbox of is there an engineer for example where fungus stacks on engi is S tier and near useless on everyone else. I will yield that not every item should be equally valuable to every survivor but for this to extend to even red items is bonkers. Brainstalks is next to useless on engi since he typically doesnt get his own kills and turrets have no skills of their own while Aegis is the reverse where it's basically only valuable on Engi. Not to mention the headset artificer interaction.

glad tapir
#

!feedback i think their should be an item that upgrades the (all)characters gun

mint flare
#

!feedback
add an 'Are you sure' option when quitting the game to menu or desktop, ive gotten way too close to quitting games because its so close to the settings option. its incredibly necessary

keen sapphire
#

!feedback make the brass contraptions spike balls home in on you a little bit, because they are way too easy to dodge and just not much of a threat

little barn
#

!feedback bring back the Nematocyst Nozzle as a boss item drop during teleporter events that spawn the Wandering Vagrant as the main boss (please i need it)

graceful canopy
#

!feedback In keeping with the game's theme of randomness I propose an item to raise that level of immersion to the real world.

Item: The Sacrifice
Rarity: Lunar/ Equipment

Description: Gives a free copy of Risk of Rain 2 to a random user on your friend's list. But you lose your copy on Steam and the game uninstalls itself.

Edit: Typo

frigid anchor
#

!feedback Make the stone golem on the message that pops up everytime you boot up the game talking about how the game is in early access be HAN-D

hollow basin
#

!feedback Allow Artificer to sprint while using the flamethrower. In order to cancel it, she should be able to just press the flamethrower key again. Or just make it so sprinting does'nt cancle flamethrower

modern rain
#

!feedback

controversial, hear me out

all survivors should be able to sprint and use their abilities

BUT

huntress should be able to sprint omnidirectionally
it makes her more akin to the first game and would make her feel, in general, a lot better

EDIT: Or just give her a passive of 'forced sprinting: your character is always sprinting BUT you can sprint omnidirectionally'

runic mirage
#

!feedback

New type of elite enemies: Superchargers

These speed freaks of elites are most notable for looking mechanical, having exhaust pipes coming out of their bodies, and having hollow red dots for eyes, and black-and-white checkered capes. They do what's known as a, "Gear Shift" most notable from having different sound effects on said gear-shift. They do this at random intervals, sometimes they'll do it right away, other times they'll do it when you least expect it. (Imps would have a muscle car sound effect, Beetles would have a Dune Buggy sound effect, Lemurians would have a Formula 1 sound effect, and Brass Contraptions would have a Drag-Racer sound effect)

Enemies have 6 gears at the start (Easy-Impossible) , but upon looping, when they get stronger, and the difficulty rises even further? They can go up to 12 gears, and with each gear shift, they gain +5% to all stats, capping out at +60% to every stat, such as movement speed, damage, but this takes time for them to do a gear shift, they'll stand in place for about 5 seconds, as an animated icon of 2 gears slamming against each other, with an exhaust pipe coming out, flames ripping out of it, letting you know they're gonna gear-shift appears. Their distinctive sound will play while doing so. All enemies will start out with no, "Gear Shifts", let 'em last for too long, and you're gonna be road paste in a matter of seconds. Put a roadblock in their tracks before they can blast that DPS limit into oblivion! As enemies gear shift, they go from having simple black smoke flowing from the exhaust pipes, to spewing out beautiful orange-blue flames as they shift gears higher and higher.

With the Wake of Vultures, you don't stand in place, in fact, if they have already gear shifted, then you steal their stat boosts! A High risk, high reward scenario. It also gives you a checkered-flag-like-cape with exhaust pipes blazing with blue flames coming out of the character's shoulders.

little barn
#

!feedback

for the love of god fix happiest mask ghosts killing you

pastel tendon
#

!feedback new item idea:
Plated Horseshoe

  • every step creates a mini shockwave that only hits grounded enemies
  • landing after jumping or falling creates a larger and more damaging shockwave
  • could instead be made into a passive for a future new survivor
glad tapir
#

!feedback a shotgun character?

strong jewel
#

!feedback
Hello, I'm sure you get this a lot but I just wanted to say Risk of Rain 2 is an amazing game, I can't get enough of it, I can't wait to see what comes out with the updates and thank you so much for all the hard work you've put into it.

thin tundra
#

!feedback
You probably get this a lot here and forgive me, I've never played the first RoR but am loving RoR2 - any chance for a wave type system for enemy spawns, especially during boss fights? It can be frustrating retreating from a boss fight to regen health only to have countless enemies spawn on you and kill you anyway. Maybe even a separate mode where all enemy spawns are in waves, with a set number of waves? I think it could be a cool feature down the line. Let me know!

little barn
#

!feedback add a item that decreases R ability cooldown by 10%(+5%/stack) at the cost of a random stat being negated by 10%

drifting oxide
#

!feedback
another melee character?

dense maple
#

!feedback I can’t inspect the ukulele but it just might be something on my side

willow ocean
#

!feedback
More non damaging equipment
Hard Hat: Construct a 2 x 2 base, 5 meter tall pillar where your cursor is pointing. Interacting with it removes the wall, and it also crumbles after 20 seconds. Activating it underneath you raises you upwards on top of the pillar
They don’t stack on top of eachother, activating one too close to another crumbles the old one.
If the space you are in is too small for the pillar, it simply won’t activate. Enemies are also pushed up.
Please suggest a better name lmao

pastel tendon
#

!feedback portal orbs should appear physically near the teleporter

steady steppe
#

!feedback item idea!
name: front line defenses
rarity: equipment
function: drop a tiny bolt-action sentry gun that fires at the speed of the engineer's sentry cut in half for 75% player damage each fire. inherits items from the player, and acts like effigy of grief where it can be placed down and picked up. needs 25 seconds to place back down again, and can be destroyed, making it drop as an equipment again with a 70 second cooldown.

tardy pivot
#

!feedback The equipment drone should earn money like a co-op player would in order to make it practical to give it the crowd funder.

waxen cargo
#

!feedback You should be able to use the points you get at the end of the run for something fx a skin for a survivor or a new survivor

twilit shadow
#

!feedback When achievements are inevitably added, have one titled "Hey! Listen!" unlocked by giving an Equipment Drone a Milky Chrysalis.

unkempt solar
#

!feedback I recently played with the new lunar item that increases my stats when active but has a chance to decrease them. It is viable if you have a way to keep it permanently on but the visual effects it creates is hard for the eye. I suggest making it either a slight color change for the screen or either your character having a different color

hollow basin
#

!feedback To make the equipment drone more reliable and less confusing to use, make it activate its equipment whenever you activate your own, as long as its own equipment is off cooldown. The drone should also attempt to target the same enemies that the player targeted with their equipment if possible

surreal oasis
#

!feedback make wax quail affect all additional jumps. the merc's passive double jump gets it but then every other jump doesn't. its just currently a bit inconsistent for all survivors.

glad tapir
#

!feedback should their something for reaching "hahah" difficultly???

plucky furnace
#

!feedback

Let Commando use M1 during all of his abilities, even his R.

The idea stems from a prior discussion where @tawny tundra suggested that Commando should always be shooting and that would be his niche.
He's the proc guy, he's the "I scale so goddamn hard off items more than anyone else" guy. Letting him be able to do more shoot means he does more proc.
That's it. That's really the entire idea.

raven shore
#

Love the game, would be awesome if their was a tracker for your progress on challenges ie Newtist 7/8 . In the logbook and/or when you pause the game in single player see what you are on track for in that run.

frank panther
#

!feedback
After reading the development thoughts, it is really obvious that the devs are working really hard on the game and putting in awesome and new ideas into the game. Even though they already said they are not going to do any balancing in the next patch, they listened to the community feedback, and posted their stance on modding. These developer updates are awesome, please continue in the same fashion of teasing things and letting everyone argue about who they think is the next survivor

floral ivy
lyric vigil
#

!feedback
During the lategame, players can usually avoid every kind of attack by staying airborne with hopoo feathers, headset, wax quails or dashes. Even the new malachites enemies can't hit you since their main attack is a ground spike.
To prevent players from always ALWAYS relying on the same strategy for dodging and adding a bit of difficulty later on in the game, it would be cool to have an enemy type specifically designed to hit you in the air.
This could even be done by bringing back the "missile" elites from ror1. They could shoot missiles that hover in the air, and start homing in on the player ONLY while they are airborne (think something like the Ceremonial Dagger CeremonialDagger ) . If the player gets close to the ground, the missiles would stop chasing them.

arctic sonnet
cobalt gust
#

!feedback Make the Mercenary do slightly more damage when sprinting considering you can swing your sword when sprinting.

terse mirage
#

!feedback It's weird how Malachites are both the tankiest and the most dangerous elites. Might be more balanced if their health is nerfed and a new tanky elite is added

brisk plaza
#

!feedback From a technical standpoint: please implement a catch to tell the player to allocate more memory, there have been a few crashes attributed to not enough memory being allocated to RoR2.

feral copper
#

!feedback

I've been thinking up ideas for new elites lately, and I think an "Obsidian" elite that hinders your combat capabilities in some way, like tanking your attack speed or locking up your abilities would be a way to spice things up a bit. EDIT: If it inhibits your combat by preventing you from attacking, it shouldn't lock up both the Basic attack and Abilities. If it tanks your basic attack's speed, it shouldn't affect your abilities and if it prevents ability use, it shouldn't lock up your Basic.

However, I'd say that, in order to prevent the player from being unfairly killed or swarmed by super-strong enemies, the game shouldn't spawn multiple "stone elite" variants (Malachite and whatever other stone-related elites y'all add in the future) on a stage. I.E. If a stage spawned Obsidian elites, then no Malachites would spawn, just the Obsidian.

spice oasis
#

!feedback A nice FOV slider would be a nice option. I like how the game looks now, but I feel like the more options people have the better.

hollow basin
#

!feedback

Lunar equipment idea: Dirty Deeds - Spawns a ghost clone of yourself with copies of your items that automatically attacks and uses abilities on enemies for 15 seconds before disappearing. While the ghost is active, all of your stats are reduced by 15%. 90 second cooldown.

Spawning multiple ghosts of yourself with fuel cells further lowers your stats by 15% for each active ghost.

acoustic fiber
#

!feedback
I like Rex's sprinting animation, how he burrows underground. So I think it'd be nifty if he could sprint up vertical walls, to make up for his lack of mobility

jovial perch
#

!feedback
Allow controllers with gyro aiming to use their gyro aiming controls.

chilly crag
#

!feedback Make the teleporter charge faster once the boss is dead.

acoustic fiber
#

!feedback

Since we have a survivor that deploys turrets, I think a survivor that deploys drones would be cool

glad tapir
#

!feedback a survivor that's based on the imps ImpOverlord

mossy stream
#

!feedback

Every stage past 20 should add 1 lunar coin to your celestial sacrifice reward

dusk junco
#

!feedback Make pushing pots easier

brisk plaza
#

!feedback Bleed should not be absorbed by barriers. You're bleeding!

bitter depot
#

!feedback Item
Name: Chromatic Lever
Rarity: Lunar
Swap Utility skill's place with 4th skill's place. Increase Utility skill cooldown by 15% (+15% on stack). Reduce 4th skill cooldown by 15% (+15% on stack).
Example, you pick this item up as Commando, your Suppressive Fire would now have the cooldown, keybind, and charges (if you have the Hardlight Afterburner) of your Tactical Dive. But your Tactical Dive will now have the cooldown and keybind of your Suppressive Fire. Note that the skills cooldown reduction and increase is after the swap, so Tactical Dive would have an even longer cooldown.

graceful canopy
#

!feedback A lot of you didn't like my previous entry, I hope you like this one more. With the increased theme of randomness intact.
Name: Power Stealer.
Rarity: Equipment/ Lunar
Effect: A random ability for you or your allies becomes 2x more powerful but one random process running on your computer automatically quits. This set also includes the game itself.

sterile lantern
#

!feedback Artificer should get more shots with her primary attack every X amount of levels

hollow basin
#

!feedback

New Equipment Item Idea: Erratic Conduit - Creates a large nuclear explosion centered on the player, dealing 2000% damage. Upon use, this equipment item consumes all temporary barriers (granted from Topaz Brooch and Aegis), making the explosion larger and more powerful for the more barriers consumed (up to 5000% damage in a huge radius if maximum barriers are absorbed).

Has an 80 second cooldown.

barren cradle
#

!feedback this is minor BUT none the less when on multiplayer next to the players their ping should be shown

heavy fable
#

!feedback Its probably been said multiple times, but if Commando could have some iframes on his roll I think he'd be better to play as in general. As it stands it feels there's no real point to the skill in its current state.

distant crater
#

!feedback If HAN-D is the next survivor and his abilities are kept mostly the same. Make sure the Backup mag works properly with his drones. Unlike engi

cyan roost
#

!feedback to make gesture less of a guaranteed positive, have it also automatically add +/-30% cooldown each time the item triggers (non-stacking), thus making it more of a high-risk, potentially high-reward playstyle

distant crater
#

!feedback Also if HAN-D is added make his drones loosely orbits him. When you change velocity they lag behind a bit, this would depend on your acceleration but would stay within 5m from him and they would slowly orbit him varying their height a bit.
This would be a nice aesthetics and make him a bit more interesting.

fierce matrix
#

!feedback
Item: Extension cord
Rarity: green
Description: Gives a boost to all stats while inside the teleporter zone. Additional stacks increase the radius of the teleporter zone

This item would address two things: people wanting to always place a banner on the teleporter, and the end game struggle of staying inside the teleporter zone when you have stacks of movement items. This is not meant to replace the war banner, as the buff would only be active during the charging stage of the teleporter and would incentivize staying inside the zone. The increased rarity decreases its competition with the banner, and prevents large stacks that render the teleporter zone as large as the stage.

drifting oxide
#

!feedback
a drone that charges the teleporter. appears once every 5 stages. Lasts 10 rounds until it recharges for one round

steady steppe
#

!feedback item idea!
name: detonator
tier: equipment
function: hitting an enemy has a 5% chance to stick dynamite to them. when used, the dynamite detonates for 50% player damage per piece. has no cooldown to activate again and again as its main effect, spawning dynamite, is passive.

night osprey
#

!feedback
New Enemy Type - Sort of Necromancer
When enemies are killed within roughly 15m of it, it spawns homing missiles that deal 5% player HP each hit.

jaunty fractal
#

You know It would be nice if we can revive people

glad tapir
#

!feedback a rouge imp joined the team?

normal temple
#

!feedback make the game harder. As it stands, the game is really fun, but compare it to ror1 and see the difficulty difference. I played a decent amount of ror1 because I had a challenge actually getting to the boss/last level. Ror2 seems quite easy, even monsoon mode is easy.

tidal nacelle
#

!idea This is more of a Quality of Life Change but a walking animation would be nice, trying to walk slowly to see my character bounce like a madman is a bit awkward haha

plucky furnace
#

!feedback

If Commando can't have an invincible roll.
Can he at least have a low cooldown Unreal style dodge. While it won't give him that beautiful and perfect invincible roll he used to have.
It'll at least give him a constant item-less way to make space between him and enemies while giving him more aerial mobility in late game.

mystic plover
#

!feedback

Item Idea:
Item Name: Apotheosis (or maybe more simply, Lucky Rabbit's Foot? 😛 )
Item Quality: Green
Item Description: Every 30 seconds, gain a random buff for 10 seconds. These buffs could include things like:
15% + 2.5% / stack movement speed.
15% + 2.5% / stack attack speed.
10% + 2.5% / stack reduction in damage received.
40% + 2.5% / stack reduction in skill recharge times.
60% + 2.5% / stack reduction in debuff durations.

All the numbers are subjective and can always be changed / fine tuned. Holler at me if you have other buff ideas.

fading parcel
#

!feedback (I've made the same suggestion earlier, but it was months ago and I've since elaborated on this)

Have Brittle Crown scale with the damage you deal, say "Gain gold equal to 50-100% of the damage you deal", that way it's much more of an even exchange. This would as well be to keep proc ability from dictating how effective it is, and this DPS scaling should be generally more applicable and scale a little more nicely perhaps.

Also, a change like this should keep it from completely feeling like a waste of time and coins, and give it some niche viability. Even if it may still feel a little "not worth it" sometimes, it should at least be in the way that Shaped Glass or Transcendence would be, that is that it simply isn't a good option currently with what you have at the moment, not that it's just generally a bad idea.

idle osprey
#

Shift Tab locking in automatic use of shift abilities. Any fix ideas?

chilly crag
#

!feedback for @idle osprey
"Shift Tab locking in automatic use of shift abilities. Any fix ideas?"

dense wigeon
#

!feedback
The Spinal Tonic screen distortion should be an option in the game settings that you can turn off, having fuel cells and gesture of the drowned constantly putting the screen distortion is a huge eyesore after a while.

mighty sonnet
#

!feedback

Upgrade lvls for the equipment.
So for every other equipment you find you can upgrade your current equipment, for example you got missile launcher and find another one so you take it and it get consumed and your current missile launcher gets damage buff or a few more missiles.
And Preon accumulator would charge faster and primordial cube would last longer etc.

open tartan
#

!feedback Related to Erthix' post but something I've been working on for a while.
When equipment items are generated, they have a 5% chance to be their corresponding equipment upgrade instead; this % increases with the number of players with that equipment, up to 100% if everyone has it. Equipment upgrades are passive items. This would give equipment barrels a use later in the game, even if the items are weak, cost the same as small chests, and the vast majority of drops will still be normal equipment.
Examples, because post limit:

  • Air Support: "The Back-Up calls +1 (+1 per stack) random drone." Not equipment drones.
  • Event Horizon: "Enemies trapped by Primordial Cube deal -10% (-10% per stack) damage". Logarithmic.
  • Faulty Wiring: "Disposable Missile Launcher passively fires 2 missiles (+1 per stack) every 60s." The timing is spaced evenly, so it fires once every 30s/20/15/12/10/etc.
  • HD Minidish: "Radar Scanner passively outlines creatures and objects in 10m (+5m per stack)." These outlines can be seen through walls.
  • Laser Targeting: "Ocular HUD passively increases the damage dealt by your critical hits by 5% (+5% per stack)." Additive with the normal +100%.
  • Quantum Entanglement: "Eccentric Vase’s tunnels last indefinitely, to a maximum of 1 (+1 per stack)."
  • Spare Change: "Each bullet The Crowdfunder fires has a 10% (+10% per stack) chance to be free." Logarithmic.
  • Wooden Fetish: "Gnarled Woodsprite heals +0.5% (+0.5% per stack) of the target's maximum health per second."
proven cypress
#

!feedback there is a (very minor) exploit you can do with infusion where you can get more stacks than your maximum allowed by killing a group of enemies in quick succession as the InfusionBonus field does not get updated until after orb has been received and orbs can keep being created whilst InfusionBonus is below maximum.

E.g. if you have 1 infusion your max stacks should be 100 stacks but if you get the stack count close to maximum you can go above 100. If you are at 99 stacks and kill a group of 5 enemies then 5 infusion orbs spawn and it gives you a total of 104 stacks.

This is really not very exploitable as it is such a small amount of hp but it is also a very easy fix so I thought it was worth pointing out.

slim wigeon
#

!feedback spinel tonic color filter is too eye-breaking, may be change it a little? played 4 hours with infinite tonic and my eyes were hurt hardly 😄

wicked spoke
#

!feedback After trying Bandit via mod, I think it would be cool if Lights Out reloaded his weapon or otherwise gave him a buff instead of resetting on kill. his R being a buff or a reload with special ammunition would also be interesting.

little barn
#

!feedback Logbook should show the base cooldown for equipment

golden mantle
#

!feedback let us scroll up in the chat

sinful cloud
#

!feedback Make attack speed buffs affect the unstable tesla coil fire rate or cooldown time (not necessarily 1:1 with fire, but some.)

sinful cloud
#

!feedback Allow allies to pick up healing orbs (and maybe buff pickup range so they are just more useful to begin with).

mint vapor
#

!feedback there needs to be some sort of buff/rework of the wake of vultures if it is considered by the community poll for it to be a c rank something is not good about it i would suguest as two possible buffs to make it better : you increase the duration of elite effects OR you make it so the elite power you have you take less damage from... it is merely an idea for a basic but effective buff for the red item

fading bay
#

!feedback trading minutes of your time in the bazaar for items, for example adding two or three minutes to the clock for an extra white or two
in multi, there could be a vote and/or multiplied time costs, but everyone gets their own items

heavy fable
#

!feedback give the Aurelionite's logbook a slightly higher chance to drop. Getting to the Gilded Coast is rare in itself and the standard drop rate for logs is already small.

robust swallow
#

!feedback show which difficulty the run was on death/obliteration screen.

steady steppe
#

!feedback item idea!
name: shattered glass
rarity: green
function: first pickup grants a 4% chance to shatter an enemy into tiny glass shards on hit. stacking increases chance by 1%, then 0.5% when 10% is reached. does not work on bosses, and wont work on elites unless they are half health.

south wraith
#

!feedback Change redwhip. Instead of getting movement speed out of combat, change it so that you get a burst of movement speed when hit. Keep the same speed modifier, give it a duration of like 2 seconds and each one adds one second. Makes it better as a get away item and makes so it doesn't feel as bad for a green item.

Redwhip: Gain a burst of movement on hit (+20%) for a shot duration (2s +1s per Stack)

cinder steppe
#

!feedback
Change how pots work so they don't get pulled by rex' R (4th ability). I just had a death because they took damage because of the ability and got pulled close to the R.
It just felt unsatisfying and annoying.
Maybe make pots not enemies so as to not give infusion points and not get pulled by R. I don't think mercenary's R targets them so why should rex'?

steady steppe
#

!feedback item idea!
name: excalibur
rarity: red
function: spawn a sword projectile for 200% player damage every third attack

eager plume
#

!feedback Imp overlord feels more like a beefed up elder lemurian than a unique boss. Both of then basically have the same exact thing going on, which flies directly in the face of the rest of the enemies designs. One way to make this different is to give a 3d version of Imp Overlords original laser attack along the ground, replacing his spike throw. Each eye could produce a laser that goes along the ground for a short distance before exploding upwards. The laser wouldn't deal any damage itself, but the explosion would

plucky furnace
#

!feedback

Make Commando's M1 do 100% base damage instead of 90%
It seems small but it seems like enough to push his DPS closer to MUL-T's at no items who is basically the same concept but with less range.

pseudo folio
#

!feedback
Reduce Commando's ult cooldown from 9 seconds to 5, like RoR1.
I have a strong suspicion that while Commando's damage is weak, the problem is uptime moreso than actual damage, since adding some attack speed makes his gameplay feel better, and this would help his early game consistency.

charred salmon
#

!feedback make fans on rallypoint delta purchaseable even during the teleporter event

obtuse dagger
#

!feedback the cooldown for drone strike equipment is too long. I can understand the cooldown for preon but the drone strike is not nearly on par with it.

earnest laurel
#

!feedback
failing a shrine of chance should increase the chances of a rarer item on success. The chance of getting an item any given activation do not change.
Example: the drop rates for a small chest are (these are rough estimates) 80% white, 19% green, 1% red. (idk how equipment fits in)
That's the drop rate for a shrine of chance (i think). I dont know the odds of getting something from it any given activation, so lets call it 50% for argument's sake.
A failed activation means no item. THE NEXT ACTIVATION has the same 50% chance of dropping, but the drop rates are 60% white, 38% green, 2% red. Fail again and the chances are 40% white, 57% green, 3% red. Succeed and the rates go back down to the original 80 19 1.

TL;DR Shrine of Chance gives better stuff the more it fails.

Please @me with constructive criticism and honest feedback in #ror2-feedback-discussion ! Thank you in advance!

Edit 1: clarity

kind igloo
#

!feedback Add a small chance to drop a red item instead of the item you are supposed to get on 3D printers

mental ermine
#

!feedback to diversify prismatic trials and keep them interesting prismatic trials should sometimes start everyone off with random lunar items or have different goals like what if everyone started one with 3 shaped glass or everyone started with spinel tonic and guesture because right now the trials feel very similar

mortal badger
#

!feedback perhaps make a creative mode, as in like you can spawn in items, characters, bosses ,enemies and stuff like that. Just to test like "oh what happens if i use MUL-T and the brilliant behemoth and make a bunch of explosions" stuff to test like that so that you don't have to have a chance to get the items as the right character. Anyways i like the idea so i thought i would share it.

mint vapor
#

!feedback maybe increase the % drop rate for those particular item crates (attack healing and support) well as of now no one opens them at all (minus if there the only damm thing near by)

lime basalt
#

!feedback
if the Sacrifice artifact is brought back...
Limit the number of items that will drop each stage. If you want more items, complete the teleporter boss and move to the next level :)
repost for me 😦 bot is big bully

kind igloo
#

!feedback
if the Sacrifice artifact is brought back...
Limit the number of items that will drop each stage. If you want more items, complete the teleporter boss and move to the next level :)
(By @lime basalt )

hollow basin
#

!feedback Corpsebloom Rework: Doubles all healing, but 75% of all healing is converted into temporary barrier shields. Extra stacks further double the healing, but the same amount of HP is converted.

This means that the corpsebloom will grant you massive amounts of temporary barriers as long as you are healing, but at the cost of your health bar only receiving 25% of the healing.

little barn
#

!feedback
meelee focused character called the 'Crusader'

Ability 1: Greatsword Slash; attack twice for 75% base damage
Ability 2: Slam; strikes his/her sword into the ground, knocking back and stunning enemies near him/her, cooldown of 5 seconds
Ability 3: Roll; cd of 3 seconds
Ability 4: Deus Vult; calls down the wrath of God, damaging enemies for 50% base damage and healing allies for 25% current healing within a certain radius for 15 seconds, cd of 10 seconds

fading parcel
#

!feedback Healing based items such as Aegis and N'kuhana's Opinion should probably also include your passive healing as well in some way, if a little differently or modified to fit this, as these items are just too item reliant to be valuable half of the time and this should at least make them usable at all stages of the run

lime reef
#

!feedback Corpsebloom's healing should ignore the malachite debuff, it buffs the item, and keeps the vision of sustained healing

graceful canopy
#

!feedback
Name: The dead ringer
Rarity: whatever
Effect: Spawns a clone of you on death for a limited amount of time. Runs do not end until this version of you dies. It is still affected by healing like ghosts from happy masks.

open tartan
#

!feedback "Regret" artifact, for faster early-game action at the cost of increased difficulty.
The game begins by teleporting into Abyssal Depths, with the stage counter at 2 and the timer at 7 minutes. Each player is level 3, has a few Harvester’s Scythe/Monster Tooth… and is a ghost. The challenge is to “survive” your unlife while constantly losing health.
So, you died on stage 1, huh? Well don’t feel too bad; you’re past the earliest part with the lowest spawn rates, and you still have your ite-… Oh. That’s why you died. Well, those’ll come in handy down here. See, your fading life force needs souls to anchor itself here, so you’d better get to chompin’.
Balance would be figuring out how many items players would need to survive, maybe adding other items to the starting package. Health drain is negative regeneration (replacing your normal regen), not damage, so it would not trigger items like Medkit. Items that affect regeneration are inverted, so x2 regeneration would be 1/2 degeneration.

mighty yacht
#

!feedback
Add some way to view Elite monsters' models in the logbook

mystic plover
#

!feedback

New Hero Idea:
Hero Name: Erratic Wisp
Premise: Non-hostile electric/electrified wisp with ranged attacks that is good at repositioning and avoiding damage. You'd have to do something challenging to unlock it, kind of like with Rex. (perhaps rescuing it from a lab experiment, etc)
Passive Ability - Overcharged: Equipment has a 10% stronger effect OR duration (not both, but it depends on the item). Can hover like wisps/artificer by holding the jump button/key but at a slower default speed.
Ability 1: Shoot an electric bolt that deals 80% damage and can arc to 3 nearby enemy within 3 meters for 10% less damage PER arc (70%, then 60%, then 50%).
Ability 2: Tether nearby enemies together dealing 150% damage to all affected enemies. They have their movement slowed by 15%, and damage dealt to 1 tethered enemy deals 25% of that damage to all other tethered enemies.
Ability 3: Teleports to where this hero was 4 seconds ago, and heals for 25% of the damage taken during that 4 seconds.
Ability 4: Stuns target enemy for 2 seconds. Reapply 50% of the damage target enemy has received in the last 6 seconds. (obviously needs a longer cooldown than 6 seconds.)

These are just rough ideas. Of course the effects and duration/damage can be changed. I didn't even bother with trying to add cooldown times of skills. Please discuss if you don't like this, and discuss if it is something we can make better :)

little barn
#

!feedback I really enjoy unlocking new stuff! I wish that the stuff I get could be added to the item pools in the same run that I unlocked them though. That way people aren't given incentive to throw their run just so they can try something new out.

loud anvil
#

!feedback A new type of enemy that mimicks containers and/or canisters, a chest mimic if you'd like to call it that.

They gotta have a low spawn rate as there's no way to differentiate them from regular chests unless activated, and they do cost money. Killing them does give you the actual contents of a container/canister though.

cyan roost
#

!feedback Equipment Item: Kinetic Plating. upon activating, grants a shield for 3 seconds that negates one tick of damage and converts it into barrier. Would need an extremely long cooldown (probably around 120-140 seconds) to make it difficult to cheese with gesture.

granite siren
#

!feedback Give characters little idle animations to display some personality. Simple stuff, like MUL-T raising/lowering his gun arm in a mechanical servo-like fashion or Mercenary doing a cool pose with his sword.

surreal rover
#

Have the Engineer's Turrets have the same effects as the Lunar equipment items (including downsides)

chilly crag
#

!feedback for @surreal rover
"Have the Engineer's Turrets have the same effects as the Lunar equipment items (including downsides)"

gleaming edge
#

!feedback
MUL-T has the same movement speed as the others, but he just feels slow. Perhaps a different walking animation for him so he doesn’t feel so sluggish when moving around.

open tartan
#

!feedback
Gesture of the Drowned: “Reduce Equipment cooldown by 50% (+15% per stack) to a minimum of 5s (+5s per stack). Equipment activates automatically." Fuel Cell applies afterward so Gesture’s minimum doesn’t invalidate it.
Adding any minimum at all means there's an upper limit to how much farming the Bazaar for Gestures can obliterate the game balance. By giving it a scaling minimum, it makes each stack a meaningful choice: The 1st comes with auto-use, 2 stacks is worse than 1 for Woodsprite, 3 worse than 2 for Capacitor, 4 for 45s cooldowns, 5 for 60s, 6 for 100s, and 7 for 140s.
imo no lunar item should be purely beneficial, including further stacks of one you already have.

drifting oxide
#

!feedback
type: item
name: IDK
generates money every second

hybrid summit
#

!feedback To balance both topaz brooch and aegis still keeping them on their rarityslots you could do The following: topaz brooch should Be 10 (+10) shield per kill up to 20% of Max HP and aegis should Be "gain 10%(+10) of healing as shield with no hard cap but only increasing depletion". Just a mechanical Buff suggestion since The numbers have to Be adjusted anyway.

hollow basin
#

!feedback Lunar Equipment Item Idea: Swan Song - You gain 50% extra max HP, but your health now decays at a rate of ~4% max HP per second, but the decay will stop when you only have 10% hp left (healing items are a must to counteract this decay). Swan Song also gives you a 25% fire rate bonus, which steadily increases up to a 100% fire rate bonus the lower your remaining HP is.

drowsy arch
#

! feedback

Work on optimizing game performance, because I feel like with the graphics content and game mechanics my computer shouldnt be getting to 89degrees

untold nacelle
#

!feedback Bring back Phantasm Elites from RoR 1. For those that are not familiar: https://riskofrain.fandom.com/wiki/Phantasms. Quote from the Wiki: "Phantasms are a step above their elite variations. They are invisible in nature and only are visible when committing an action, such as attacking, rolling, or teleporting. They have capabilities similar to that which are given by items like leaving a trail of fire behind them and having their attacks explode, much like Fireman's Boots and Brilliant Behemoth . These Phantasms have increased health pools, movement speed, and damage making them hit harder than anything in the game with their damage scaled by ~1000%."

glad tapir
#

!feedback have a imp pet like he fights for you

hoary tulip
#

!feedback while the guillotine is going to go to green rarity i honestly think it should be a red item. It's very powerful, 3 stacks and your golden.

kind igloo
#

!feedback (by J-1-2-3)
Work on optimizing game performance, because I feel like with the graphics content and game mechanics my computer shouldnt be getting to 89degrees

willow ocean
#

!feedback
Green Item: Insurance Policy
Gain X% (+X% per stack) extra gold, where X is the percentage of health you have missing.
Seems overpowered but given how much extra money you get late game it doesn't matter much.
OR
Lunar Item: Insurance policy
Lose 1% (+1%*stack) of your gold per second, gain 50% * stack of the damage you take in gold.
Thumbs up for 1st, stop sign for second, thumbs down for "I don't like this idea" lol.

bitter iron
#

!feedback
Ceremonial Dagger change. Update the mechanics to allow passing through objects like N'kuhana's Opinion. Daggers will get stuck on the ground or on objects and time out rendering them useless.

willow ocean
#

!feedback
Glacial Worm(?), Malachite Worm?
We already have a burning and overloading one, why not complete it?

little barn
#

!feedback Quitters and assholes in QP are a very big and real issue but as of right now host migration is out of the question. In that case, perhaps there can be some sort of penalty for hosts killing games? Or even a player referral system where players recommend or avoid players. Recommended players match up with other recommended players while avoided players play with other avoided players.

sage trellis
#

Steam Workshop so people can make there modes or live improvements and more. It would de easier to access to them.

little barn
#

!feedback new charcter Crusader/Paladin

Ability 1: Greatsword Slash; attack for 150% base dmg per hit (about half attack speed of merc forgot to add that)
Ability 2: Slam; strikes his/her sword into the ground, knocking back enemies near him/her for 300% base dmg, cooldown of 5 seconds. has 2 charges but when used back-to-back the second slam does 150% base dmg
Ability 3: Shoulder Charge; dash forward a short distance dealing 300% base dmg in point-blank range, and scaling down to 150% at endpoint, and distance is increased based on movement/sprint speed. cd of 5 seconds
Ability 4: Deus Vult; calls down the wrath of God, damaging enemies for 500% base dmg and inflicting burn (should affect fire elites, like a holy fire or something), cd of 20 seconds (maybe more if viewed too op by people)

Numbers are subject to change

red axle
#

!feedback Stop aurelionite becoming an unstoppable god later on in the game by lowering his stat scaling

olive stump
#

!feedback
A suggestion for how to balance the Topaz Brooch (note that as of yet, I have no idea how to better balance Aegis). I propose that, on kill, Topaz Brooch refreshes the temporary barrier you have, up to a maximum based off of how many brooches you have. For example, currently, one Topaz Brooch grants 20 barrier on kill. However, if you kill 10 enemies at once, you gain 200 barrier that maxes at your max HP. The new Topaz Brooch would grant 20 barrier on kill, but killing 10 enemies at once would only give you 20 barrier, as that is the maximum barrier you can gain so long as you only have one Topaz Brooch. A second would raise the maximum to 40, and would grant 40 barrier on kill (as it does currently). In this way, stacking Topaz Brooch is still reasonably strong, but it doesn't get absurd with only 2-3, as you can't kill a pile of enemies and expect to double you max hp.

shadow pine
#

!feedback
Bring back Arms Race from first RoR.
It gave all drones homing rocket launchers, which would make drones fun to have and make them more useful, even when they are flying 300 meters away from you and do absolutely nothing.
It'll also allow Equipment drone to have use for equipment like ocular hud, which currently just makes him glow red and that's it.

fading parcel
#

!feedback Just a small addition, but I think it would make for a very nice attention to detail if the device on Mercenary's back were to change colour along with the UI Icon during Blinding Assault.

patent bough
#

!feedback Be nice if you could create a one-use save point in the hidden bazaar. Maybe costing 2 lunars or something. But when you die that save point is deleted.

edit: To clarify,
You create the save point and it quits your game.
When you start the game again you can continue that save or begin a fresh run on a new hero.
As soon as you load the save and continue that run, the save point is deleted until you reach the next Hidden Bazaar and save again.

mint vapor
#

!feedback adding onto @mighty yacht feedback allow us to see elite variants of survivors (from elite drops) in the log book also

eager plume
#

!feedback
Drones and friendlies should stick within 40m of the player as much as possible, often times you end up buying drones and not seeing them until the beginning of the level at some points in the game. Changing the movement speed is not the right call, so just making them try to catch up to the player when it can is a much better choice of option. Another change should be that drones will more likely attack the creature you are attacking, and bosses in general, as you often end up having little to know help from drones on bosses or high health enemies during either low dps moments or high enemy quantity moments

little barn
#

!feedback new character 'Mailman'
Description: "Ding! You've got mail!"

Ability 1: Postal Service: Throws three letters for 125% base dmg
Ability 2: Sign Here: throw a clipboard that stuns enemies and deals 225% base dmg; cd of 10 sec
Ability 3: Express Order: Use a small box to propel yourself towards where you are aiming; distance is affected by jump items like wax quail, h34d-53t, etc.; cd of 5 sec
Ability 4: Special Delivery: Throw a large package that explodes into bomblets, number of bomblets is affected by attack speed itms, namely the soldier's syringe. Main explosion does 350% base dmg, with bomblets doing 150% base dmg each; cd of 25 sec

As always, numbers are subject to change, since this is simply an idea
(also for those who don't know the numbers in-game [like me] this would be around Commando's damage rates)

gritty haven
#

!feedback perhaps allow more than 4 players without the use of mods, as people such as myself don't know how/ can't install

earnest laurel
#

!feedback altered and am reposting

CHARACTER CONCEPT

Code Talker (based roughly off the Navajo Code Talkers)

Primary: 9mm Round. Single shot for X% damage (i'm thinking 120%)

Secondary: Locate. Permanently ping a random interactable on the map, with a unique icon showing what the interactable is.

Utility: Under the Radar. Turn invisible for X seconds and gain X% move speed while invisible.

Ultimate: Confusion. Temporarily make enemies within Xm regard all other mobs as enemies.

If you dont like something about it PLEASE @ me and tell me what in #ror2-feedback-discussion

steady steppe
#

!feedback item idea!
name: rusty nail
rarity: green
effect: any enemy hit receives a bleed effect with a 100% chance of occurring, but only deals 10% damage per bleed tick. stacking adds +5%. the main point of the item though is that all bleed effects have a 40% (+3% per stack) chance to crit each time they tick

earnest laurel
#

!feedback
Reposting for @median parcel
"what if Artificer's ice wall could block incoming projectile, and enhance your projectiles that you shoot through it? like... maybe it could transform the fire projectiles you shoot into ice projectiles ?"

gritty haven
#

!feedback make lunar coin drop rates a little bit higher so that it doesn’t take as long to get Arti,

limpid flare
#

!feedback
Maybe very specific, permanent, non stackable items that have a great effect on a run and would be done by optional things unlocked during the course of a run

Example -

Drone repair kit
If a drone is destroyed it will drop to the ground and can be rebuilt for a little bit of an increased price

This would be to combat how useless drones can be later in the game to enemies like the wandering vagrant, the item also doesnt really have much stack potential other than reducing the price

The "unique item" idea kinda came from how players can unlock REX in the base game (via the secret item)

to further give my example the drone repair kit could be unlocked in a run by finding parts to a drone that are scattered across all 4 areas and after they're picked up the broken drone will start spawning in a loop, the parts can be given in and the item would be given as a reward

This is just 1 example but hopefully y'all understand the idea i'm going for

acoustic temple
#

!feedback
im really not liking Rex's utility ability. The knockback damage only effects wisps and jellyfish, and you can use other characters attacks to knock them into walls too and that kills them just as readily. I'd suggest maybe any enemy knocked into a wall should take at least a LITTLE damage, because once wisps stop spawning, it becomes a lot less useful.

modern rain
#

!feedback for when artifacts are added:

HIGH ROLLER
Normal chests and white multi-shop terminals no longer spawn; the spawn rate for Legendary chests (past stage 4) are increased. Shrines of chance no longer spawn.

EDIT: Please @ me with feedback in #ror2-feedback-discussion if you have issues.

dull needle
#

!feedback let us know when an idea posted here has been noticed by @ing the person who wrote the idea or reacting to it

willow ocean
#

!feedback
White item: Spare Change
You start with 10*stack gold after you teleport.
Probably would help make the earlier stages less grindy

sweet urchin
#

!feedback a UI update so that when you're playing co-op with multiple engineers, you can tell which sentries belong to which player on the left healthbars

runic mirage
#

!feedback

New Hero Idea: The SuperCharger

Passive Ability: Keep 'em piping hot!

With continuous attacks, and hitting an enemy, Supercharger's damage slowly gets better, up to a damage boost of 20% (That's 275 rounds out of his weapon.), but decay quickly after not having something to blast and deal damage to. (Stacks immediately start decaying for not dealing damage to enemies, rewarding players for having an aggressive playstyle.)

Normal Weapon: Leadslinger, a light machinegun with a large drum magazine of 75 rounds in it dealing 100% damage a shot, with a furiously high rate of fire... But suffers a bit from accuracy. Takes 2 seconds after expending the magazine to reload.

Ability 2: Limit Breaker: Supercharger, "Supercharges" his Leadslinger, for 5 seconds, ramping up his firerate, but reducing his accuracy by 15%, allowing for a 25% chance of firing a, "Smoking Lead Bullet" which ignites the enemy upon contact, stacking up to 3 times for burning damage. (Internal Cooldown: 15 seconds)

Ability 3: Start your Engines: Supercharger gives a temporary speed boost to himself for 6 seconds, and to teammates in a medium radius, and scales upon level, starting off at a 5% speed boost, and capping at a 75% speed boost. (Internal Cooldown: 30 seconds) (Also can have additional charges from the Hardlight Afterburner.)

Ability 4: Scorcher Grenades, Supercharger launches a tri-shot of 3 grenades from and underbarrel attachment that explode into small areas of damage, but are not impact oriented. They take about 3 seconds to go off, exploding into pillars of fire, knocking away smaller enemies, but doing nothing to larger, heavyweight ones, afterwards leaving a patch of smoldering ground behind that hurts enemies over time as they walk over them. (Internal Cooldown: 8 seconds)

lime basalt
#

!feedback
idea for artifact or an optional game modifier (similar to the modifiers for the Prismatic Trials)

Endless Renown
Defeating the final boss does not finish the game. Instead, you loop and earn Solar Coins, which can be used to PERMANENTLY upgrade your stats. Disabiling this artifact also disables upgrades purchased with solar coins.
Some example PERM upgrades:
+1% Max Crit Chance
+2% Crit Damage
+0.5% Damage
+2.5% Movement Speed
+1% Max Health
+0.5% HP regeneration
+0.25% chance to drop 2x items
+0.5% more chests
and many more!

note: obviously, this shouldn't be added until the game has said final boss
repost for me, bot is big bully! and be sure to @ me with your questions and comments :)

chilly crag
#

!feedback for @lime basalt
"idea for artifact or an optional game modifier (similar to the modifiers for the Prismatic Trials)

Endless Renown
Defeating the final boss does not finish the game. Instead, you loop and earn Solar Coins, which can be used to PERMANENTLY upgrade your stats. Disabiling this artifact also disables upgrades purchased with solar coins.
Some example PERM upgrades:
+1% Max Crit Chance
+2% Crit Damage
+0.5% Damage
+2.5% Movement Speed
+1% Max Health
+0.5% HP regeneration
+0.25% chance to drop 2x items
+0.5% more chests
and many more!

note: obviously, this shouldn't be added until the game has said final boss"

open tartan
#

!feedback
Eclipse artifact (or some other toggle option): Prevents newt shrines, blue portals, and lunar pods from appearing; you can still gather lunar coins. Having out-of-run progress can be fun, but I think having a way to opt out of it has its own appeal.
A way to individually suspend challenges would also be nice, allowing players to return to simpler times populated by only default items or return to a previous game-state before newer unlockables were introduced. It isn't a good feeling when you get an achievement and the reward is something you can never get rid of whether you want it or not.

stone torrent
#

!feedback
Not that engineer really needs any buffs, but I thought it would be pretty cool if the turrets also had a side mounted missile launcher as an "equipment" of sorts. That way items like warhorn would buff the turrets attack speed when it fires missiles, fuel cells and gesture would reduce the missile cooldown (and make it fire automatically even if there's nothing to shoot at), and soulbound catalyst would reduce the cooldown on the missile each time the turret gets a kill. This could potentially be balanced by reducing the base fire rate or damage of the turret, and would spice them up a little and make equipment based items have an affect on the turret. If the missile starts off cooldown this might also incentivize engineers to place new turrets down more frequently, rather than camping in one area.

willow ocean
#

!feedback
Scroll wheel zooms in/out on your character with the camera. Obviously you wouldn’t be able to scroll too far but I think it would help players that don’t like being too close to their characters

stone torrent
#

!feedback
Aegis feels very underwhelming for a red item, partly because it only stacks up to 20% of your max hp, whereas a single brooch can stack up to 100%.

I feel like instead of converting 100% of extra healing into a barrier capped at 20% max HP, it should instead convert 20% of extra healing into 100% of max HP. Stacking Aegis would increase the efficiency of the transfer, rather than the cap.

On top of this, I think it should also reduce the decay rate of your barrier by 20%, allowing it to synergize with the brooch (especially if brooch gets toned down). This effect would stack multiplicatively, similarly to how fuel cells affect equipment cooldowns.

willow ocean
#

!feedback
Corpsebloom rework? (Maybe could be a new item)
Lunar
You heal for 50% (halved further with additional stacks) of your normal healing (aka your healing is halved), but gain a healing 3 meter (+2 meters per stack) radius around you that heals allies within it for half of your healing (after the initial halving from the item).
Feel like this keeps a similar health feeling to the original item, plus a lot of plant based things in ROR have to do with AoE healing (REX, Bustling Fungus, Shrine of the Woods). Also, this would buff drones since you would be able to heal your drones basically, making them a viable option (ie you could run near a drone and use a foreign fruit).
Finally, this does not buff engineer as fungus healing would be halved (which would actually make this sort of unfavorable to take on engineer)
In any case, Corpsebloom is basically worthless in its current state so it needs a buff somehow

drifting oxide
#

!feedback
a ghost like character with abilities to be undetectable to enemies and other skills IDK

hybrid summit
#

!feedback
Another version of corpseBloom rework:
2xheal or 2xhp
0,5x all dmg

It would just Be The opposite of glass

lusty mirage
#

!feedback
buff other characters or nerf mul-T.
every game one of my friends or me play mul-t we end up soo far ahead from all the other characters in both damage and speed its hilarious.
its fun and all to the point where anyone going mul-t have no problem soloing the rest of the [insert hours] game, while using little effort to 1-shot every boss/creature that exist. meanwhile any other character will end up soo weak that playing together is mul-t killing everything in sight in less then a few seconds, meanwhile we use more then a 30 second on 1 creature.

drifting jewel
#

!feedback
Nerf the chronobauble a little bit for it's move speed, but make it do as it's name suggests; actually slow all movement. IE Attack speed, movment, animations, fall speed, fire rate, etc of things. say, start it at 12 or 15% and .5 seconds and scale it up 3% or 5% and .25sec per stack. Rememer, this would be an ALL speed change, not just ground movement. idk if the current version works on boss mobs but the version I am suggesting would be heavily reduced or not work at all on bosses.

eager plume
#

!feedback When artifacts come, the following artifacts should be removed and replaced with other ones of similar power. Reasons will be listed after each suggestion
-Glass, with current items in game, it would be an incredibly bad idea to add this to the game, as the games playstyle would cause instadeaths extremely fast. I have no idea what kind of idea would replace glass in a sense, due to the task of balancing a similar artifact in ror2
-Spite, This item is easy to change into ror2, just a bit of conversion, but considering the difficulty presented in later levels, it would lead to an incredible amount of insta-kills that would feel way too unfair. Replacing it with debuff effects instead of explosives is a relatively easy task.
The following is ideas regarding the other artifacts.
-spirit, same.
-Honor, Malachite elites would cause the game to break, so if past 4 levels, they're spawn rate should be drastically reduced while using this.
-Distortion, This artifact is a bit of a tough one to think about, as skills are somewhat nerfed in this game as opposed to ror1. I have no clue what might be used to change this, but it does have an interesting balance problem.
-Enigma, Perfect as is, more equipment needed to provide more randomality.
-Command, Time should slow down when you're in the command screen, 5:1 Ratio should make it more Commanding. It could also make it to where you can choose the boss that the teleporter spawns when you activate it.
-Sacrifice, This item is fairly good, but it basically makes gold useless, so adding in more random item generation and gold spend is a good idea.
-Origin, Imp Vangaurds are really cool and all, bit the main theme of the game has moved beyond imps invading, and the enemy should change to something like time wielding creatures fighting you. And the shop not being friendly to characters could be part of this artifacts theme.
-kin, might have to be removed considering events and everything.

willow ocean
#

!feedback
I feel like the enemies don't really work together against you, so I propose a couple new elites
Radiant: Radiant elites get an AoE around them that heals enemies and hurts survivors. They attampt to move towards the biggest cluster of enemies.
Necrotic: Necrotic elites create ghosts (similar to happiest mask) out of enemies close to them. Enemies attempt to move towards them when they're close to death
Finally, a new enemy that acts like a healing drone for enemies. It would seek out injured ones and do the healing animation
I think it would be good if the enemy healing was a different color as well, maybe red, since it's the opposite color of green?

north citrus
#

!feedback
Chaos Shrine
For when you dislike the rng you have, using it costs a lunar coin or two and it rerolls all your items for random items of equal rarity.

We have the other lunar coin shrine so why not?

feral copper
night osprey
#

!feedback
Item Idea
Name = Critical Overcharge
Effect = On Critical hit, boost movement speed by 10% (+10%) for 3s (+2s).

patent bough
#

!feedback Mostly feedback; with a couple of suggestions
The game is extremely fun and rewarding in the first <4 stages or so. Everything feels scaled correctly and your time management Vs. the number of drops you collect works extremely well. Once you reach stage 9+ or thereabouts the game loses a lot of enjoyment for myself personally.

Stacking speed is the main culprit, mobility items allowing you to practically fly or sprint around an entire map. It becomes problematic when you can just tap a blood shrine, find some large chests/multi-shops, kill a group of enemies and then head directly to the teleporter. Moving at insane speed nullifies 90% of the enemies which you face.

A suggestion here would be to add Elite mobs which Slow your character (if you move over a certain threshold of speed, for example). Alternatively, make the monsters faster too so you can't infinitely kite them through entire runs - could also add value to Chronobauble this way.

The prevalence of Brooch / Will'o Wisp is mainly because the game spawns vast amounts of base, non-threatening mobs which are essentially free On-Kill procs. Some variation in the spawn algorithm where multiple groups of enemies could spawn in different areas and force you to choose which to fight, could help here. Or rather spawn much less of these monsters past Stage 6 or scale their hitpoints accordingly.

Lastly; On-Proc effects which trigger themselves/chain procs are absolutely broken and should be looked at. Sentient Meat Hook, Eukelele, Atg Missile etc.

Bonus point: The guaranteed Rare on stage 4 also seems to make the game far too easy past your 1st loop. A monster shrine and a couple of bosses usually nets enough gold to open it. Perhaps don't spawn that legendary after the 2nd loop, or vary it's location. Alternatively remove it after x loops but increase the spawn rate of Legendary chests on other maps to adjust.

north citrus
#

!feedback
Maybe have a wisp that's got very fast movement speed but doesn't actually attack as a rare encounter & drops a lunar coin when killed. give it a decent amount of hp but make the real challenge the fast move speed of it. would be quite a fun little thing instead of just rng drop chance.

little barn
#

!feedback
a sweet idea for an elite type would be one that applies curse to you on-hit or by proximity, the kind of curse that shows up from shaped glass or spinal tonic
either it could remain until the elite type dies, or the percent it removes could decay slowly over time
its got a similar effect to malachites arguably, but itd be something that directly affects barriers and the like (which malachites dont affect), and synergize well with the effects of malachites for a double threat
that kind of "lunar" elite, or whatever, would be badass and up to par with the current late game elite we've got in atm

supple quarry
#

!feedback The ground pound for H3AD-5T V2 should be tied to the ctrl button instead of space this would help artificer synergize much better with it

little barn
#

!feedback
there definitely should be some sort of seperate way to activate headstv2, given it gets in the way of artificer's ability, and milky chrysalis
maybe just make it the interact button, that you use to open chests? you usually dont use that button while flying around in the air, and could always just make it override the stomp if you do interact with a shrine or chest

prisma cloak
#

!feedback
Add Acrid from the OG game back into RoR2. I kinda miss poison stacking everything to extremes...

(Edit): Maybe also bring back the Cook, or other characters from the main game, heck maybe even all :)

willow ocean
#

!feedback
Add a cap for the acceleration that your character can experience to help prevent you from flying into space with Headset/Wax Quails/Red Whips etc. This would NOT be a velocity cap, but I think it would help if you could only increase in velocity by like a certain amount from second to second.

lethal yoke
#

!feedback
Have Rex spawn in a different way, similar to mul-t

little barn
#

!feedback
a couple of item ideas, so this will be three items broken up into three different feedbacks
item 1/3: Paul's goat horn; increases damage dealt by 0.5% of your total dmg and increases by 0.1% per extra stack

olive stump
#

!feedback
Currently, since MUL-T's "escape pod" breaks upon landing, he cannot be used to unlock Rex (save for in multiplayer). Seems odd to lock one character from trying to achieve an unlock unless playing with another person. Not sure how this could be fixed other than having MUL-T's big-ass pod not shatter into a billion pieces upon landing

graceful canopy
#

!feedback
Artifact idea: Double Edged Sword
You deal a multiple of x bonus damage where x is every minute you spend in game, but if you die in the game you die in real life!

sly birch
#

!feedback
Currently, headset is the only legendary (besides bugs like happiest mask) that can work to be an active detriment to a run. It completely kills the flow of artificer since holding down the jump key will cause her to slam to the ground, and the jump height is ridiculous. The only time, in my experience, where this item is useful, is when I’m playing a low mobility character like REX or Engineer and I haven’t gotten any movement items.

My suggestion is to remove headset and make a stackable common item that reduces fall damage per stack and add a stackable uncommon that increases jump height (note the jump height would affect hopoo feathers, too).

fading parcel
#

!feedback Going off of the idea people had a while ago to add "Warframe style multi-crits"^, perhaps that system could be applied to Ocular HUD specifically. Either as a passive effect or during activation, I think it would make for a very interesting item to utilize.

^That is, that as your critical chance goes above 100% you then incrementally gain the chance to land more powerful critical strikes, something like +50% or +100% critical hit power per "critical level".

cedar oasis
#

!feedback make Paul's Goat Hoof increase movement speed by a flat 1m/s instead of 14% (roughly the same amount based on the 7m/s you start off with)

doing this will make Red Whip more viable, though it might need a movement speed nerf because it's based off of the speed you get from your base and hoofs together

hardy sphinx
#

@olive stump Mul-t's landing pod crumbles and he can't do the rex "quest" because he could just throw the item in his other slot and be completely safe with it exploding since an item in the other slot never activates, it was a problem cause you're supposed to be put in danger by the explosive and it completely nullified it, they mentionned it when they changed his pod recently, for that very reason

little barn
#

!feedback
item 2/3: Paul's goat tail; increases the chance of finding a rare item in chests by 0.5%, plus 0.1% per stack

knotty nexus
#

!feedback
the spiral floating over the Shrine of Chance and the Alther of Gold for the Gilded Coast are currently identical, could they be made to look different?

latent hazel
#

!feedback I think there needs to be more simple stat boosting items - for example bitter root from the first game. As lategame usually becomes a mess of on hit or on death procs before you can do anything, along with complete reliance on one-shot protection, it would make sense to just have items that give just armour, attack damage or health etc

little barn
#

!feedback Lets add a character called C-PLAN this character will be melee and his attacks are just like REX but better hitting enemies with his normal attack called trist gives 17-23 damage his second attack is klos that makes him poison enemies just like acrid on the risk of rain 1 his third attack is plasma its not acutally a melee shot it shoots a big fire ball just like the Artificer last attack is pretty cool it just like merc.'s last attack to but its slow down enemies. character's health is 125 and his speed is 1.0

manic sundial
#

!feedback when you have transendense,show the count until energy shield recover.

drifting kelp
#

!feedback

Can you PLEASE nerf Aurelionite's laser, I was on a 3 hour long rainstorm run and got killed in 2 frames. I respawned again and was yet again, killed instantly. I looked at my hp after I died and it was at -961. This makes the Aurelionite fight VERY tedious and at times unfun, especially after not seeing the altar for 4 multi-hour runs in a row.

hybrid summit
#

!feedback
Currently gesture of The drowned has only upsides with no drawback. Also i feel that the drawback for getting shaped glass is nothing compared to The upside that also escalates far More than having slightly less health.
Lunar items easily break The game considering how easy they are to obtain so the tradeoffs for min/maxing a specific stat should be taken off the opposing one.

So in short If glass increases dmg it should obv lower your hp but considering how OP it is anyway it should also Make you heal for less.

Gesture of The drowned doesnt have any tradeoff at The moment so it could double The CD for all skills+decrease attackspeed

Also The corpseBloom needs a rework because it for some reason increases and decreases healing at The same Time which results in pretty much nothing so for The opposite stat to healing it could decrease either movement speed or dmg min/maxing you to a tank (or healer/support)

steady steppe
#

!feedback corpsebloom rework idea
instead of just halving how much healing u get and making it last longer after not healing, it should half healing and then heal u when ur hit again. it seems kinda pointless to grab multiple as well, so maybe making the heal over time effect stronger for each stack while lowering hp gain before the ''over time'' effect could balance that out nicely

little barn
#

!feedback
reduce the equipment cooldown buff of the first gesture of the drowned you pick up to 25% rather than 50%
automatically activating is its own juggle of upsides and downsides, but the massive buff to its use speed makes the downside much less threatening to have
and while successive gestures could be argued to be just worse fuel cells since they give the same % reduction bonus without the extra stacks, having a lower cooldown base makes those % decreases worth much more than if the cooldown wasnt decreased as much as a base value for having one
itd mean you need to sink a lot more items into a gesture build to be able to use it to the capacity its used right now, which would make it feel more properly niche, and better as a lunar item

lunar dust
#

!feedback
Don't add anymore ways to resurrect people... Most of the time it's easily cheeseable and makes the whole point of dying... worthless.

hollow basin
#

!feedback Buff the Personal Shield Generator to give shields equal to X% of the players max health, X bring somewhere between 8-15% of your total hp.

The reason for this change is because the tiny 25 shields that the PSG is nearly completely unnoticeable, even during the earliest stages. Making the PSG proportionally increase max hp would also make it a more reliable yet simple stat boosting item.

earnest laurel
#

!feedback

This is for after the full release.
Add a game mode called "campaign" that has more connecting the runs.
Some examples are as follows:
Character Upgrades (only affect the campaign).
A door on stage 1 that unlocks only when you beat a the final boss.
Etc.
Single player only.

I realize this would be a little different from what RoR has always been, but lunar coins have already set a goal that surpasses runs. Put it in its own subsection of the game so we can have that continuity if we want, but the main game stays pure.

Please @me with constructive criticism and honest feedback in #ror2-feedback-discussion ! I look forward to revising this idea!

olive stump
#

!feedback
Yet another Corpsebloom rework idea, this time trying to put the item's name to some use. On pickup, Corpsebloom halves either you character's health regeneration or all healing (not sure which would work better considering the other effect of the reworked item). However, upon killing enemies, they create small zones (about the size of a single Bustling Fungus) that lasts for a couple (2-5?) of seconds, during which time you heal for a percentage of the dead enemy's health (perhaps 10%, to match the numbers on the current Corpsebloom, but maybe less) every second. The idea being that, the Corpsebloom flower feeds and grows off of death, and stagnates natural life around it (the character). Stacking Corpseblooms would continue to halve your own healing (leaning towards natural regen, which would include effects like Cautious Slug and Titanic Knurl) and would increase the radius of healing created by killing enemies. Would probably be of mixed strength in the late game, as you would be able to kill a lot of enemies to activate the healing effect, but low health mooks wouldn't provide the burst healing you need anyways, so you still run the risk of dying to high damage monsters.

tawdry wadi
#

!feedback

for me 3d printers should let you choose which equipment you want to change (maybe in hard mode these options are disabled and it would be random again to increase the difficulty), how many times have you lost a good item to such random machines?

north citrus
#

!feedback
Some of my favourite things of RoR1 was getting stupidly strong and stacking hundreds of crowbars and other items and genuinely making my computer lag.

Can we bring this functionality back again? give us more ways to get items, it used to be in RoR1 that you kill any boss and it drops an item, now it's only teleporter bosses and chests. I want more items!

split crane
#

!feedback

This is simply a QOL change I want, can we please get the try again button form the first game so that we don't have to go through the menu every time we die?

green pebble
#

!feedback allow shrines/altars to be used while the teleporter is active, or let their effect of activation persist to the next stage (particularly with the shrines of mountain, gold, and newt)

digital galleon
#

!feedback
this is likely a horrible idea but I'd like to see a new elite type that's more like a purification theme than a corruption theme.
Enter the Quartz Elites
Basically, on either a 2-3 second cooldown or only once per rapidly-hitting attack (trying to not make Titans broken as this elite) when a Quartz elite hits you, a full stack of one of your items will be nullified for 8 seconds. Nullified items would have a classic circle with a line through it to indicate that the item's effects aren't taking place. Their second ability would be to create a circle of Hallowed Ground around them, signified by a pale yellow/white circle around them with some ouroboros-esque symbol lining the edges. This would nullify the effects of all items but only while in its radius.
The reasons I suggested this is because I'd like to see something that nullifies items similarly to how Malachite elites nullify healing, and because the inhabitants see the player as a demon that fell from the sky, and having some sort of 'holy' figure to fight would be neat imo.

EDIT: Concerning how the Hallowed Ground would work, I'm thinking it'd have a 25 second cooldown starting after the duration, I'm thinking 10 seconds. The area would be about the same size as the Malachite's aura but it would be placed on the ground instead of constantly following the elite.

hollow nimbus
#

!feedback
If the Fuel Array is dropped/exchanged with another equipment item, it will begin to explode where it lands.
During its destruction, you are able to pick it back up to prevent the explosion, and hold onto it again.
Otherwise it will explode and will be lost.
This would help prevent players from taking the array, swapping out equipment at the beginning of a stage, then swapping back at the end to avoid risking the explosion.
Also for multiplayer games, if MUL-T picks up the Fuel Array, make it occupy both of his slots, therefore the risk is the same, and cannot be stored away.

little barn
#

!feedback
item 3/3: Paul's medallion; consumes at least 1 of each 'Paul' item (i.e. Paul's goat hoof) to summon Paul the Goat to assist you in battle for 5 seconds. Paul does a set amount of damage to all enemies and does not inherit buffs, however, his damage does scale with the difficulty level, which would make hi viable in late-game runs

split fjord
normal robin
#

!feedback
QOL change: Shaped Glass halves your health, but instead of halving your actual bar I would like to see only the numbers getting halved, as this visual makes it easier to see how much health you actually have. This is especially the case when you have multiple Shaped Glasses.

cyan roost
#

!feedback change head-st to be triggered by a quick double tap of jump rather than a hold. this gets rid of the annoying windup period and solves the issue with artificer

subtle current
#

!feedback make sentient meathook auto-grab non-lunar items around you, so when you're zooming around in late game you don't have to carefully edge yourself over an item to pick it up

modern rain
#

!feedback change head-st v2 to work like in the first game, where you deal damage depending on how far you fell, as well as keep the no fall damage debuff and the increased first jump height, that way it can synergize well with more characters (namely, artificer)

velvet tusk
#

!feedback
Please let the Engineer count his damage and kills when the turrets do it. I know this shouldn't affect anything in-game, such as triggering on-kill effects. At the end screen, however, the Engineer gets zero stats from his turrets. No damage, no kills, no points. It only counts the damage you do directly. When playing with friends, I have no way to know how much damage I did compared to them.

graceful canopy
#

!feedback I'm running out of bad ideas. Make a bad idea generator in game to make my job easier.

hollow basin
#

!feedback Spawn in more enemies at the beginning of the first few stages. The director takes quite a bit too long to start sending in more than a handful of enemies, making the first parts of these stages super boring at times when a minute has passed and not enough enemies have been spawned to supply the gold for a single common chest.

cyan mist
#

!feedback buff radar scanner by giving it a teleporter icon

patent bough
#

!feedback A toggle option in settings that disables auto-pickup when you run through items. Force me to take bad items on purpose with the E key so i can facepalm extra hard. Thx.

olive linden
#

!feedback I know this is simple but it just screwed my whole playthrough up, had to pause and something was on my keyboard when i accidentally pressed quit to menu. There should be an "Are you sure" option until you guys allow us to save the playthrough for later.

simple hearth
#

!feedback
Save the difficulty and survivor from your last run, instead of resetting to rainstorm and commando

hollow basin
#

!feedback In the main menu, instead of having the commando always being the dead character, the body should be of the last survivor you died as. It would also be cool if after a while, the enemy that killed you appeared and wandered far in the background of the screen (Ex: a wisp gliding buy, a magma worm tunneling in the background, or a titan marching in the distance)

tepid harbor
#

!feedback When the host quits a multiplayer match could it be possible to make one of the remaining players the host at random. It gets a little frustrating when you're 7/8 maps in and the host has to go do something and you're just kicked because they quit.

crimson bronze
#

!feedback rework how the H3AD-5T v2 works. its near impossible to use as arti (negates the ENV Suit) as you cant stay airborne for >10 seconds

tepid harbor
#

!feedback Make the teleporter items that appear have specific characters assigned to them so loot goblins cant pick them all up unless the other characters died. (If this has been said before sorry)

calm epoch
#

!feedback When a 3d printer is used, open an inventory screen and click on which item to donate. All rarities that don't match the printer are crossed out in the menu.

surreal oasis
#

!feedback swap function of brooch and aegis, then increase the stats on aegis and make brooch 10%

sly birch
#

!feedback Add an item that rewards and scales with charge abilities or abilities with long cooldowns. Perhaps damage scales with how long an ability is active, or how long its cooldown is. Right now, it feels like low fire rate abilities have a hard time benefiting while high tick abilities get all the benefits from on hit items.

drifting oxide
#

!feedback
add all the ROR1 characters into ROR2

pale sparrow
#

!feedback simple color choices of the characters would be good for when you have.. say.. 4 of the same characters playing. I may be wrong but simple color selection of a character shouldn’t be too hard to implement. This would help with differentiating your other teammates who all chose he same character...

delicate bay
#

!feedback maybe a way to select the item to use on 3d printer to avoid messing the build repeatedly

gleaming edge
#

!feedback
Give more of a reason to unlock things vanilla. Seeing my friends getting Rex and 57 Clover via RoR2 Cheats kinda takes away the achievement of going through all the trouble.

pale sparrow
#

!feedback skin unlocks would add even more replay value.. maybe spend lunar for skins?

patent bough
#

!feedback Be nice if Large Chests sometimes dropped 2 or in very rare cases 3 white items instead of a single green or red. Additionally, Bosses spawning after your first loop should have a low % drop rate for a white or green item too.

calm epoch
#

!feedback
Item idea
NAME: Laser Sight
FUNCTION: Slightly increases accuracy for primary and secondary attacks. For Huntress, slightly increase the range of her p+s attacks.

patent bough
#

!feedback
Item Idea
Name: Charged Coil Array
Rarity: Uncommon/Green
Function: Every 0.25s that you don't use an ability it gains 1 charge.
Each charge increases the damage of next use of that ability by 1%.
Maximum charge level is 100. Each additional item stacks the damage per charge by 1% and adds 50 to maximum charge.
Charge levels are displayed with a number above each icon for your abilities and are reset to 0 when you use the ability.
Note: has no effect on engineer turrets
Shameless shout-out @sly birch whose idea above prompted this one.

north citrus
#

!feedback
Survivor idea
New survivor who is really weak in every way but if played in multiplayer he sits on the other player as sort of a turret on their shoulder that shoots things under the control of the player, with supporting abilities like giving a shield for 3 seconds and attack speed boosts or damage boosts etc, possibly even a R that resets all the ally's cooldowns on a 30 second cd or something.

Haven't worked out the kinks but think along the lines of that alien character from Hero's of the storm in blizzard.

Tldr: Super weak character (so baiscally hardmode) solo, but multiplayer magnifies the ally's skills. would probably be able to detach himself from allys at will.

gritty haven
#

!feedback a survivor called centurion that looks kind of like a golem but with a blue eye instead of read whos skills swap from long range but low damage to short range (less than merc) but high damage, to make getting up close to enemies worth it, and depending on what form it's in, you either have high speed (range) or insane health (melee)

nimble niche
#

!feedback survivor person
A sniper guy who has well a sniper an does massive damage but is slow an hard to use close range

placid loom
#

!feedback A support themed character.

cedar oasis
#

!feedback (Survivor concept "The Mastermind") Passive - Your mechanical implants create a drone every 9s

Ability #1 "Melt" - Each active drone fires a laser beam for 40% damage. (Gains charges from Ability #2 and the passive, Max 5)

Ability #2 "Salvage" - Attach your salvage claw to a nearby enemy and extract drone material from it for 60% damage. (Cooldown 5s, Claw detaches after 4s and creates a drone)

Ability #3 "Power Surge" - Command a drone to overcharge your mechanical implants for 9s. (Cooldown 9s, gain 40 armor and drones created 6x faster)

Ability #4 "Strike" - Send all active drones to strike an area, dealing a total of 300% damage per drone. (Cooldown 15s)

Each drone adds more range and size to your laser (Ability #1). The laser beam ticks (deals damage and attepmts to proc) every half second.
Ability #1 needs 0.4s per drone to charge up to 100% damage.
All abilities consume loyal drones on activation. If the mastermind does not have enough drones, the ability will not activate.

  • Made by @lime basalt
  • Both negative and positive comments as to why you like or dislike the concept are welcomed in @lime basalt 's DMs
surreal oasis
#

!feedback make the brooch require multiple stacks to reach a 100% barrier, maybe 10% or 20% each, and make aegis 100% with one. Currently, the white item is more beneficial than the red...

eager plume
#

!feedback
After early access is done, there should be a Risk of Rain 1 DLC that changes the game into basically 3d Risk of Rain, good for nostalgia, no enemy or item changes, just map and Music changes to the game. It would be really cool to play it that way, plus a few achievements to add the lightning to the clouds.

plucky light
#

!feedback
Make the Wandering Vagrant's big blast attack have damage falloff at range so you don't take full damage if you just barely miss the threshold.

delicate bay
#

!feedback A way to trade items with m8s could be a good point idk what do you guys think

little barn
#

!feedback lunar items are supposed to be highly situational instead of meta. With this in mind, gesture is obvs a very busted item. What if it were given a true downside when stacking, like a flat cooldown cap that increases with stacks? This would make people want to grab one or two at most and then seek fuel cells instead.

lusty geode
#

!feedback a character that instead of having attack based abilities, started off with 3 random items (maybe a few commons or uncommons or maybe even a chance for a legendary) the character would have abilities such as: Boost attack speed for 5 seconds, or: increase attack by x2 for 10 seconds (M1 would be your main attack, functioning like commandos) their name would be Randy (like random)

drifting oxide
#

!feedback
add an item that's similar to tougher times

steady steppe
#

!feedback item idea!
name: backup plan
rarity: red
function: if the player were to die in a single hit, the damage is negated by 75% and the player gains a temporary 50% damage reduction for 10 seconds. 25 second cooldown.

red axle
#

!feedback i think it would be really cool if we could see elite models and a few of the monster animations in the monster logs, its nothing major like an item or character idea, i just think it would be a nice touch and maybe incentivize players to seek out the monster logs

steady steppe
#

!feedback please give titanic knurl damage reduction instead of just flat hp and hp regen

sly birch
#

!feedback I think it'd be really cool to see a legendary multishop that is just as rare or rarer as the legendary chest (not 4th stage legendary)

olive linden
#

!Feedback if someone hasn't already said this, since this game has transitioned from 2d to 3d, possibly adding weak points, or different damage distribution on different parts of the enemies bodies.

modern rain
#

!feedback As the feedback system currently stands, there is one glaring issue with it: We the people cannot see which feedbacks have been discussed internally by the dev team 90% of the time. i love the current system, but once your message gets sent, it basically is in the shadow realm once a day or two passes, because so many people love the game and want to provide feedback on it. My suggestion is as follows:

  1. (if possible) change the settings for starboard to allow a 'jump to original message' function, so people who only see it in top feedback can provide their vote, as well as it will provide us a way to see which feedbacks the devs have reacted with a ✅, 🚫, and 🗒 to, signifying they have internally discussed it.
  2. (less likely) if the above system is not possible, put a new starboard in place, with the ability to jump to message, alleviating the problems set out above.
  3. (worst case scenario) if either of the above are not possible, I suggest creating a separate channel where a bot detects the feedback that have ✅, 🚫, or 🗒 , and link those feedbacks in the channel so the people can see what feedbacks have been discussed by the dev team.

TL;DR let the people see which feedbacks have been discussed by the dev team more easily.

_EDIT: As always, please @ me with CONSTRUCTIVE criticism in #ror2-feedback-discussion _

north citrus
#

!feedback
Regarding Happiest mask;
Either make particles of friendly things white like they are, or make it a lunar item. since having random friendly malachite particles mixed in with hostile ones and dunestriders killing you and your allies when they inevitably melt down is to be frank...
Dumb.

Also, maybe mute allied ghost's effects and/or distort the sounds. an army of bison yelling makes it hard to tell if you have more enemies or just your own friendlies going crazy.

plucky furnace
#

!feedback
Give text an orange outline when damage is affected by AP Rounds so we can tell what proc is doing what damage.

steady steppe
#

!feedback item idea!
name: fist of steel
rarity: red
function: critical hits on enemies decrease ur damage taken by 4% per critical hit, stacking up to 3 times. also boosts damage dealt by 25% 3 times and grants 5% of ur max hp as a temporary shield up to 50% of ur health. stacking increases damage resist per crit by 3%, damage by 7%, and shield by 5%. max stack of the item itself is 3. slightly decreases player fire rate and speed, but not very much

drifting kelp
#

!feedback
Make it so that when engi has bandolier, his turrets can't pickup the packages that drop from it since engi doesn't get the refill.

plain fable
#

!feedback
for everyone who wants item trading i propose the following system
you hit a button, and a RANDOM item gets sent to someone (excluding lunars)
this avoids the exploitability of being able to choose what you print (unless you transfer all your items, which is a big risk and would be the equivalent of having someone pick up only garbage items to 3d print, and only works one way as they must keep their inventory clean of good items at all times as the other person cant choose the specific bad item to transfer back to them)

edit: sp variant: traded item is dropped instead of traded

lusty geode
#

!feedback a lunar item named cursed spring that halves your jump height but doubles your movement speed

patent bough
#

!feedback
Replace the teleporter boss single item drop with a boss-variant Multishop.
It's prepaid but lets you select 1 of 3 items instead of "Yay, Chronobaubles".

green stone
#

!feedback
Seems like only Distant Roost doesn't have a guaranteed Newt spawn or the location is unreachable early game. It should have a guaranteed spawn like other maps and is reachable even if the map changes.

patent bough
#

!feedback
Truly procedural levels would be nice. Currently it's only Distant Roost which has two variants; path to the island, or the door being open/closed.
Unsure of the workflow in development, but if you doubled the current map sizes and linked various sections together.
It would give far greater replayability than just adding new levels which spawn randomly in sequence.

little barn
#

!feedback The Crowdfunder as it stands is an equipment I am not a fan of not only because it is a money sink, but also because it does not telegraph when it is in use well enough. What I suggest is to increase the volume of it spinning up, and give it the same shooting noise as the purchaseable stationary turrets.

north citrus
#

!feedback
Building upon the previous Crowdfunder mention;
Lets buff its damage and make it a lunar item. it has the BIG negative of losing money for using it, seems perfect for a lunar item no?

Being the only non-lunar item with a big downside built into it just seems odd to me idk. As it stands it's the lowest tier of use item.

dry bloom
#

!feedback Small changes to each level based on existing logbook entries, for example the crushed coms relay underneath a boulder in Titanic Plains, a broken healing drone on one of the pillars in the tar holes of Abandoned Aqueduct, a ripped tent/s or dried blood in Wetland Aspect, smashed up landing pods in Abyssal depths, etc

drifting kelp
#

!feedback
Make the ghost vagrant's aoe attack a different color so that I don't feel like I'm about to get ganked whenever he does it.

hollow basin
#

!feedback Artificer's ice wall should deploy like the beetle guard's ranged attack, where you press it and it sends a traveling line of ice forward, which freezes enemies hit. This would make it much easier to aim and use in hectic situations with the simple press of a button

drifting kelp
#

!feedback
In late game when malachite enemies spawn all the time, make them all spawn in a batch at once so that there isn't sound spam all the time. And of course there should only be one sound played when they all spawn in so that the sound isn't stacked and is made very loud.

placid rain
#

!feedback
Minor QOL change: Make Artificier's Shift targeting similar to Rex's M2 so you could just aim and click at a monster and it would just drop on top of their location. This would make it easier to hit your ice wall on a specific target, which can be kinda tricky when enemy count gets chaotic.

grizzled osprey
drifting kelp
#

!feedback
Put a cap on the size of the swipe effect from predatory instincts since in late game it tends to cover up your whole screen.

Also make pinging easier from far away by making the area around an item that can be pinged larger so that your cursor doesn't have to be exactly on an item to ping it.

graceful canopy
#

!feedback Since there is a reward for having a lot of thumbs up, there should be another reward for having lots of thumbs down. I propose that we reward those with a lot of thumbs down a spot on the "bottom-feedback" list.

olive linden
#

!Feedback add a directional damage indicator so you can tell where you are being hit from, and also alert the player with a message in the middle of the screen with a "Health is Low" message whenever the player is about to die.

placid loom
#

!feedback Add a character that has bonus effects in multiplayer. Would like to see that because a lot of people usually play with others.

hollow nimbus
#

!feedback
Make Artificer's Snapfreeze rain from the sky, which would allow it to hit airborne enemies.

red axle
#

!feedback an electric variant to runald and kjaros band, we have fire and ice bands, why not add the last of the first three elite types? perhaps to unlock it an overloading elder lemurian could be in a small room aside from the one that you originally get the bands, this lemurian could represent Balthasar (Romeo's servant) hence why he is in another room near Romeo and Juliet, this would allow it to fit in with the theme of the achievement. As for stats it would have an 8% proc rate (same as other two bands) and could maybe proc at the same time as the other bands too (i say maybe as i understand how powerful it could potentially be), it would also stun enemies for 1 second and the attack animation would be similar to the royal capacitors but a bit toned down. For damage i think 250% (total) would be fitting as runalds band is also able to cause a debuff but has lower damage the kjaros to make them equal. Just a little idea i thought would be cool because it gives a band to all the elites (pre scorched acres)

drifting oxide
#

!feedback
modify the happiest mask so that when you kill get a ghost of clay dunestrider it wont suck in its allies

open tartan
#

!feedback
Will-o'-the-Wisp currently has a lot going for it. It scales with level (base damage), stacks (both damage % and potential targets), and difficulty coefficient (both number of enemy deaths and density of enemies). Without relying on other items, it's the fastest-scaling item in the game, and the result becomes apparent when killing one enemy creates a cascade of fire and destruction across the map.
My suggestion is to give it damage falloff with range. This would reduce its scaling from stacks and DC closer to other items', particularly in a way that greatly reduces its ability to chain-trigger itself. Mass explosions would still be possible, but not as frequent.

runic mirage
#

!feedback

New Elemental (Elite) Type: Volitilian (Dusty Grey or Ash-black)

These enemies are vicious and are known for their last-ditch efforts by causing large explosions upon death, followed by shrapnel being scattered about everywhere, their attacks cause little shrapnel mines to be scattered about, afflicting foes with, "Ash-blinded" leading to visibility being really reduced, almost like a blinding effect, and accuracy being reduced by 15%, (forcing Huntress to get up close and personal with her attacks)

They have smoke trails running off of them, and are easily distinguishable from their volcanic vents on their backs, constantly spewing volcanic ash from their backs, having red and black lightning surging through it.

drifting oxide
#

!feedback
make the trails rex leaves behind when he sprint slow down enemies and steal health from the victim

olive linden
#

!feedback (Just and Idea) Allow engi turrets to prioritize an enemy whenever engi marks an enemy

lime basalt
#

!feedback
an item that increases your exp gain is
a way to add an item that gives more max hp and damage, but you must earn it ;)
pls repost the bot is a bully

cedar oasis
#

!feedback an item that increases your exp gain is a way to add an item that gives more max hp and damage, but you must earn it ;)

  • Mmmat
olive linden
#

!Feedback add a function to scroll up in chat, along with a "chat" tab and an "item pickup" tab so messages wont get caught up

loud anvil
#

!feedback There should be color swaps for each character so if other players pick the same survivor they'd look slightly different from each other. Like a cyan or green commando instead of the default orange one, or different flower colors for REX.

drifting oxide
#

!feedback buff the huntress a bit

tepid harbor
#

!feedback (Nothing in the rules told me I couldn't say this. (I read every word in the pinned comments if theres something I missed whoops)) Give @lime basalt his feedback purposes he's made a couple posts and the bot hasn't reacted and given him the voting aspect.

toxic badger
#

!feedback rework commando's guns so it look more appealing

lime basalt
graceful canopy
#

!feedback nerf points from gold.

drifting oxide
#

!feedback
add a item that makes your shield regeneration delay halved

mint vapor
#

!feedback i want to try to take a shot at making a lunar item i know it may be liked or disliked by the community but its worth the shot
lunar item (no name currently)
"increases the effectiveness of buffs by double... but decrease the duration of buffs by half"
now you may wonder why you would even need it and there are reasons for it : first off this would make some items more important/powerful to use in the battle field compared to just it being meh (berserkers pauldron war horn wake of vultures etc etec) this would also make buffs more of an important thing then just "hey you have this long buff you dont need to worry it running out" its more like with this item "you got one shot to make this buff count get too it" sort of deal and it would give other items to shine (example warbanner) but also make some items more difficult to use norm (tesla coil) merely an idea but i do think it could be useful

gleaming edge
#

!feedback
Give this discord server an animated icon

valid pebble
#

!feedback give the characters some story/lore. it could be how their life was before they were trapped in the planet, why they boarded the contact light, how they survived the crash, what happened to them after they escaped (a more detailed explanation rather than just "and so he left with everything but his humanity"), etc.

twin viper
#

!feedback On the character select screen, label the mapped button for the ability next the the skill description! As a new player reading about new characters, it can be a little confusing to see which ability/auto attack is supposed to correlate to which button

bright tundra
#

This may sound extreme, but I'd actually welcome a little farming into the game in its current state (something to play towards).

  • Day/Night cycles for maps

    • Corresponding Lunar/Solar coins
      • New Solar Items to be purchased with aforementioned coins.
      • A day-cycle map will take you so a bizaar with solar items, and vice versa
  • Also, I think it'd be neat to see a bright rally point, or a dark titanic plains for a change of scenery

  • Abyssal depths poses an issue to the mechanic, but amazingly in its current state it's set up rather nicely for a flooded (with lava or something) or unflooded cycle. Actually think AD would be a cool challenge if that huge, mostly empty ground floor was now molten rock, forcing you to hug walks and utilize the suspended chains to traverse the map.

Welp, that's all I got. Am assuming this will not do well, but I genuinely think it'd be pretty neat, even if it was just a day/night cycle and the solar coins or whatever were thrown out.

placid rain
#

!feedback
Im just gonna do this for @bright tundra since he forgot this.
edit: Going to copy-past nick's post here so if this reaches #top-feedback-archive it's recorded properly
"This may sound extreme, but I'd actually welcome a little farming into the game in its current state (something to play towards).

  • Day/Night cycles for maps

    • Corresponding Lunar/Solar coins
      • New Solar Items to be purchased with aforementioned coins.
      • A day-cycle map will take you so a bizaar with solar items, and vice versa
  • Also, I think it'd be neat to see a bright rally point, or a dark titanic plains for a change of scenery

  • Abyssal depths poses an issue to the mechanic, but amazingly in its current state it's set up rather nicely for a flooded (with lava or something) or unflooded cycle. Actually think AD would be a cool challenge if that huge, mostly empty ground floor was now molten rock, forcing you to hug walks and utilize the suspended chains to traverse the map.

Welp, that's all I got. Am assuming this will not do well, but I genuinely think it'd be pretty neat, even if it was just a day/night cycle and the solar coins or whatever were thrown out."

gleaming edge
#

!feedback
Show the trapped Artificer, or at least hint her when you spend 10 lunar coins to free her. That way new players won’t presume that they’re getting the Merchant. Also it’s just a nice little aesthetic thing, as it is looking rather dull.

pale sparrow
#

Make the beetle queen more difficult.. she is probably the easiest boss character.. she barely moves around..

patent bough
#

!feedback
Brooches are undeniably very strong as a common item.
I propose a baseline limit to how many Barrier points you can acquire.
Instead of 100% of your maximum HP, let's say you can only get 33% of your max hp as Barrier shields.
And what I'm really suggesting here is an Aegis rework:

  1. Double the amount of barrier shields you can have.
  2. Reduce the rate of barrier decay by 25%.

Would solve the oppressive nature of Topaz Brooches in all stages of the game, and give viability to their mechanic alongside a very questionable rare item like Aegis.

lusty geode
#

!feedback (this idea is inspired by Yee's idea of an overloaded band) A green band that has to be earned by defeating a malachite elder lemurian (which will be alot more difficult than the others) the band may represent prince paris from Romeo and Juliet, who took no sides so had neither red or blue, maybe with a 5% proc chance one friendly (unable to hurt the player) malachite urchin will be released and will last for 3 seconds (definately not going off with Runald and Kjaro bands)

hollow basin
#

!feedback Lunar item idea: Transfiguration - This item transforms into a random legendary rarity item every 15 seconds, granting you the bonuses of whichever legendary it is currently, but this item also makes every skill have a 15% longer cooldown

solid summit
#

!feedback nerf the fire dmg a bit it has happend to me somuch that like one fire atributed monster just manages to hit me with burn and the ni juust loose half hp and with all the oather things going on ill probebly die maybe lower the dmg on the 3rd tier off the burn becuse it takes off way to much hp per tick

snow jetty
#

!feedback

  1. Drop items from inventory - i accidentally picked something up, Now I want to drop it, but I cannot.
  2. Trading - ensure safe trading via a popup menu with the ability to drag and drop, approve and cancel buttons.
  3. More levels with secondary objectives. Would be nice to have to pick up special equipment such as a high explosive bomb or something and use to to destroy a barrier of some sort. Or maybe a repair the teleporter type objective, collect teleporter parts scattered across the level?
  4. Character specific items that improve LMB attack - could be bought at shop.
silver kite
#

!feedback
Grant Engineer Turrets an ‘ability’ or alternate fire that procs with a cooldown in addition to their regular fire.

If there are any LoL players out there, it’s like heimerdinger’s turrets. The turrets have mana that recharges, and when their mana bar becomes full, the turrets shoot a piercing projectile.

Incorporating this would allow the bandoilers absorbed by the turrets have a purpose (instead of the bandoilers simply being taken away from the engineer if a turret is close enough to them).

mint vapor
#

!feedback make the timer go faster with each person ready up its happen far too much that all 3 of us are ready up minus that one dude who refuses to ready and stalls out the others

lament sable
#

!feedback
Plunderer's Folly
Lunar item Artifact

-Better chest drops and the teleporter no longer locks chests. But...
-Must keep looting chests before a timer runs out or else you die.
-Each chest looted resets the timer.

high ginkgo
#

!feedback. Let me ride the beetle guard like a Skyrim horse. Yeehaw.

carmine nebula
#

!feedback please add the blighted elite enemy types from the first game

patent bough
#

!feedback
Buff Commando. Possibly as an unlock / achievement the same way players have to use him to unlock other heroes first.

He's currently far too item dependent to even be viable/fun on Monsoon runs.
His base kit lacks damage, reliable AoE and his mobility is far too low considering his other weaknesses. A common counter argument is that "he is really good when he has on-proc items". He needs mobility, he needs sustain/lifesteal and he needs something to mitigate his near total reliance on single target DPS... His baseline stats and kit have too many weaknesses that need to be plugged by items while his supposed niche is that he shines with more items that proc on-hit.

A big problem is the damage fall-off his M1 attack suffers at any considerable range. From teleporter to Vagrant I was hitting for 6 damage per shot.

As for a possible re-work (unlocked through achieving something as Commando)...

Give his main attack 30 charges, buff it's accuracy and fire rate while lowering it's proc-coefficient. Once it reaches 0 charges he spends 1.8s reloading.

Upgrade his Mouse-2 into a railgun like shot that instantly hitscans at range but has a reduced AoE while still piercing enemies.

Give his dodge-roll an additional charge and an effect that sets his main attack to 30 charges.

Replace his R with an AoE stun/interrupt grenade similar to a flash-bang.

All numbers can obviously be tuned but this sort of playstyle where he can empty his "clip" from M1, reposition with Shift and have more reliable AoE's on his 2nd and 4th abilities would offer a much more interesting playstyle with a higher skill ceiling than the current Commando who requires x, y and z items to really "work".

@ me Make Commando (if not great) at least fun/viable in Monsoon.

pale sparrow
#

Make it so engineer can choose what enemy the turrets focus fire on...

hybrid merlin
#

!feedback

  1. After 594 hours of playing, I think the most broken thing is stacking lunar items. My suggestion is, the player should only be allowed to carry 1 of each. That way, shaped glass no longer allows players to do trillions of damage, gesture no longer allows easy access to CD reduction (fuel cells are way harder to find) and transcendence does not allow players to reach 20,000+ HP. My personal bests for transcendence stacking (lvls 30-40) are: 23,500+ HP on Mul-T, 15,000+ HP on merc, 7,000+ on huntress.

  2. The second most broken thing is houw fast enemy damage outscales player hp pools. When almost every elite in the game can do 1000-2000+ damage a hit past level20, with normal player hp pools being 1000-1500 at that point, the game quickly becomes an instagib fest - either you kill them in 1 second or they kill you in 0.5 seconds.

  3. Malachites are out of control (huge HP sponges, deal too much damage, causing artificial difficulty, which is more annoying than challenging), and the only thing that is reliably stopping them is the current overpowered version of the guillotine. If guillotines are made into a green item, there will never be enough of them to mitigate the fact that malachites have 30-40 times the HP of a normal enemy, PLUS 20+ times the damage. When small malachite wisps are doing 2000+ damage a hit, that is NOT OK. I recommend doing something like what hack and slash RPGs do - instead of more HP and damage, give malachites more special properties. Have them spawn with random properties, such as increased speed, chance to block and teleportation/revive-on-death. There are many ways to make an enemy difficult without resorting to HP sponges. I have played a ton of challenging games (on purpose) and can elaborate as needed, let me know.

hollow basin
#

!feedback

Idea to make the basic Beetle enemies much more dynamic and fun to fight: Beetle Metamorphosis

Whenever a beetle is in combat with the player and has taken significant damage, there is a chance it will burrow into the ground and surround itself with a cocoon. After several seconds, if this fragile cocoon is not destroyed by players, it will burst open, revealing a stronger type of beetle. A regular Beetle can morph into a Beetle Sentry (see below), which can morph into a Beetle Guard, which can eventually morph into a Beetle Hierophant (see below) if given enough time. These cannot morph into Beetle Queens. Each stage of the metamorpheses is less likely and takes longer to complete for balance reasons.

Beetle Sentry – A bit larger and tougher than the normal beetle, the Sentry can curl up into a ball to roll at high speeds, damaging players they collide with.

Beetle Hierophant – Slightly larger and tougher than beetle guard, these beetles can burrow their 3 tentacles into the ground, which spawn near and swipe at players.

Handy chart for this idea: https://imgur.com/a/if5Yi10

little barn
#

!feedback i get that beetles are supposed to be the first enemy you meet in ror2 but the difficulty spike between a beetle and even just a lesser wisp or lemurian is really high. I think they deserve a buff, like making them attack faster when they are on you. It seems as though there is a full second delay if not longer of them physically touching you before they start trying to hurt you. It’s probably just because of their trash offensive abilities and mobility that they also feel tediously spongy.

north citrus
#

!feedback
When a boss is elite elder lumerians, don't have them keep spawning adding on to the max health of the 'boss'. I just had overloading elder lumerian's as a boss in the abyss and died due to a new one spawning behind me when i was safely keeping the others away from me with Cube . when i was safe i had another one of the boss lumerians spawn behind me and kill me. Really not fun to have a "f*** you" mechanic.

timid spruce
#

!feedback Remove shields being used on Rex for his abilities. Disappointed that you cant even heal the shields as well...

north citrus
#

!feedback
Problem with elite lumerians spawning as a boss, or rather multiple of them.
Main problem, More keep spawning that count towards being the boss.

Now i don't have a problem with multiple of them being the boss and having a conjoined health bar, my problem is where multiple keep spawning over time adding to the health bar.
If i have a run where i go against these guys i want to be able to strategize and slowly take them down over time, if i mess up the strategy and die then its my messup. if i'm stuck in a loop of after having bad rng and doing nearly no damage where i do damage then another one spawns effectively healing more than all the damage i've done over and over that's not fun. It's a DPS check. and this isn't a mmo with gearscore, it's a rogue style brawlhalla.

My point is, bad rng shouldn't decide if you can possibly win a run or not, it should decide the difficulty, otherwise you may aswell alt + f4 when you get these bosses.

Give bosses that spawn multiple things a limit on how many are the boss

more can spawn, just not add to the total of the boss.

olive linden
#

!feedback add a cool effect and sound to picking up a Lunar coin since currently there is none and it just dissapears

graceful canopy
#

!feedback
Lunar Item: The Broken String
All abilities have no cooldown, but the user must wait 20 seconds or type the phrase "I am a poopy head" in order to gain control over their character after every use of an ability.
On stack, the user waits 5% less time.

honest sun
#

!feedback
Make the tp charge faster after the boss is dead.
sometimes you get behind on time by so much simply because a boss spawned outside the circle and wont go in and also the downtime after you kill a boss and are waiting for the tp is kinda slow sometimes.

graceful canopy
#

!feedback Here's a bonus! The in-game chat should automatically censor the words ****, ****, ******, and **** so I don't have to read them.

loud anvil
#

!feedback Having an adult filter option to automatically filter rude language used by other players in the chat, just how some other popular online games have optional chat filters.

steady steppe
#

!feedback item idea
name: cybernetic arm
rarity: lunar
function: each hit on an enemy increases attack speed by 5% up to 100% max, but every miss decreases attack rate by 10% up to -200%.

drifting oxide
#

!feedback
when an engineer turret hits an elite enemy slow the target down

mint vapor
#

!feedback now ive heard people talk about the teleporter being boring just to wait around and people not motivated to fight once the boss is dead so ive come up with a solution :
when the boss is defeated the objective changes to kill all foes while in the teleporter doing so will decrease the time needed for the teleporter too charge this allows players to not only speed up the teleporter but also keeps them interacted then just idle around waiting for the teleporter charges while they just simply doge the foes while it charges as i see it this is possibly the best solution too this problem

patent bough
#

!feedback
The teleporter charge mechanic exists only as a delay for the difficulty coefficient to increase while you are overpowered. If you one shot the boss the game forces you to "wait" until you can proceed.

Just throwing in yet another suggestion regarding what is otherwise boring downtime while you're playing the game... What if once the boss is dead you can interact with the teleporter object by holding E. This rapidly consumes your gold/sec but charges the teleporter faster + increases the teleporter radius. While doing this the difficulty coefficient also accelerates to keep that mechanic in place.

tribal nova
#

!feedback
I had a thought on a cool character to add a little team sync into the multiplayer. In the last game we got the enforcer, a tank character that could block a lot of damage. My thoughts were maybe a similar character but as another melee character with a hammer and sheild pulling a mecha paladin look. Abilities to throw the hammer in a straight line that would not be stopped by enemies and would come back, an ability to draw aggro, a utility skill to raise the shield and block all head on damage, and a fourth ability to heal players or give them shields for a short period. I think a character like that would make team play with friends a lot more fun and cators to the support mains in the world.

(Concept art on the back burner)

wraith anchor
#

Please refrain from posting fake feedback, such as shitposting/jokes, this channel is for real feedback only.

#

Failing to do so may result in having your access to this channel revoked.

plain fable
#

!feedback
in response to all the people wanting to speed up the tp charge speed i propose the following
instead of speeding up the to timer when the boss is dead, allowing the player to move onwards faster and to become even more op and more likely to repeat this cycle, increase the difficulty skip when moving between levels so that we can avoid this situation all together
the tp should be a challenging survival timer that also acts as a self balancing mechanism, forcing op characters to sit down for a moment and let the game catch up in difficulty, while letting underpowered chsracters move on immediately after killing the boss. however if players are strong enough to be sitting at the tp with no mobs to kill, its clearly not self balancing enough and not being a challenging survival section,by increasing the difficulty skip we can fix both of these problems as it effectively increases the to charge time without forcing players to sit around allowing it to self correct the difficulty and make the survival challenge actually difficult again
edit: spelling corrections

rose void
#

!feedback
Co-op feels great except one thing and that is items. It just feels kinda bad that you share all loot. I can get half the loot and my buddy the other but i still feel bad if take "his" loot or i find more items on "my" side of the map.
I hope it is clear what i mean (:

hollow basin
#

!feedback With each stage the Teleporter zone should get a little bigger, to give players more room to move around more to accommodate for more bosses spawning.

eager plume
#

!feedback The next character introduced should probably be one of the community favorites, like acrid, sniper, or miner

knotty nexus
#

!feedback
It'd be awesome to have the high scores/leaderbaords kinda page like there is on ror1, somewhere we can see on a page, longest run, most stages on a run, longest time without getting hit, highest damage on a single hit, etc. etc. etc.

north citrus
#

!feedback
I'd love to get the newt merchant as a playable character, perhapse with a interaction where if someones playing him there's a "be right back" or "out to lunch" sign in the shop in his place.

Maybe even a lunar item where the upside increases lunar coin droprate but prevents all blue portals from opening even if you use a newt altar called "Newt's key" or something.

viral marten
#

Just found out that if you accidentally pick up a Crowdfunder right after a Gesture of the drowned your run is basically over. You cannot gain money to get rid of the crowdfunder that is constaintly spending your money.

north citrus
#

!feedback After some 'refinement' @viral marten 's feedback that i agree with.
"Gesture of the Drowned should not trigger Crowdfunder as this can quick end a run on accident in corner cases. Alternately make the first Equipment touch not be auto picked up. This is a interaction that doesn't make the game more fun nor do i believe this is the intended design"

coral ingot
#

!feedback elite equipement (Ifrit's distinction, her biting embrace etc) should be a little more common, or have alternate means of dropping because currently they're so rare that they might as well not be in the game. In 115 hours I've found a single Ifrit's distinction and none of any of the other ones. They're really fun items and I think you should actually be able to play with them

placid rain
#

!feedback
Duplicate submission for @serene jungle since he missed the command

patent bough
#

!feedback
Picking up 6 Infusions shouldn't need 600 kills before you get the full benefit.
It would work much better if each Infusion gave +1 on kill until you reached the +100 for a given Infusion at which point it becomes "Consumed" (like Dio's Best Friend after you respawn). Once consumed you have the +100 health, and no longer get the +1 on kill stacking with any (new, un-consumed) infusions you pick up in the future.
Transcendence, Brooch, PSG and Titanic Knurl being the only other items which add to your hitpoints technically do it far more efficiently than picking up an infusion and progressing 2 or 3 stages.

night osprey
#

!feedback

New Character Idea
Name: Jugger-0
HP: 200 (+20)
Damage: 10 (+2)
M1: Punch for damage and on the 3rd combo, launch a transparent fist up to 25m away.
M2: Punch the ground dealing damage and stunning enemies in a 15m radius.
SHIFT: Dash to an enemy within 25m(air and ground targets) and hold on to them for 2s. Jumping will launch you in the direction you are aiming. M1 will launch them in the direction you are aiming.
R: Deliver a colossal blow dealing % enemy max HP and stunning them. Also empowers next ability cast to heal nearby allies per enemy hit with the next ability cast.

steady steppe
#

!feedback item idea
name: mechanical backpack
rarity: red
function: 4 metal tentacle-like objects stick out of the backpack on ur back and slash at enemies for 25% damage each with attack rate that scales with the player. enemies that are hit get ensnared and are slower, stacking with other slows. picking up more adds another 2 tentacles and caps at a stack of 3 for 8 tentacles. additionally, each one increases movement speed, and having even just one changes the animation of the player to using them to walk instead of their legs (unless the tentacles are fighting)

lime basalt
#

!feedback
idea for an optional game modifier (similar to the modifiers for the Prismatic Trials)

Endless Renown
Defeating the final boss does not finish the game. Instead, you loop and earn Solar Coins, which can be used to make the game harder. Disabiling this artifact also disables upgrades purchased with solar coins.
You can un-purchase your upgrades and try different builds.
Gain more Solar Coins per active upgrade.
Some example upgrades:
All enemies have 5% (+5%) more health
All enemies have a 15% chance to spawn with 10% (+2%) of your items.
Enemies regenerate +1% (+.5%) of their max health every second
Elites have a +7% (+3%) chance to cancel procs
Elites have a 10% (+5%) chance to replace normal enemies
Elites move 10% (+5%) faster and deal 10% (+10%) more damage
This variant of elites now spawn.
many more to be added!

notes: name of currency is just example--obviously, this shouldn't be added until the game has said final boss
repost for me, bot is big bully! and be sure to @ me with your questions and comments :)

placid rain
#

!feedback
repost for @lime basalt because bot is rude
"idea for an optional game modifier (similar to the modifiers for the Prismatic Trials)

Endless Renown
Defeating the final boss does not finish the game. Instead, you loop and earn Solar Coins, which can be used to make the game harder. Disabiling this artifact also disables upgrades purchased with solar coins.
You can un-purchase your upgrades and try different builds.
Gain more Solar Coins per active upgrade.
Some example upgrades:
All enemies have 5% (+5%) more health
All enemies have a 15% chance to spawn with 10% (+2%) of your items.
Enemies regenerate +1% (+.5%) of their max health every second
Elites have a +7% (+3%) chance to cancel procs
Elites have a 10% (+5%) chance to replace normal enemies
Elites move 10% (+5%) faster and deal 10% (+10%) more damage
This variant of elites now spawn.
many more to be added!

notes: name of currency is just example--obviously, this shouldn't be added until the game has said final boss
repost for me, bot is big bully! and be sure to @ me with your questions and comments :)"

edit: Apparently the bot just doesnt like Mmmat's name, cause it broke for me too

steady steppe
#

!feedback survivor idea:
name: the analysizer
moves:
m1: uses what ability you have copied from an enemy with your analyzer
m2: the analyzer that lets u copy abilities
r: discard ur current copied ability, dealing 500% damage to all nearby enemies. 18 second cooldown
shift: place down a trap that snares enemies and makes them bleed. no cooldown, but only one can be out at a time and they take a moment to set up, about 2 seconds. deals 200% damage + bleed

olive linden
#

!feedback Not sure if this has been already said or if it's already implemented because no ones used it but add voice chat? And also add the option to be able to disable it

night osprey
#

!feedback
Items about defense.
Cryoshield = Reduce glacial damage by 15% (+15% like tougher times).
Obsidian Plate = Reduce fire damage by 15% (+15% like tougher times).
Rock Chunk = Reduce overload damage by 15% (+15% like tougher times).
*names are subject to change

cedar oasis
#

!feedback ingame voicechat that can be enabled/disabled in the settings (like Bellender said)

steady steppe
#

!feedback please add damage reduction items. tougher times isnt enough when u can still be killed by multi-hitting enemies or a random sneeze that isnt blocked by it. i get u guys want difficulty but so far all thats created is limiting people to one playstyle, that playstyle being ''stack damage and dont get sneezed on''

coral ingot
#

!feedback i know this has been mentioned before but it'd be amazing if the bug in multiplayer where only the host can pick up the preon accumulator was fixed

knotty nexus
#

!feedback
Make it so that you get more lunar coins for obliterating at a stage later than 7? Maybe 1 or 2 extra coins per time you wrap through, just so there's some incentive to make longer runs

mint vapor
#

!feedback i feel like this massive chunk of land could be used for something else other then just a single newt altar... i mean its has full collision and is massive in terms of size compared to the actual map your norm post to in the game (with out help of items) and could be accessible with ease if there was a jump pad put to go to it

dense sky
#

!feedback personally I love playing engineer and mul-t but the early game for mult is kinda slow just pace wise I know it’s a balancing thing but I kinda wish it was a bit more like rex’s pace. Hopefully it makes sense. In addition, I would love for there to be a way later to make more elites spawn rather than just playing longer like an artifact that doubles damage dealt to elites but doubles their damage to you or something

runic mirage
#

!feedback

New elite enemy (minty green): Tempest

These foes cause whirlwinds to rip across the battlefield, causing both lightweight enemies and allies to be flung around, and those caught inside its ferocious whirlwinds take continuous damage, and once spat out of the raging cyclone, they take damage when smacking into a wall after a set distance (Say like 40 or 50 meters minumum?) Not to mention, you can take damage from getting smacked with an enemy getting spat out of the tornado! The suction of the Tornado will have only 1/4 of the strength of the Clay Dunestrider's SUCC attack (Just to give you an idea of how strong it is, and make it fair for the players.)

They're most notable from their skin having a white and green color scheme with white windy stripes around their body in a spiral pattern, with a crown of swirling winds. And due to their imbuement, they're 20% faster than most normal enemies, knowing that they're imbued with an element that represents pure speed.

The more fierce that their winds get (It'll be apparent knowing that the winds are starting to have white-green sparks shooting all around their bodies, getting larger and thicker, turning from white to a deep grey with those white-green sparks running through them) The closer they are to shooting out that tornado on their next attack. The Tornado lasts for about 5 seconds before dissipating, and petering out.

queen gyro
#

!feedback
repost for @lime basalt and @placid rain because bot is rude
"idea for an optional game modifier (similar to the modifiers for the Prismatic Trials)

Endless Renown
Defeating the final boss does not finish the game. Instead, you loop and earn Solar Coins, which can be used to make the game harder. Disabiling this artifact also disables upgrades purchased with solar coins.
You can un-purchase your upgrades and try different builds.
Gain more Solar Coins per active upgrade.
Some example upgrades:
All enemies have 5% (+5%) more health
All enemies have a 15% chance to spawn with 10% (+2%) of your items.
Enemies regenerate +1% (+.5%) of their max health every second
Elites have a +7% (+3%) chance to cancel procs
Elites have a 10% (+5%) chance to replace normal enemies
Elites move 10% (+5%) faster and deal 10% (+10%) more damage
This variant of elites now spawn.
many more to be added!

notes: name of currency is just example--obviously, this shouldn't be added until the game has said final boss
repost for me, bot is big bully! and be sure to @lime basalt me with your questions and comments :)"

placid rain
#

!feedback

Posting for @serene jungle since he messed up his post and deleted it

"The finished Enforcer post by ZeroGN, He took feedback from everyone who had some and made necessary adjustments to the design, while clarifying some fuzzy statements from before, hopefully we can propel it to top feedback for a change at getting him in"

arctic elbow
#

!feedback Hear me out hopoo, how 2 make bandit fun and playable:
m1, slow repeater shots, can shoot faster if timed right
m2, rip off high noon mechanic where you can do 6 shots but prioritizes shooting explosives. it only shoots enemies/objects in a limited circle that grows larger the longer you hold m2
shift, the same smoke screen
R, throws a high damage dynamite that acts like the explosive barrels in game if you leave it be, which you can shoot later or mid-air

drifting oxide
#

!feedback
when you activate the radar scanner mark the teleporter, lunar coin and lunar pods in a different colour and symbol

humble swan
#

!feedback Game's working okay-ish in Linux via Proton, but a native version would be more appreciated! Anyway, RoR2 seems pretty alright so far. 😄

little barn
#

What if we add a forward in time option to go at 60 minutes with an algorithm that gives us random items based o nthe time we have forwarded so that if someone enjoys playing 60 mins in he can do so

placid rain
#

!feedback
repost for @little barn due to missing command

"What if we add a forward in time option to go at 60 minutes with an algorithm that gives us random items based o nthe time we have forwarded so that if someone enjoys playing 60 mins in he can do so"

drifting oxide
#

!feedback
a shrine that forwards your time in your run by 15 then 30 then 45 and in return it gives you items based on the time you were sent forward

hybrid summit
#

!feedback

Maps could have slightly More variety by:
1: making some Maps have specific item related sideobjectives (like kjaro and runald
2: slightly tune the teleport objective To be for example a "survive 10 waves of enemies", "protect objective for x minutes" or a More linear Map where the emphasis is More In escaping and reaching the teleport without the end timer. (Doors could be added To the latter To artificially slow down the run similar To the ror1 final Map)

drifting oxide
#

!feedback
make bosses have a 25% chance to drop lunar coins based on the amount of players

patent bough
#

!feedback
Rusted Keys do 100% of nothing for about 99% of your playtime while you are carrying them. The Rusted Lockbox is surprisingly hard to find due to it's size and it's a free small chest, only once you have 10+ Keys does the chance for green/rare become meaningful, but at that point in your run it's safe to assume you're already ahead of the difficulty curve so a free red/green item just exacerbates the problem.

They'd be a lot more useful if each key gave a 5% chance on opening a chest for a second item to drop. Stacking logarithmically like Tougher Times as follows:

1 - 6.52%
2 - 11.54%
3 - 15.52%
4 -18.75%
5 - 21.43%
6 - 23.69%
7 - 25.61%
etc

When you open a chest, it rolls to see if your rusted key procs, if it does that chest rolls again for another free item drop as though it were opened twice. If that happens you lose 50% of your keys rounded up. The end result would be slightly more items while your keys give you an immediate benefit upon collecting some of them without guaranteeing rares/greens by the time you have 15+ of them. Opening large / legendary chests while having keys would result in the same net gain of increased rarity but be more accessible by rolling on each chest than the current "find the one lockbox > get 1 item > most likely white unless you are in multiplayer".

If you end up with 7+ keys, chances are you will avoid small chests and focus on large chests until you get a proc which adds another layer to using your keys. The likelyhood of proccing alongside losing 50% of your keys when it happens also ensures you won't just become over-stacked.

eager plume
#

!feedback
Item: Chaotic timerift
Rarity: Lunar equipment
Cooldown: 90 seconds
Limited Description: All enemies become hostile to each other . . . And have more power.
Full description: All enemies become hostile to each other for 30 seconds. . . but their attack speed increases by 100%, and their movement speed increases by 100%.
Notes: This item should cause the sky to change colors to a purple-ish, and enemies should be covered in a glowing neon blue for the duration, and since they become hostile to other enemies, everything would be attacking everything with no regard for friendly or not, as such friendly fire would be on during the duration.

lunar dust
#

!feedback
Don't Change Rusted Key to What exOrbitant Posted. Here's Why!

It gets rid of the Free Item Per Stage, with a stackable chance to get a more Rare Item.
The Fact that you LOSE the key if you fail to get it to proc.
And because you lose the key, it's not Viably Stackable.
Because it's not Viably Stackable, the fact that it would stack logarithmically wouldn't even matter, because getting more then 3 keys at one time is virtually impossible.
Making it even worse then it is currently.

teal rune
#

Buff commando by reducing the maximum bullet spread of his primary fire.
This will not greatly affect how he plays in the late and mid game, as by that point there are enough enemies on-screen that every bullet will likely hit something, but it will hopefully make him feel much better in the early game, as currently his maximum spread is bad enough that most bullets will miss a lemurian or beetle at medium range.

placid rain
#

!feedback
Repost for @teal rune due to missing command

“Buff commando by reducing the maximum bullet spread of his primary fire.
This will not greatly affect how he plays in the late and mid game, as by that point there are enough enemies on-screen that every bullet will likely hit something, but it will hopefully make him feel much better in the early game, as currently his maximum spread is bad enough that most bullets will miss a lemurian or beetle at medium range.”

serene jungle
#

!feedback please upvote my newer enforcer design not the old one thanks haHAAAA

willow ocean
#

!feedback
Red item: Metal detector
All chests, lockboxes, multishop terminals, etc. glow orange. Stacking increases the brightness. This would help with the issues people have finding the lockboxes and stuff
Edit: Can’t see through walls smh

ruby cape
#

!feedback
I would like if the teleporter has certain spawn rules so it can’t spawn in such odd places it could potentially glitch a boss from not spawning due to environmental restrictions and ending a run due to the boss not spawning. Another option would be to make the bosses have certain spawn rules so they can spawn anywhere on the map with enough room.

little barn
#

!feedback

Put particle effects around the rusty lockbox so its easier to find

teal rune
#

!feedback
Replace the Engineer's mines with the old thermal harpoons.

Currently, the mines are next to useless for fortifying a position because, due to the 3D nature of the game, the player can, at best, make a small, 1-mine thick circle around themselves and their turrets. Thus, they end up being thrown like bombs for splash/burst damage.

The harpoons would work like this:
When the player's reticle moves over an enemy and the harpoons are off cooldown, an indicator will pop up (similar to huntress or royal capacitor.) When the player right clicks on the enemy, they fire thermal harpoons which lock on to that enemy, dealing splash damage on hit. If the enemy dies before all the harpoons have hit, the remaining harpoons will seek out other enemies and target them. These new harpoons would fill the same splash/burst damage niche as the old mines, but would:

  • Give engineer a tool to deal with flying enemies when far from their turrets, making the turrets feel like less of a crutch
  • Work with the more defensive playstyle of the Engineer by allowing them to strike far away enemies without leaving their fortified area
  • Have actual synergy with backup magazine, unlike the current mines
lime basalt
#

!feedback Help me make this better :D ping me with ideas
New Survivor: Wispling
NOTICE: nothing here is meant to be final, everything is changeable

A wisp that grew limbs and became friendly toward the survivors.

Passive: Take 12% less damage from attacks in your front.

Ability #1 "Blast" - Charge a short range blast for up to 170% damage. (charge time and range is similar to lesser wisps)

Ability #2 "Fireball" - Fire a delayed fireball that deals 250% damage in an area. (Cooldown 5s)

Ability #3 "Instinct" - Gain flight and increased movement speed for a short time. (Cooldown 9s, lasts 9 seconds)

Ability #4 "Flaming Boom" - Heat the air in front of you, creating a ring of fire that deals 350% damage and ignites enemies. (Cooldown 10s)

180 HP
If Ability #1 is released early, deal less damage. (should it penetrate? only when fully charged?)
Ability #2 is very similar to the greater wisp's attack.
Ability #3 lets you fly like a wisp.
Ability #4 is almost like a large commando M2. (should it ignite for additional damage?)

earnest laurel
#

!feedback because the bot has something against @lime basalt

"Help me make this better 😄 ping me with ideas

New Survivor: Wispling
NOTICE: nothing here is meant to be final, everything is changeable

A wisp that grew limbs and became friendly toward the survivors.

Passive: Take 12% less damage from attacks in your front.

Ability #1 "Blast" - Charge a short range blast for up to 170% damage. (charge time and range is similar to lesser wisps)

Ability #2 "Fireball" - Fire a delayed fireball that deals 250% damage in an area. (Cooldown 5s)

Ability #3 "Instinct" - Gain flight and increased movement speed for a short time. (Cooldown 9s, lasts 9 seconds)

Ability #4 "Flaming Boom" - Heat the air in front of you, creating a ring of fire that deals 350% damage and ignites enemies. (Cooldown 10s)

180 HP
If Ability #1 is released early, deal less damage. (should it penetrate? only when fully charged?)
Ability #2 is very similar to the greater wisp's attack.
Ability #3 lets you fly like a wisp.
Ability #4 is almost like a large commando M2. (should it ignite for additional damage?)"

night osprey
#

!feedback
Maybe use this kind of Reticule for the charge up of wispling's M1?
Edit: For Mmmats Idea.

teal rune
#

!feedback
Change the item placement on Engineer turrets by placing some items on the ground.

Currently, the engineer's turrets feel like they have the worst visual item placement because it seems to default to placing very small versions of items along the flat top of the "gun." This placement could be made more interesting by placing some items, like Fungus, Dio, or Ukulele on the ground next to the turrets or leaning against the turret itself.

gritty haven
#

!feedback item. Item name: Stone Mask, Rarity: Lunar, Effects: increases lifesteal by 100% (all the damage you deal is given to you in HP,) and doubled attack power, but halved attack speed and you take damage over time (like 1 life a tick for 1 mask)

lime basalt
#

!feedback yes i know i posted this before, but i changed it a little

New Survivor: Researcher (variation of Wispling)
NOTICE: nothing here is meant to be final, everything is changeable

Lore--No one believed me when I said my research was accurate. At first, my Wisp in a Bottle only caused sparks and smoke. People considered it a hoax. They said the smoke came from something else. But, as I learned more, the potental power of my wisp became clearer. The fire grew, the heat became hotter. It grew so much, small explosions would occasionally happen. Yet I must continue. More research, more power, more time. I must become one of them.

Passive: Your wisp mask reduces damage taken in front by 12%.

Ability #1 "Blast" - Charge a short range blast for up to 170% damage. (charge time and range is similar to lesser wisps)

Ability #2 "Fireball" - Fire a delayed fireball that deals 250% damage in an area. (Cooldown 5s)

Ability #3 "Instinct" - Gain flight and increased movement speed for a short time. (Cooldown 9s, lasts 9 seconds)

Ability #4 "Flaming Boom" - Heat the air in front of you, creating a ring of fire that deals 350% damage and ignites enemies. (Cooldown 10s)

180 HP
If Ability #1 is released early, deal less damage. (should it penetrate? only when fully charged?)
Ability #2 is very similar to the greater wisp's attack.
Ability #3 lets you fly like a wisp.
Ability #4 is almost like a large commando M2. (should it ignite for additional damage?)
also, plz repost, bot is mean to me

plucky light
#

!feedback yes i know i posted this before, but i changed it a little

New Survivor: Researcher (variation of Wispling)
NOTICE: nothing here is meant to be final, everything is changeable

Lore--No one believed me when I said my research was accurate. At first, my Wisp in a Bottle only caused sparks and smoke. People considered it a hoax. They said the smoke came from something else. But, as I learned more, the potental power of my wisp became clearer. The fire grew, the heat became hotter. It grew so much, small explosions would occasionally happen. Yet I must continue. More research, more power, more time. I must become one of them.

Passive: Your wisp mask reduces damage taken in front by 12%.

Ability #1 "Blast" - Charge a short range blast for up to 170% damage. (charge time and range is similar to lesser wisps)

Ability #2 "Fireball" - Fire a delayed fireball that deals 250% damage in an area. (Cooldown 5s)

Ability #3 "Instinct" - Gain flight and increased movement speed for a short time. (Cooldown 9s, lasts 9 seconds)

Ability #4 "Flaming Boom" - Heat the air in front of you, creating a ring of fire that deals 350% damage and ignites enemies. (Cooldown 10s)

180 HP
If Ability #1 is released early, deal less damage. (should it penetrate? only when fully charged?)
Ability #2 is very similar to the greater wisp's attack.
Ability #3 lets you fly like a wisp.
Ability #4 is almost like a large commando M2. (should it ignite for additional damage?)

Edit: Reposted for @lime basalt because the bot is rude.

olive linden
#

!feedback Allow artificer to rotate his Ice barrier using the mouse wheel.

green pebble
#

!feedback the bot should automatically react CheckPins to messages in this channel that dont have "!feedback"

willow ocean
#

!feedback
Make Rex’ hurtbox closer to the ground while he’s sprinting to reflect that he’s like... submerged? I guess.

potent pebble
#

!feedback
If the Little Imps and Imp Vanguard from RoR1 ever return as a potential way to get items, it could lead to an interesting consequence/reward if a certain amount of them escape and you killed a few: If enough manage to flee after you killed a few, the Vanguard appears to try and kill you. Killing it causes it to drop multiple Lunar Coins, meaning that you've sacrificed potential items for lunar currency. It would give you an optional fight/choice between lunar coins or items depending on what you want.

drifting oxide
#

!feedback
have a setting when you type you can still move with 'w,a,s,d' but you can't type with the keys and a setting in which you still can type with 'w,a,s,d' but when you hold the keys you only type the letter once

paper sentinel
#
  1. Fix regularity of Legendary chests, since scorched acres update I've come across 2 chests in total, when before I would usually have 2 or 3 legendary chests on stage 4 of each loop
  2. Aegis is not a legendary item, unless it's broken? A single brooch is better
  3. Lunar Coin shrines, exchange gold for 1 lunar coin
  4. Variation on Trial of the mountain shrine that gives you a stats penalty, disables items of a certain type for that level - rewarding with items after killing the boss
  5. 4 Overloading Gatling gunners as a boss before the first loop when you usually have no mobility? Really?? Compared to all other bosses this is way off balance. Breaking line of sight is easy for 1 or 2, but then you are straight into the sight of the other 2
little barn
#

!feedback I SWEAR TO GOD PLEASE NERF VANDERING VAGRANT

dry bloom
#

!feedback Weather/ Geological events. Currently when you enter a level, there is very little going on or anything that can affect the level. Sure, you have the single enemy type spawn events, but those are rare and dont really affect you late game. Weather effects could offer a unique challenge and variety for a level. Weather will also make the planet feel more alive and natural. Each level could have a mild and extreme weather/ geological event. For Distant Roost/Titanic Plains and Wetlands we could have Rain and Monsoon. Rain could give slowness to everything and reduced blazing elite spawns, with tMonsoon giving heavier slowness and heavily reduced blazing spawns, but more Jellyfish. For Abandoned Aqueduct we could have a Sandstorm, that reduces attack speed and speed for everything, with increased beetle spawns. Rallypoint could get a Snowstorm, where your vision is impaied due to heavy snowfall while enemies also get a heavy reduction in their detection range. THIS IS ONLY THE FIRST PART IM NOT DONE YET

silver kite
#

For @paper sentinel
This is a repost of his message. He/She simply forgot to use (!feedback).
!feedback

  1. Fix regularity of Legendary chests, since scorched acres update I've come across 2 chests in total, when before I would usually have 2 or 3 legendary chests on stage 4 of each loop
  2. Aegis is not a legendary item, unless it's broken? A single brooch is better
  3. Lunar Coin shrines, exchange gold for 1 lunar coin
  4. Variation on Trial of the mountain shrine that gives you a stats penalty, disables items of a certain type for that level - rewarding with items after killing the boss
  5. 4 Overloading Gatling gunners as a boss before the first loop when you usually have no mobility? Really?? Compared to all other bosses this is way off balance. Breaking line of sight is easy for 1 or 2, but then you are straight into the sight of the other 2
plain fable
#

repost for @dry bloom since they forgot !feedback

!feedback Weather/ Geological events. Currently when you enter a level, there is very little going on or anything that can affect the level. Sure, you have the single enemy type spawn events, but those are rare and dont really affect you late game. Weather effects could offer a unique challenge and variety for a level. Weather will also make the planet feel more alive and natural. Each level could have a mild and extreme weather/ geological event. For Distant Roost/Titanic Plains and Wetlands we could have Rain and Monsoon. Rain could give slowness to everything and reduced blazing elite spawns, with tMonsoon giving heavier slowness and heavily reduced blazing spawns, but more Jellyfish. For Abandoned Aqueduct we could have a Sandstorm, that reduces attack speed and speed for everything, with increased beetle spawns. Rallypoint could get a Snowstorm, where your vision is impaied due to heavy snowfall while enemies also get a heavy reduction in their detection range. THIS IS ONLY THE FIRST PART IM NOT DONE YET

dry bloom
#

!feedback PART 2 Scorched Acres could get a Heatwave or a Firestorm, where the heatwave gets a slight increase in blazing spawns and increased movement speed for everything, while the Firestorm also burns you if you stay still for too long and even occasional Magma worm spawns. The Abyssal Depths the most unique effect, Subduction. Subduction is a geological process where parts of the crust are pushed deep into the mantle, melting it and turning it into magma. The Abyssal Depths could have a layer of bubbling magma on its low ground, dealing heavy damage to anything that touches it, excluding Magma Worms, which get a heavy increase in spawn rate. Most enemies will spawn as a blazing elite. To counter this, there is also in increase in chest spawns and a player speed boost. The weather can also bring a new item along with it, the Enviroment Shielded Plating, (Green) where it decreases the effects given by the weather, with stacking bringing in increased view range in Snowstorms and slightly reduced damage in magma.

willow ocean
#

!feedback Maybe if the above idea gets implemented, we could try to have an event for each boss? For example, rainstorm could be Wandering Vagrant's, increasing it's spawn rate, sandstorm for beetle queen, thunderstorm for overloading worm, subduction for magma worm, Heatwave for Wisp keeper, maybe hailstorm for titan(?) and snowstorm for imp(???). I feel like having increased boss spawns like that would be fun. ALso, monsoon would be cool if it also raised the water level of wetlands aspect etc.

willow ocean
#

!feedback
Clay dunestriders succ heal attack breaks if you lose Line of Sight with him (and potentially is re-applied if you go too close within line of sight)

snow jetty
#

!feedback
have an artifact that pushes back the out of bounds area and have floating islands that were previously in out of bounds accessible now with chest and shrine spawns, effectively making the maps larger.

little barn
#

!feedback
I have a lunar item concept,i don’t have a name but basically is increases your fire rate by a huge amount,like 20 soldiers syringes but the trade off is you need to ramp it up by holding down M1 and your fire rate will go up until it’s at the max

lime basalt
#

!feedback With help from @lunar dust
New Survivor: Electrician
NOTICE: nothing here is meant to be final, everything is changeable--please tell me how to make this better if you 👎

Passive: Attacks can pierce enemies for 60% less total damage.

Ability #1 "Zap" - Press quickly to electrocute nearby enemies for 100% damage. Hold to charge your tesla cannon and zap a target for 170% damage. (short range)

Ability #2 "Plasma Grenade" - Launch a plasma grenade that explodes into a plasma for 70% damage. Enemies hit by this take 30% more damage. (Cooldown 6s)

Ability #3 "Discharge" - Destroy nearby projectiles and push all enemies away for 100% damage. (Cooldown 9s)

Ability #4 "Electrostatic Generator" - Throw an electrostatic generator that occasionally zaps enemies for 80% damage. If another generator is nearby, they create an electric field that deals 150% damage. (Cooldown 15s, 2 Charges)

160 HP
Passive: Attacks penetrate enemies but do not try to hit them.
If Ability #1 is released early, deal less damage. Pressing quickly has a shorter range than holding.
Ability #2 the armor debuff lasts four seconds.
Ability #3 destroys projectiles in an area around you.
Ability #4 lasts 20s before losing power.
EDIT: fixed some cooldowns--changed passive

shadow pine
#

!feedback
Make monster tooth automatically collect the dropped healing orbs like it used to be in risk of rain 1.
This one change can completely fix the issue people have with MT and make it an actually useful white item that you have a reason to search for and stack.

plain fable
#

!feedback
reduce healing on rex r
it seems like a rex r with 3-4 enemies in it will let you spam his m2 at around 60 health equilibrium. this means that you will

  1. always be able to spam m2 past stage 2/3 depending on your speed (on monsoon)
  2. always be able to spam m2 on bosses as r roots multiple parts of the bosses

the above two points combined with a 2 second downtime ensure that as long as you hit your r (which isn't hard, especially on a bus) you have almost unlimited use of your m2

this currently seems a little too powerful, i propose to change it to need about 6-7 enemies to maintain 60% health while spamming m2.
while this doesnt change that you will still be able to spam m2 most the time (and past the first loop doesnt change anything) it means that during the first loop you will have to wait for opportune moments to root with his r so that you get the boss + 4 other mobs (still not hard) and when fighting normally wait for 7 monsters to group before using r

sleek yew
#

!feedback make it so that artificers incineration beams (4th ability, idk what there called) dont stop when you start sprinting

lime basalt
#

!feedback
enemy damage and survivor health scale slower; keep the ratio of 3/2
that way items like Shield_Generator , Monster_Tooth , medkit are more effective late game

pale spear
#

!feedback
make menu buttons unclickable is tabbed out of the game. "quit game" and "quit to menu" shouldnt be clicked when someone is checking discord after escape + tabbing out of the game (this happens in both fullscreen and windowed)

haughty path
#

!feedback
Having a message indicating which item has been consummed by the printer or the trade crucibles in the bazaar.

patent bough
#

!feedback
The tier list is becoming a bit of a meme. Just some feedback for you.

steady steppe
#

!feedback bring back our favorite item barbed wire

supple quarry
#

!feedback New Item: Bull Cannon, Equipment Effect: Launches the player at high speeds dealing 500% damage to enemies hit and knocking them back. Cooldown: 50 seconds Unlocked Achievement: Alamo Kill 200 Bulls

hollow nimbus
#

!feedback
Reduce the Wandering Vagrant's Nova Blast damage against drones.

brazen plume
#

!Feedback
The red whip being a green item seems rather arbitrary, as both the energy drink and goat hoof give similar effects more reliably while simultaneously being a lower item rank. However, rather than just making it a white item and calling it a day, I think it should maintain its green tank and be reworked into a different role; when you take a heavy amount of damage in a small window of time, you gain a temporary speed boost to help you get out of a bad situation.

This is for two main reasons. First off, you will rarely ever not be in combat in the lategame. The whip will rarely have opportunities to actually activate, making it very lackluster even compared to many white ranking items. Second, I think activating on taking damage would thematically fit more with the fact that it's a whip.

open tartan
#

!feedback for the poll
If S votes are 7 and F votes are 1, display the item's average (with decimals) at the bottom of each item's image. Right now the average item is well above the average tier, and shoving the majority of items into the top 3 tiers severely reduces the ability to see how they match up.
A weighted tier list would be more useful, using the average score as C, but only after all the items are in so it doesn't skew people's voting halfway through.

covert hedge
placid rain
low spruce
#

!feedback
When you pick up both Runald and Kjaro's bands they are sorted in the item bar to be next to eachother. Might be a nice touch since they proc together and the enemies that drop them spawn together.

steady steppe
#

!feedback make each lunar altar accessible without items. going to the bazaar seems like it should be accessible always, even from the start of a run, given u have to use a constant currency to even open it in the first place

drifting oxide
#

!feedback
increase the chance of runald and kjaro's chance of proc

low spruce
#

!feedback
Give the Beetle Queen a hitbox. Currently it feels weird when you can just run right through her, and it would help playing Mercenary, as you could stand on top, much like with the Wandering Vagrant.

steady steppe
#

!feedback can we get some more thematic bosses for the zones? yknow, some that could tie into lore for the game or something. i think it'd be cool, and we already have one for scorched acres, so why not some more

drifting oxide
#

!feedback
have a lore for everything in the game

vivid heron
#

!feedback
Can we have a save function (at the end of each stage, you can´t load dead characters, you only have 1 save). I just want to logout and continue on the next day. Feels horrible to end a god run cause you have to go to work on the next day. I don´t want to take away the rogue like nature or anything, so it should be hard but I don´t want to keep my pc running over night just to continue playing on the next day

brazen plume
#

!feedback
The newt running the Bazaar shouldn't be able to be targeted by active items such as the royal capacitor or disposable missile launcher. My friend once stacked Gestures Of The Drowned in a run and was immediately barred from accessing the bazaar because the capacitor targeted the newt while he was trading items.

lime basalt
#

!feedback
let us sort items
"Sort by Order Picked up" (default)
"Sort by Rarity"
"Sort by Count"
if you have multiple options on, it tries to sort both ways
EXAMPLE: If option one and two are enabled, it will sort by rarity, and within the rarity, by order of pickup

grand lintel
#

!feedback
Maybe when you pick an item up it shows you the bonus it gives you like a 10%bonus or whatever and when you add another copy of that item it does it like 10% + (amount added by duplicates) or also have it show the cap for duplicates

grand lintel
#

!feedback
Maybe some kind of experience system like the more you play with a character you can earn skins or something like that or more abilities you can swap out

surreal oasis
grand lintel
#

!feedback
Another idea I had was like tboi maybe unlock items by killing certain milestone bosses (or secret bosses) with certain characters

brazen plume
#

!feedback
Had a rough idea for a corpse bloom rework. Instead of its current effects of increasing heals but making them apply over time, It could possibly instead significantly reduce healing from all sources but also provide a strong % reduction for all incoming damage, giving it a niche for tanky builds with high max HP but making it a poor choice for more glass-cannon esque characters/builds

grand lintel
#

!feedback
Also I liked the idea of the bow character but what about a sniper character that goes by somewhat the same build (assassin) like high damage but the attack speed starts low

fading forge
#

!feedback when you pick up items place them in a predetermined order on your item bar to make it easier to see how many stacks of certain items you have instead of which item you picked up last. (example: whites in alphabetical order, then greens in alphabetical order, etc.)

hollow basin
#

!feedback Change shields to work kinda like the opposite of the Corpsebloom, where shields can be healed, but all healing is applied over time (max 10% hp per second) and healing is only 50% effective on shieds.

This would allow shields to work better in late game, as they would still actually work with many of the interesting healing items (N'kuhana, Rejuv, scythe, Leech, fungi, etc) , but be dramatically less effective than a conventional health bar.

granite siren
#

!feedback A white or green item that increases your stats based on the character you're playing:
Artificer - Skill cooldown (Think like a less powerful version of Alien Head)
Commando - Attack speed (Benefits the most from Solder's Syringes/Predatory Instincts/etc)
Engineer - Damage (Highest DPS out of the current survivors, given both his turrets)
Huntress - Sprint speed (Centered around mobility by design, she's pretty much always sprinting)
Mercenary - Slight increases to both Movement speed + Armor (Merc is always up-close and personal, this helps him avoid and/or shrug off attacks better)
MUL-T - Slight increases to both Max health + Health regen (Helps him make better use of his high HP)
REX - Health regen (REX's attacks cost HP, and higher regen benefits him the most)

hollow basin
#

!feedback Green Item Idea: Ornate Napkin - "Redirect misfortune elsewhere." Whenever an attack is blocked (through Tougher Times), launch a homing counterattack for 150% damage (+100% damage per stack). Passively adds a 5% block chance which doesn't increase with more napkin stacks.

brazen plume
#

!feedback
Mul-t's nail gun attack, due to its high rate of fire, has a .4 multiplier for on hit attacks to balance it. Artificer, however, is inherently slow and heavy hitting, so what if she had the opposite effect? One potential Artificer buff could be making her M1 and M2 attacks have around a 1.2x multiplier for any on-hit effect to apply, giving her interesting synergies with crit builds and whatnot

languid copper
#

!feedback Alter the way corpsebloom's healing limit works.
Instead of capping at X% regenerated per 0.2 second application, all healing is instead tracked in a cumulative pool, and the pool is constantly drained to heal you with what's essentially really fast life regen based on a fairly small % of the pool's current value. When at full health, the pool would obviously still deplete.
e.g. use scythes to store 1000 hp, and that 1000 hp is applied gradually to your health bar over the next 10-20 seconds or so

I don't know how this would stack, but the basic concept is that the healing is applied continuously over time (but slower) rather than in chunks. The idea being that the (new) benefit is that healing effects when at max hp wouldn't necessarily go to waste, and the downside is obviously that it's quite a bit slower than just having the same healing effects work instantly.

open tartan
#

!feedback on item sorting
Let people drag items around the inventories in the tab menu, to change their order. This would be a purely client-side visual, not affecting the order anyone else sees. Items dragged outside their player's inventory snap back to where it was.
This lets each player sort all the items in whatever order they like, even if they change their mind mid-run.

drifting oxide
#

!feedback
add some sort of way to drop items from your inventory and add a thing that allows you to sell unwanted things

pale verge
#

!feedback
Have an option for REX to auto-fire M2 if M2 is held down, rather than showing the aiming circle. Late game it was annoying to have to keep clicking when I had enough regen to fire forever. (Corpsebloom, Rejuv rack, Alien head(s))
[testing required to see how this would interact with backup mag, perhaps implement a .2 second delay between firing if backup mags made multiple charges available while holding right click]

brazen plume
#

!feedback
Reduce the HP of bisons but increase the speed that they charge at you

drifting oxide
#

!feedback increase the time of mercenary’s r skill

untold scroll
#

!feedback
Make it so that Rex is able to traverse up walls to platforms that are only accessible through those jumping boost things (idk there names) given that Rex is plant based it would be cool if when it starts to run and it goes underground it is able to just clime up certain walls and get to areas that many characters wouldn’t be able to get to without using a jump pad

solid summit
#

fix so you cant get one shot by greater wisps brass contraptions and elder lemurians and so on !feedback

honest girder
#

!feedback

Change the name of the game to just “Risk Of Rain” then change the old game to “Risk of Rain: Retro” or “Classic”. This would be better to make it act like the game is stand alone game to grind and dedicate your time on, rather than having the feeling of another game standing behind it.

I really think this is a good marketing strategy, and dropping the 2 would bring much more success to the game. I really hope you guys take this into consideration.

grand lintel
#

!feedback
Maybe have different attack types? Like certain attacks are weaker against shields or different characters?

green stone
#

!feedback teleporter not spawning in abyssal depth cave. It's either abysmally frustrating to find or a death wish versus boss with splash attack inside the cave.

knotty vector
#

!feedback i personally believe that the planet the guy talks about in the brittle crown log is the same planet we are in game and well that they can base a campaign around getting off said planet and stopping that guy or what ever from taking the planet (if he's a bad guy cuz he seems like one in the log, idk), and helping other survivors along the way. each play though would be different dependent on who you pick, like say if you pick commando the first stage is you going though titans relm and using the tele trying to get to rally point delta and setting up a communications tower to try contact what ever faction he's with, the after that he finds a decomishend mul-t, you now can play multi, so when you play mul-t your run starts ar rally point and your given a handful of tasks like retrieving parts for the TC-prototype drone in wetland asspect. you see whare im going with this?

brazen plume
#

!feedback
Make it so it's impossible for titanic plains to be the first map in a run, it's simply too large for how few enemies/chests appear in the earlygame combined with the slow movement speed that you will start off with. It's fine in loops where there's a lot of chaos and where you'll likely have mobility items, but in the very early game it's just sparse and boring to traverse

kind igloo
#

!feedback Mute people with a certain amount of ⛔ on their feedback,bcz damn some are annoying x)

earnest laurel
#

!feedback

ITEM CONCEPT

Credit Card "It'll only cost an arm and a leg!"

Rarity: Lunar/Red/Artifact

Effect: you can spend health to buy chests, like with a blood shrine. The cost in health is 50% the cost in money (for lunar & red, -10%/stack, logarithmically so there is never no cost) OR same thing, but chests cost 50% of your max health (again, -10% per stack, logarithmically). Maybe also cause a malachite debuff for a few seconds to avoid abuse?

Explanation: Not sure if this will really take hold, but I thought it would be a fun idea. Artifact wouldn't stack.

Please @me in #ror2-feedback-discussion if you 👎 with why you decided against it!

Edit: changed fractions to percentages, clarified, added alternate possible effect, altered stacking to be more balanced, added red rarity as an option

shadow palm
#

!feedback
QOL change - the game remembers your momentum choice prior to a dash/blink. So for a Mercenary, if you use R or Shift while sprinting, you continue sprinting after your dash (same withHuntress, etc). Obviously this would cancel if you do something that cancels your sprint normally during said dash/blink. Not having to re-press the sprint key after every dash while looting/running around would be great (the random momentum drop gets annoying once you've got some decent movement items), and wouldn't really impact the actual combat.

wicked basin
#

!feedback Make lunar given from oblideration proportionate to the length of the run rather than a static amount. Also make oblideration require a majority vote when playing in lobbies of 3 or 4.

earnest laurel
#

!feedback let players obliterate or continue the run independently. I.E. I obliterate, friend takes the portal and continues one man short.

untold scroll
#

!feedback
This idea maybe a bit far fetch but what about a sort of pvp element (just hear me out) what if it works like this whilst with ur friend surviving rounds after killing a boss another portal or item shows which if both click on it can activate a sort of pvp mode where u can use the perks u have to combat ur friend. The winner of the 1v1 or 2v2 get 5 perks off the other player(s) this would make it rewarding. Also to activate the pvp which will only last around a minute to keep the past of the game u need to have both players choose to accept so no trolling. Ik this idea is a bit far fetch but I thought it would be pretty cool

grand lintel
#

!feedback
With mercenary maybe try to find a way to make certain items work with the melee because one game I got like 5 of the "chance to shoot a rocket" items

lime basalt
#

!feedback
a silly lunar item based on Corpsebloom
Double your damage, but it is dealt over time.

hollow basin
#

!feedback Crowdfunder Rework - Once activated, the Crowdfunder acts like a mini engie turret on your back; automatically firing upon targets within medium range while it is active. The more money in your inventory, the faster the Crowdfunder fires, up to 3x its normal speed when you have enough gold for a legendary chest. The Crowdfunder is active for 15 seconds, has a 70 second cooldown, and a .5 proc rate.

Once the Crowdfunder has finished firing, it makes a satisfying cash register noise

kind igloo
#

!feedback find a way to show the cooldown of charges of your equipement,if you have a fuel cell

olive linden
#

!feedback nerf the laser from the stone titans by making the laser incapable of being fired backwards through their body, it already does enough damage, it already aim locks, i should be able to get behind the titans in order to evade the attack rather than looking for cover in a huge area especially in the Gold coast area.

drifting oxide
#

!feedback
increase merc's attack speed(his m1)

night osprey
#

!feedback
Ability Alteration Idea
Artificer R - Flamethrower
-Now that Arti had a nice addition with her jetpack maybe something to add is a conditional tweak to her Flamethrower that when used in the air/mid jump it instead boosts you upwards by amping her jetpacks power.
*edit - You have to use the jetpack hover while the flamethrower duration is active to go up.

simple hearth
#

!feedback make attack speed increase the fire rate of flamethrower but keep the total number of damage ticks the same

hollow basin
#

!feedback Red Item Idea: Gemini - Whenever you attack or use an offensive ability, have a 20% (+10% per stack) chance to fire it twice.

For simple projectiles that this item procs, you simply launch out 2 of said projectile at the same trajectory. If this item procs for non projectile/prolonged abilities like Eviscerate, Blinding Assault, or the Flamethrower, the ability does not repeat, but each tick of damage from the ability is repeated.

hollow basin
#

!feedback Allow the Grovetender and Clay Templars to spawn on the Abandoned Aqueduct on Stage 2. I like the variety that these enemies add but hardly ever see them since within the first loop they mostly only spawn in the Scorched Acres

frigid crow
#

!feedback Make Deicide proc on Hordes of Many. Spawning elite bosses from the teleporter is rare and the challenge seems more dependent on that roll of the dice than actual skill.

mint vapor
#

!feedback (last post deleted due too lack of knowledge of how commandos doge roll works) rework commandos doge rolling to allow sprint movement speed to add onto the doge speed (aka a longer doge while sprinting) as of now almost no items really help commando with this entirely only one being goat hoof, it being the worst utility in the entire game thus far and it being more logical for the speed to carry over to the doge this would increase its use by a lot and not to be some temp speed boost early game

gentle bloom
#

!feedback

Make soldier's syringes also decrease cooldowns on primary attack (Arty)

hollow basin
#

!feedback Give the Beetle Queen a recognizable and distinct audio queue whenever she is about to do her acid spit attack. Currently this is her only threatening attack, and the only telegraph of it is some hard to see particles dripping from her mouth.

queen talon
#

!feedback pause feature for multiplayer - I know this has been suggested 1,000,000 times but please devs my friends and I need this

stone torrent
#

!feedback Make the Lunar coin reward for obliterating yourself scale with how many stages you've completed. This would add an element of risk/reward when trying to farm lunar coins, and it would also provide a way to end a run after reaching the 2hr+ mark and realizing you're never going to die.

pale verge
#

!feedback
[Unsure if Bug or Balance]
Alien Head - Rex - M2 doesn't appear to scale.
Is there a minimum 1 sec cooldown on all cooldown skills? This might make sense for other skills, and on other characters, but since rex's M2 starts at ~1 second and it's his main source of damage, it feels particularly bad.
Had a build that supported Rex dropping 20 M2 via Backup Mags as fast as possible. Felt good and definitely not doable every game as is. Would be more doable with less Mags and Alien Head working for M2.
Had to set up a macro on my keyboard to spam M2 every 0.050 seconds to avoid carpel tunnel.

tame meteor
#

!feedback Add a "drop item" right click feature from the tab menu for multiplayer. I love playing with friends, but accidental item pick-ups can happen and also some items just fit some classes better than others.

drifting oxide
#

!feedback
allow players to aim with mercenary's binding assault by hold and releasing shift

scarlet matrix
#

!feedback
Add a "144" Max FPS setting for 144Hz monitors. If I unlock the framerate completely I get screen tearing but 120 isn't at the maximum capabilities of my hardware, so why not let players run it who can handle it?

latent hazel
#

!feedback Make lesser wisp malachites less likely to spawn. As is stands, they tend to be the first of the malachite enemies to spawn - but imo they are the hardest to combat, primarily as their attack is so hard to dodge, and it usually ignores OSP due to the shotgun spread. For example, you can get a horde of many at about 25 minutes in monsoon, and it takes so long to kill them all without getting instakilled that it ruins the rest of the run

night osprey
#

!feedback
Make beetle queen only fire the spit in the direction she is facing so it doesn't fire quite literally out of her arse.

echo gyro
#

!feedback
Add a timed chest to Scorched Acres. Speedrunning the first two stages seems a bit pointless when you only have a 50/50 chance to get what you're speedrunning for.

cyan roost
#

!feedback the magma worm could maybe stand to have a short 'cooldown' period where contact doesn't cause damage. as it stands, merc can't go near it except to use his ult or dash

earnest laurel
#

!feedback please let us finish this parkour and get something nifty on the other island. An achievement and a legendary chest would be awesome.

If you have an idea for what could be on the other island pls @me with it in #ror2-feedback-discussion 😃 I want to know

kind igloo
#

!feedback
White/green item idea : [No name idea]

Status effects (like fire,malachite debuff,slowing effects etc) lasts 10% shorter (+10%/stack)
(and of course,can't reach 100%)

little barn
#

!feedback
allowing people to drop items whenever would break the game - cauldrons, printers and shrines of chance would be absurdly cheeseable for item farming, lunar item exploitation would be insane, building for different item builds would be instantly easy

but theres also times where its frustrating that theres no option at all for it - accidently walking over items left for others, being knocked into items by enemies, mistakenly picking up an item you intentionally left behind (artificers avoiding h3ad-stv2 know this pain), etc etc

theres two options to circumvent this that wouldnt allow for cheesing, that could both be implemented:

  1. an option in settings, to turn off auto-pickup on contact:
    this way only intentional item pick-ups would happen in general, since nothing could fling you into an item youre intentionally not wanting to pick up and force you to do so
  2. add a bind that only for the first 1-3 seconds after touching an item, you can drop recently picked up items:
    thisd allow for you to not ruin collaborative item distribution, via stupidity, or world hazards, etc etc, without chance of exploitation
    obvs, shouldnt unlock an items log info if it doesnt lock to your character after picking it up, obviously this shouldnt work for lunars

then, we still have a wholly committed item build system that still has an actually reasonable level of forgiveness for human error or random chance

hollow basin
#

!feedback Warbanner buff idea: The Warbanner, like the Warhorn, should deploy when you use an equipment item, instead of when you level up (with only 1 warbanner being deployed at a time). This would make it much more useful as you can actually control when and where it is deployed, and it would be consistently usable late game. Additionally, give the Warbanner the 1% heal/sec that it had in the original RoR.

cedar oasis
#

!feedback (different idea from the one above but with the same purpose as the one above)
Make Warbanner work like Warhorn and have it be visually raised on the survivor after using an equipment for 4 seconds (+2 seconds per stack).
it would give the usual +30% attackspeed and movement speed but also grant 2% heal per second to all survivors within it's radius.

kind igloo
#

!feedback add an achievement where you have to reach a certain score at the end of a run with a "fate unknown"
(I don't know how many players RoR2 has but it can be this number as a score to reach x) )

kind igloo
#

!feedback give a brain to happiest mask's ghosts

shadow palm
#

!feedback
Another QOL - This one directly for the Red Whip.

The shift/R dashes (of the Merc, Huntress, etc) shouldn't count as 'in combat' unless you hit an enemy with them (or unless you're hit ofc). Right now they cancel your Red Whip movement bonus as it considers you 'in combat', but I think it would just be a nice QOL change while running around looting after finishing the teleporter.

north citrus
#

!feedback
Bring back the Relic that let you choose what item you picked up.

grand lintel
#

!feedback
Maybe make it so killing the newt in the bazaar between time drops something

plucky furnace
#

!feedback
When selecting "Quit to back menu" or some other committal menu decision.
Have it ask "Are you sure?" to prevent accidental quits.

(rest in my peace my brilliant behemoth mul-t run)

mint vapor
#

!feedback i wish there was a way to see crate drop rates ingame (like what % is for commons uncommon and rares) kind of just a neat little thing to see for nerds

hollow basin
#

!feedback While sticky bombs obviously needed a nerf before, the most recent nerf has turned them from a very good and reliable item into a pretty disappointing one to find. Previously, they gained an incredible 125% extra damage per each stack, which made the far too good, but now they only gain a measly 2.5% chance to proc per stack.

To have a good compromise between the massively overpowered sticky bombs of the past and the really weak ones of today, I suggest that for each sticky bomb stack, the sticky bombs gain 25% more damage.

echo gyro
#

!feedback
Lunar item idea: (insert name)
Positive stat effects last 50% longer
However, negative stat effects last 50% longer.
Percentage may need tweaking

fierce matrix
#

!feedback
Item name: Cargo Manifest
Item rarity: Red
Item description: Increases the proc coefficient depending on how many unique items the player is carrying. Multiple stacks increases the probability of a chest containing an item the player is not carrying.
Item appearance: A clipboard that sits at the player character's waist or in their hand
Item log: "Knowing what might have fallen out of the Contact Light has been instrumental in my scavenging efforts. But no matter how many times I scour the list, I find no mention of a teleporter having been on board..."

mystic plover
#

!feedback

Item Idea:
Item Name: Biomass Converter
Item Quality: Lunar
Item Description:
Pro: Upon killing a boss, gain 1% + 0.5% / duplicate of that bosses health as a temporary shield. (200k hp boss would give 2k shield) Killing multiple bosses will not stack more shield. Think of it working like Aegis does now, not Topaz Brooch.
Con: While under the effect of the shield from this item, you deal 20% + 5% / duplicate less damage to all creatures.
Item Log: "So much potential energy out there, it would be a shame to let it go to waste."
This shield can persist through level changes.
This item could instead just be a Red item without the negative, but that seems a bit OP. All the numbers are subjective and can always be changed / fine tuned. Holler at me if you have suggestions.

glass hatch
#

!feedback

Reworked Corpsebloom:

Upside = periodically attaches a tendril to a nearby enemy, leeching its HP. The leeching effect slows down over time until eventually.....

Downside = the enemy starts leeching health FROM YOU (until it is killed)

mystic plover
#

!feedback

Item Idea:
Item Name: Guardian Angel / Helping Hand
Item Quality: Equipment / Orange
Item Description: On use, teleport to ally with the lowest hp. Heal them for 10% of their health, and make them take 50% less damage for 10 seconds. This item can not be used on the same ally within 60 seconds (have to limit so many things thanks to Fuel Cells.) Cooldown of 60-90 seconds, whatever would be best for balance.

All the numbers are subjective and can always be changed / fine tuned. Holler at me if you have suggestions.

languid python
#

Make it to where the lock boxes you open with rusted key cant give a rusted key

mint vapor
#

!feedback doing this for @languid python "Make it to where the lock boxes you open with rusted key cant give a rusted key"

brazen plume
#

!feedback
In addition to giving a quick heal, the foreign fruit could remove any status affliction currently on you (e.g. afterburn, malachite heal blocking)

proven cliff
#

!idea
I was thinking of having the option of once killing the Aurelionite from the gold portal it drops 2 chests and a key. One chest would contain the Halcyon seed that has already been introduced into the game the other one would have an item called titans gold eye or something like that. It would be a Q item where you are able to use Aurelionites laser beam as an active item the cool down would be similar to Preon Accumulator (cool down wise) but has the same duration of a titan boss but with your aim. You use the key to choose which item you get and next to the gold portal their should be a Titanic knurl because I want that thing back. __ some other things you could add as a passive for holding the Q item would be the attacks the Titans do for example the little red beams that it shoots around when your close(called Stone Construct would work like the Tesla) and when you activate it it could also do the spikes that the Aurelionite does(called Stone Sword apparently) just once or twice it would summon a gold sword from the sky and get smashed into the ground next to you. If you can do it cool if you don't want to cool I would just like for the Titanic knurl to be put as a drop along with Halcyon seed and I will be happy.

mystic plover
#

!feedback

Item Idea:
Item Name: Panic Button
Item Quality: Equipment / Orange
Item Description: On use, teleport to the location you began the stage at, turn invisible, and gain 25% movement speed for 5 seconds. Cooldown of 45 seconds or so.

All the numbers are subjective and can always be changed / fine tuned. Holler at me if you have suggestions.

carmine nebula
#

!feedback Perhaps add the beating embryo from the first game- a red item which improves the effect of your equipment. For example, the foreign fruit heals all your health rather than 50%, and the disp. missile launcher fires more missiles.

hollow basin
#

!feedback Add a very loud and distinct sound for elder Lemurians when they spawn, perhaps similar to a t-rex roar. Far too many runs have come to a swift end as a elders spawns right behind me and obliterates me while I have no idea they had even spawned

steady steppe
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!feedback make a corpsebloom sprout on ur enemies when they are killed since they are called corpseblooms. i think it'd be a cool little visual effect just to add to the whole ''items show up in-game when collected'' thing

eager timber
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Bros add a save game mechanic

mint vapor
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!feedback please make the celestial orb go along with the other two orbs i mean for the love of god it pains me to see THIS it makes me suffer seeing that it does not fallow correctly with the other orbs

whole night
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!feedback
Change active/passive aspect items so that every time you kill an elite of the same aspect as yours, your survivors overall damage done towards everyone/elites(of the same aspect) is increased by a set % amount (say 0.05%).
Optional: It would also be very cool in my opinion to hear the voice of the aspect you picked up.For example, picking up N'khunana's retort, the music stops for a moment and the player hears a whisper from the Aspect of corruption.A short line that is in accordance with the aspect they represent.Frost is calm, fire is aggressive etc. (Changing the survivors overall design upon pickup would be very cool too, if possible)

grand lintel
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!feedback
More events, like the portal stuff but also random events like the time I got the whole "you feel the sand shift beneath your feet" warning

warped hill
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!feedback
Change Artficer's Ice Wall to Frost Orb. I find it difficult given camera angles to aim a horizontal AoE effect especially on terrain changes.

tiny tide
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!feedback save game option

mint vapor
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!feedback allow a system to allow the host to kick some one who is hack/trolling and if they are kicked they drop all of there items

eager timber
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!idea add a save mechanic please. I get so far sometimes and then my computer crashes or I have to go somewhere, And I don't want to shorten my computers life that much.

north citrus
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!feedback
We need more mechanics for enemies.
My suggestion is new Elite's that give enemies in a x distance around them a shield/heal periodically/regen/all of the afforementioned.
It's unfair that we can heal and they can't. and well, it'd introduce some strategy instead of "kill malachite cause healing debuff also more gold, everything else mow down indistinctly"

eager timber
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!feedback save game option

mint vapor
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!feedback a small way to possibly buff the ice effect on players is to make a small frost explosion when killing a foe that deals damage and freezes them sim of that of the on death effect of ice elites

loud anvil
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!feedback A new enemy type which has a slow movement speed, slightly more resistant than a bison, and they don't attack the player directly.

Their whole purpose is being an enemy warbanner that buffs their attack power and movement speed in a large area, maybe enemy defense too. Something that counters the player's warbanner.

I don't know how they could look, a bipedal enemy like those minigun tar guys but with a trumpet, a giant crab with a boombox that boosts enemy morale, or a lemurian cheerleader for all i care.

void current
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!feedback: artificers M1 fires small fireballs rapidly if M1 is held down, if charged it fires the regular M1 fireball

olive linden
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!feedback Turn the lights off of the chest after you open them, from a far distance already opened chests can look like unopened chests.

surreal oasis
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!feedback an idea for Corpsebloom to make it not trash:

Since the name of the item is corpse bloom, i think it would be cool if it would provide healing from the enemies you recently killed.

New stats: All natural healing is removed. Killing an enemy causes their corpse to bloom a flower which has a long healing vine(? maybe a beam?) which attaches to the player as soon as they are within 25 meters (+15 per stack) which heals for 20% of your natural healing. The flower lasts for 10(+5 per stack) seconds where it will then wilt. Only 10 (+2 per stack) flowers may be active at once. killing an enemy when all flowers have bloomed will cause the oldest flower to wilt prematurely and sprout a new flower in the new corpse, refreshing the countdown.

The positive: if you are near 10 slain enemies, your natural healing is essentially doubled. the healing cannot be interrupted.

Negative: you no longer heal on your own without the help of other items. if you are unable to keep refreshing the flowers and stay near them, an essential portion of your healing is missing. you have to stay near the enemies you are fighting to heal.

Why this change would be nice: as corpsebloom stands now, it is almost always game over if you pick it up, which personally, doesn't seem fun to me. I feel this change would make the item more useful as well as making it an interesting and unique item to have in runs. Obviously, some values should be changes, as I have no idea how this would actually turn out in practice, this was just an idea i had for a cool change for a pretty bad item.

hardy sphinx
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!feedback this is like an idea for one or multiple "hybrid" items that have half the effects of two items (stat effects like movement speed, fire rate, health and everything) just to make some items you dont see too often and possibly speed up the early game of some characters since they dont have to waste like 30 mins for a bazaar or a printer to get any form of build going , like 6-7% attack speed and like 6% movement speed in a single item

mint vapor
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!feedback there should be some sort of lunar item that decreases sprint speed but increases other stats (armor,hp damage etc etc) because as of now there is almost no reason NOT too sprint and there is a lot of items around sprinting making it vital helping hand for movement,attack evasions and such it would be cool to see an item that makes it more of a choice "do i want more damage hp or armor. or do i keep my sprinting speed and items around it?" because there is not a reason to not stop sprinting (that is unless your too fast)

north citrus
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!feedback
Corpsebloom rework thoughts
Since it's called Corpse bloom maybe make it interact with recently killed enemies.
For example when you kill an enemy that enemy drops a healing circle similar to shrooms but the healing effect is combined of all your healing items.
Pro: focuses all your healing into one area that you don't have to stand still for
Con: You can't heal at all unless you've killed enemies.

It might make it a bit overpowered to have it combine all your healing items but the general idea is it takes your healing and puts it into static AOE's upon enemy (or perhaps elite only?) death.

Also can we make it so Rex's flower body becomes the corpsebloom if picked up? it'd be cool.

split fjord
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!feedback if the Sniper is being added at some point, perhaps their secondary attack "scope in and charge up damage in one shot, then fire", could have a zoom function where it can go from 2x to hundreds of times zoom, that way people can, like in risk of rain 1, use it at point blank range, or choose to snipe with it. Attack speed should also make it charge up faster, because, technically it makes your high damage shots faster to do, which is the same as faster attack speeds. This would make high attack speed kind of viable for sniper.

split fjord
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!feedback the Sniper's reload function may be applicable in risk of rain 2, as being a meter underneath the crosshair, since that is usually the place players are looking at when attacking with guns. It'd be nice for that aspect of the Sniper to return so people would feel like they're still reloading manually like risk of rain 1 made them do.

kind igloo
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!feedback Allow the player to stop the H3AD-5T fall by pressing "jump" again ( same with hopoo feather,double jump stop the fall)
*edit : Also please fix it,sometimes you jump so high than you touch the limit and just tp back on the ground)

steady steppe
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!feedback item idea!
name: jar of spiders
rarity: green
function: 5% chance on hitting an enemy (+2% per stack) to ensnare them in a web, completely immobilizing them for 3 seconds. has a 4 second cooldown inbetween stuns on the same enemy, but no cooldown if u stun one with it and shoot another. also slows down bosses but doesnt cause stunning to them

left canopy
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!feedback Have a sandbox mode so you can test item combos and just mess around

little barn
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!feedback Instead of adding a chest to Scorched Acres, have the game always take you to Rallypoint Delta if you are fast enough.

high ginkgo
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!feedback: add a “meh” or “ok” voting option.