#ror2-feedback-and-ideas

1 messages · Page 10 of 1

willow ocean
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!feedback
Maybe add a feature to let us zoom in and out a little with the camera? I know it sometimes gets disorienting having my character too close to the screen and this might help with that. Scroll wheel is currently unused iirc so that could be used, and on controller, I don't think the dpad is used, so that could be used as well. Of course, it wouldn't be zooming too far or close, just enough to give some room to see.

|| (also maybe maybe a long ways off if first person gets added, zooming in all the way could put you into it, but this is just a thought 😉 ) ||

little barn
junior torrent
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!feedback
New item Quiver (Rare)
Add one extra projectile to First ability and add 40% damage + 40 % per stack

steel ether
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An essay on how to make best girl (Artificer) more viable and fun for everyone. Sorry about using this loophole, it just didn't feel right shortening it.

willow ocean
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!feedback for above^

junior torrent
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!feedback
belt of daggers
gain a dagger that floats around the player dealing dmg to anything it hits 125% of base damage + 1 dagger and 25% dmg per stack

fast walrus
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!feedback
Equipment Item: Potato Launcher

Effect: For 20 seconds, your primary fire also fires a potato straight ahead that explodes on contact with an enemy.

Potatosplosions deal 30% damage to their primary target and proximity-based splash damage to others within 3m.

They also have a 10% chance to stun the primary target for 2 seconds.

(edit: I just realized I copied earlier feedback without even realizing it, frick)

high ginkgo
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!feedback: Game is fun.

kind igloo
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!feedback The discord server is well made,ppl are cool,the game is fun.

(and ⛔ means "Inappropriate",a feedback is a feedback,an idea is an idea.This chan is "Feedback and ideas".Thanks :))

*And i yeet this bot

karmic delta
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⛔ means the idea was shit, and you should rethink your idea as well as your life

north citrus
vocal vale
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!feedback: reduce elder lumerian dmg so people stop getting one shot

willow ocean
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!feedback for above^
HOW RUDE

vestal iris
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Yall, please don't post any feedback at the moment

#

And dyno being out of commission atm is not an excuse to shitpost in here, so still don't do that.

vestal iris
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@keen needle Please read the pins and previous messages before posting in here.

drifting oxide
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!feedback
dont make this game pay to win

mystic plover
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!feedback

Item Idea: In line with trying to find some more use items that aren't combat/damage related, here is another one. Maybe everyone won't hate it :P
Item Name: Phase Shift
Item Quality: Equipment / Orange
Item Description: On use, make a circular area of enemies freeze in time, unable to move or attack or be damaged for 10 seconds. 60 second cooldown. (The area of effect would be roughly about the size of a single war banner zone)

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

hybrid hinge
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!feedback (although it is more of an idea)
Right now it seems there is no benefits whatsoever to giving status-altering equipment (chrysalis, spinel tonic, fruit...) to equipment drones. One way to fix this could be to make the equipment drone fire a shockwave or create a temporary bubble that would give the status effect to everyone (maybe drones too?) within its range. The effect can be weakened if giving it to everyone within a range is too strong

kind igloo
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!feedback Make Halycon* beacons of Aurelionite shine instead of being black and turn them off when we pay,with all thoses golem/titans it's easy to miss them

surreal oasis
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!feedback Slow down greater wisps projectiles or make the blast radius smaller. Currently, it is almost impossible to dodge the explosions without any speed boosts

Edit: currently at work but will repost feedback with a gif for some clarity. Basically, the explosions are just nearly too big to dodge without movement speed bonuses

kind igloo
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!feedback ⏫ ⏫ ⏫

sleek yew
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!feedback this is an interesting idea, maybe make it so that when rex is sprinting his health regeneration slightly increases in relation to how fast he is sprinting, because he's a plant, and he's goes into the ground when he sprints

grand lintel
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!feedback
For the sac dag item (sacrificial dagger I think its called) maybe have the look of the daggers correspond to what character you're using (merc looks like swords, etc) also idk if this is the current effect but for every stack you get add 1 more dagger per kill

brisk plaza
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!feedback If the time ever comes to nerf sacrificial dagger, kill chains from daggers should be limited.

vagrant kernel
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!feedback I would like a borderless window option in the video settings sometime in the future if possible.

rich abyss
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!feedback I think in their current state, 3D printers don't make thematic sense. The survivor just throws a random item into the printer with reckless abandon? Seems weird to me. It'd make more sense if it was maybe some portal-box with the Newt shopkeeper's arm poking out and he takes a random item from you in exchange for the item offered. Just something that makes more sense for you to be losing a random item over a 3D printer which feels like it should be very purposeful and have choice involved. I'm not saying remove the randomness of the 3D printers, but change the 3D printers into something that makes more sense for the selection to happen randomly.

frank panther
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!feedback similar to how the above idea would like the 3D printers replaced with something that makes more sense for how it becomes a different item, I really like the 3D printer model and animation. If it does get replaced, please find another use for it, it is really cool to just throw away. Perhaps make it a drone factory or something? Toss in money/item/drone and it manufactures a specific drone?

balmy forge
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!feedback White item idea:
Bear Trap "Used to ensnare and bleed your prey"
Rarity: White
Effect: Using the survivor's utility ability drops a 2m radius bear trap at their location. Any enemy that steps onto the bear trap becomes rooted for 2s and suffers 60% (+60% per stack) bleed damage across 2s.

Description: Multiple enemies can be trapped by the same trap at once if they're standing on it. Merc's utility would only drop the trap on his first dash. Multiple traps can exist.

steel ether
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!feedback DRONES CONFIGURATION: Make a menu that let's you configure the way that your drones operate when YOU PERSONALLY buy them. Each drone should have their own tab that you can change and you can have 1 load out per survivor. Example- Survivor: Merc-> Drone List-> (whatever drone you want to configure) Equipment Drone-> (The list of configurable stuff. Drone Behavior(stuff like attack player target, free roam, attack flight patterns, low health options, etc), Target Priority, Ally Survivor Priority for healing drones and Equipment Drones with healing equips, etc.) Target Priority Options: Basic, Elite, Boss, Elite Boss. (If one of these options isn't selected then it won't attack them! :D)

sinful crown
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!feedback when more stages get added i'd love the shrine of order to be able to spawn in more locations. It's such a fun shrine

astral flame
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!feedback I had seen a few suggestions on here a while back asking for more items that have direct synergies with one another, much like the 2 bands. If that happens, I think it'd be a nice quality of life thing to move the items next to each other on the equipped items list and enclose them in a square shape or something to make it clear that the items are part of a set and directly effect one another in some way.

real nymph
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!feedback An optional walk button for those of us with too many movement items

unkempt solar
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!feedback add a % number showing how many players have unlocked said item/character/log

toxic charm
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!feedback Right now, at least in my opinion, I never really have any incentive to take the brittle crown, even if its a lunar pod drop, just due to the sheer amount of gold loss in the later stages of the game hard stalling your progress. But I think this can be changed with a really simple fix, is to have the percentage gold/damage tax altered so that it only occurs on hp damage (not including barrier), so if a character has 150% hp due to 50% barrier and they take 75% damage, only 25% of the characters gold is removed, this would incentivise the crown more and give a nice synergy between brooch/aegis and a lunar item.

hollow basin
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!feedback Change the way shields work regarding overloading enemies and bosses. It sucks spending tons of time grinding down an overloading boss' shield just to watch the boss instantly regain half of its total health in an instant because you weren't able to damage it for a few seconds. Maybe instead of rehealing all of its shields instantly after 7 seconds, the shields began slowly recharging 5% shield per sec if they haven't taken damage in the past 7 seconds.

dry copper
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!feedback
howdy!, can the Equipment Drone please utilise the equipment provided without being near the player for certain items such as the radar or missile launcher 😃

supple quarry
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!feedback ok late game waiting for the tp to charge sucks how about adding in a burst of tp charge the faster you kill the boss?

toxic charm
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!feedback For the discord server maybe implementing a role/bot that lets people select a "main" character that can show in the server for people who want to align themselves with a character, or just to add context to any conversations that go on

livid root
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!feedback Actually stop pirates from playing online. Developers: You need to add more countermeasures than just checking if the steam.dll is signed without checking which signature it is, a self signed emulator can bypass that.

tame shale
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!feedback A new shrine which works like the shrine of order, but instead of giving you a bunch of the same item, it rerolls each copy of an item into another item of the same rarity. (Essentially a complete reroll of your items for items of the same rarity)
(e.g: Flashbang x2, Tougher Times x3, Wax Quail become Flashbang x1, Crowbar x1, Lens Maker's Glasses x2, Tougher Times x1, Ukulele)

knotty nexus
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!feedback
Can we get a buff for the Beetle Queen? She doesn't feel very threatening at the moment...

hollow basin
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!feedback Make some changes to boss drops like the Queen Gland and the Titanic Knurl to both be useful and interesting past the first loop like the Grovetender drop Little Disciple. Little Disciple is awesome because it adds a neat new mechanic which stays useful for applying damage throughout the run, whereas the Beetle buddy from the gland quickly becomes insignificant or even harmful by blocking your abilities, while the Knurl's hp boost is pretty insignificant in comparison to getting a green item as a boss drop.

Perhaps the Knurl could generates up to 30 (+30) armor over time but the armor resets when you are hit.

languid smelt
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!feedback have a mechanic like boar beach return to ROR2. Not exactly similar, but I liked the idea of being able to take a different path on a stage that would let you redo it. Perhaps a tie-in with the lunar world design-wise could make it it's own idea

sinful crown
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!feedback dont get me wrong, i love the clay dunestrider, but it sometimes feels like he can be a pain.

steel ether
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!feedback New Equipment idea. I don't know what you would call it. Rarity: Blue(essentially a lunar item). Freeze Time for all enemies and allies surrounding you for (5?) seconds. Your cooldowns would still tick down and it shouldn't spawn in solo runs.

I suppose the cooldown would have to be shortish. About the same as Disposable Missile Launcher? It has to work on everything including bosses or it would just be completely useless like Artificer using Snap Freeze on bosses am I right? Jk jk DrizzleUwU

You would still be able to get hit by stuff, as would the enemies, but won't actually die until the equipment duration runs out. I think there should be a sphere around the player using it so you don't walk into the area by mistake. It would definitely take great situational awareness to avoid a self OMAE WA MO SHINDERU for you and your teammates, but that's the fun of it lol.

valid pebble
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!feedback epic battle royal mode

steel ether
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!feedback Optional voice chat. Nuff said.

willow ocean
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!feedback Maybe to make queen's gland more useful, maybe it could also passively make all beetle-related enemies less likely to target you? Sort of like you have a low level old war stealthkit.

kind igloo
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!feedback add a "Restart" option at the and of a run,for restarting a run with the same difficulty

hollow basin
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!feedback
After initially being disappointed to see that Bandit was mostly finished in the game files but canceled as a survivor due to him being unsatisfying to play, I tested him with mods (like BanditClassic) and found that he undeniably was overall slow, weak, and boring compared to the rest of the cast.
In hopes of bringing one of my favorite characters back, I’ve come up with a few ideas to improve his kit in order to make him him a more interesting burst damage character with his own niche that fits in with the rest of the cast.

M1 – Holds 8 shots and reloads these shots 1.2s after not firing. It should be hold to fire at a rate of 0.3s between shots, otherwise the tap firing becomes a button mashing and mouse destroying simulator.

M2 – Deals 600% dmg and resets all cooldowns after getting a kill. Like Snap Freeze, this ability should execute enemies at low health. 7s cooldown

Shift – Turn invisible for 2s and gain 50% extra movement speed. Lets you briefly escape and dodge danger (golem beams) but requires timing. 8s cooldown.

R – Toss dynamite with a short fuse that deals 300% dmg and ignites enemies. The dynamite can launch Bandit away for a movement boost, but the explosion takes a small % of his current hp. If the dynamite is shot by Bandit, it instantly explodes. 6s cooldown

dusky parcel
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!feedback Please add the ability to pause the game for private matches. Also please tint opened chests grey. It’s tedious to have to get close to a chest to tell if it’s open.

earnest laurel
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!feedback for @dusky parcel

"Please add the ability to pause the game for private matches. Also please tint opened chests grey. It’s tedious to have to get close to a chest to tell if it’s open."

hollow basin
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!feedback Allow the Grovetender to spawn on the Abandoned Aqueduct on stage 2. It is a fun boss to fight, but I rarely ever get to see 'em because they only really are found on Scorched Acres.

kind igloo
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!feedback
Achievement : Thanks for playing!
Reach a score of X ( Some millions maybe ) in a run finished with a "Fate unknown" *on Mounsoon difficulty
Get : idk what,i've thought the hopoo feather bcz Hopoo but it's already unlocked w/o achievement

weak jewel
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!feedback
Pre-emptive since idk if it's getting buffed in the coming update, but buff the aegis. Currently outclassed by far by the topaz brooch.

idea; Aegis barrier only starts decaying after X amount of time, increasing with stack, allowing bulk heals like the fruit to be more useful in tandem with it, and increase the base cap to something more like 35-50%. OTHER idea, aegis barrier hp has an innate damage resistance, blocking X% of damage dealt only to barrier hp.

Coupled, these would let the aegis set up a sturdy initial hp set to resist bursts of damage, returning players to their standard fragility when broken through.

kind igloo
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!feedback
i'm not supposed to do 2 ideas in one message but if i don't i'm gonna forget it so ;
1st : Make a real alert when the difficulty increase, a "The difficulty has increased!" message on the chat maybe,because just a little noise isn't enough.

2st make imp lord spawn in the teleporter radius and not on your random drone 500m further

fast walrus
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!feedback Game timer shouldn't start ticking until after the first survivor has exited their pod. I know it's only like 5 seconds, but it does kind of bug me that you technically lose time over something you physically can't do anything about.

lime reef
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!feedback make the horn parts of the teleporter larger so that they can serve as cover, because they would still be small it would still be better to use actual cover, but in case it somehow happens that there is no actual cover you can hide behind it.

silk wyvern
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!feedback Give the DoT from Artificers Flamebolt and Flamethrower a very low (0.1-0.2) proc coefficient (and maybe lower the coefficient slightly for each initial hit of flamethrower). This would help Arti get procs more consistently like every other character in the game currently. The proc damage would be based off of the damage of the tick that procced it, rewarding you for really stacking the DoT on an enemy.

hollow basin
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!feedback Increase the range of Artificer's flamethrower and either allow her to sprint while using it or increase her movement speed a bit while using flamethrower. With her having such low mobility, it is far too dangerous to basically stand still and flamethrower a group of enemies at near point blank range when the game starts getting hectic near the later rounds.

olive linden
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!feedback (suggestion to howdys comment) increase Artificers flamethrower range every 5 levels

plush cobalt
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!feedback An idea just struck me for an equipment item, since we don't exactly have a ton of them.
Name: Old War Bayonet
Rarity: Equipment / Orange
Appearance: Something along the lines of a KA - BAR (or maybe a trench knife?) on your hip or lower leg. Maybe match the color palette with Stealthkit Stealthkit ?
Effect: After a short wind-up time, charge forward in a straight line, dealing damage to everything you make contact to, with a chance to inflict a stack of bleeding. Knocks aside smaller enemies so you can continue the charge, but will end on its own after a short duration. Cooldown begins when the charge ends.

Balancing isn't my strong suit, so I'd leave the exact numbers to the devs, but I think it might actually fit in really well both as an entry and escape option for many of the classes. Mercenary and MUL-T would be able to use it to close gaps and clear trash away from big mobs, whereas squishier classes would get to use it as an escape when caught in a crowd.

olive linden
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!feedback Automatically pause the game after tabbing out

cyan roost
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!feedback there should be a mechanic that discourages staying and farming if a player (or at least half the party, let's say) has died, or else some kind of catchup mechanic. right now if you die at an unlucky point, it can be prohibitively hard to catch up in later levels

willow ocean
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!feedback I feel like the catch-up issue isn't something that needs to be resolved if there's a communal items mode that will eventually be added. It seems like a top community ask, and it would make catch up mechanics unnecessary for people that use that mode.

little barn
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!feedback, there should be an option to place the cooldown ability hud in the bottom centre instead of the bottom right since unlike the first game your attention is focused on the centre of your screen where your crosshair is, so it would be more convenient. Also the stone golems have auto aim lmao

hollow basin
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!feedback After a run, add the ability for us to add said run to a 'hall of fame' where we can go back to look at our survivor model covered in items and see the stats of how our run went, what difficulty we were on, and how many stages we completed.

hollow basin
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!feedback Common Item Idea: Utility Belt - Using your utility ability heals for 30 (+30) health

nimble star
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!feedback Make items from chests that are not opened by the player to require pressing E to pick them up. That way, people won’t unintentionally pick up items.

night osprey
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!feedback
Survivor idea : Athena
M1 - Shield Bash - Damage enemies in a cone in front of Athena for 75% damage.
M2 - Aegis Assault - Throws her shield at a target that bounces between targets (like Huntress's glaive) but disables her M! in the meantime and each enemy hit grants a stacking +10 armour for 15 seconds.
SHIFT - Protect! - Athena Raises her Aegis to create a mobile shield for 10s.
R - Multi threaded Shielding - Athena grants all Nearby allies a shield for 50% of their max HP until it is destroyed but does not regenerate nor stack.

vivid heron
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!feedback we need an option to save the game after you completed a stage

little barn
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!feedback splitscreen on pc and the console releases

eager plume
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!feedback
During the future, it would be cool to redesign wetland aspect into something more like an underground location, it would be a nostalgic throwback to Fungal Haven. Wetland Aspect already has some severe line of sight and movement restrictions on it right now. Changing it to a more tunnel-like map would be cool, along with the special enemies that come with Fungal Haven. A specific map arrangement would be similar to an ant hive, with more focus on large chambers with lots of interconnected tunnels to make traversing it easy. Due to this arrangement, it would be necessary to have the teleporter at the very bottom of such a structure, with multiple different variations of the map to keep it fresh each time

sudden hornet
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!feedback Or just design a Fungal Haven map whole cloth.

earnest laurel
sterile kite
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!feedback Let the Imp Overlord Slam up adjacently so no more terrain cheese, JUSTICE FOR IMP!

placid eagle
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!feedback How bout we add a gosh darn random button, idk who to play no more

vapid jungle
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!feedback When playing singleplayer can the size of the inventory be increased so we can see what we have better?

high ginkgo
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!feedback. keep up the good work devs.

subtle zephyr
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!feedback Let us use the Escape Button in the menus for pressing back!

brazen plume
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!feedback
disallow suggestions for new characters

languid copper
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!feedback some kind of statement on item/character suggestions and whether they'll ever be taken into consideration would be nice

vapid jungle
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!feedback Give us a way to see the damage breakdown between items at the end of a run, e.g. 8,000 tesla coil, 12,000 primordial cube, etc.

mint vapor
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!feedback suguesting this inorder to test if dyno is working EDIT : yup dyno is not working people so please do not post in this channel until dyno is repaired again

wraith anchor
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@brazen plume Not going to happen.

eager plume
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!feedback Bosses, such as Stone Colossus, Imp Overlord, and other large ground based enemies should not be able to use geysers in any capacity, it really doesn`t make sense for creatures of that size to use geysers in that way.

north citrus
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!feedback Have people agree/disagree to let their idea's for new characters be put into the game. That way we can expand out character pool and, providing they aren't too overpowered the devs have little to no work other than adding it tot he game files + balancing if needed. Taking minecraft's community as a example, i'm sure there's loads of people out there who would make animations/models/balancing/interactions probably even maps too in their free time and would just love for it to be in the vanilla game and not want any payment other than maybe a credit in a screen somewhere.

Tl,Dr: Let the community make new characters and be put into the game like there are mods of already. It'd help create more content for the game with minimum effort from devs. (and who doesn't like less effort?)

vapid jungle
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!feedback make the ping marker stay until you unset it instead of automatically removing itself

left canopy
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!feedback nerf the stone titian laser PLEASE

subtle zephyr
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!feedback If you are able to kill the trader (and kill him) change the difficulty to WAY up high (killing the trader is super tough, but if possible the game should adapt)

vestal iris
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Hey yall, please don't leave feedback for now, as we can't retroactively 'activate' dyno for your comments

#

Until further notice, please just leave the channel alone for now

wraith anchor
granite turret
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!feedback one word: pvp

grim moth
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!feedback item suggestion: Titanium Bar (white rarity)
Incoming damage is reduced by a flat amount of 5 (+5 for every stack). Damage reduced in this manner is hard capped to a minimum of 1 point of damage.

median jackal
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!feedback Add player emotes and/or ping options to make it things more clear and enjoyable when playing with random people

lunar dust
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!feedback
Before posting anymore feedback
Check to see if the @random dune is Online

If Yes Then Send Feedback.

If No Then Don't Send Feedback.

high ginkgo
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mercenary best character. Mercenary

also pet the worm
Magmaworm7Magmaworm5MagmaWorm

mint vapor
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!feedback im testing if dyno truly works so dont mind me EDIT : it seems like dyno is still down (even tough it says otherwise)

plain fable
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!feedback testing
edit: HE'S ALIVE

granite siren
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!feedback add some type of visual and/or sound effect to guillotine when it procs to make it more satisfying

mental sundial
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!feedback

when you stay inside the drop-pod for too long, it should throw you out violently with an explosion, causing 50% damage to the player.

sinful crown
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!feedback I know I've already said this, but I'd love to see more of the shrine of order! They're so fun to use and I really want to be able to use them more often.

untold scroll
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!p feedback idk if anyone already gave this so forgive me if im repeating but how about a teamspeak option since in a fast pace game typing isnt really the best pay to speak to other players

kind igloo
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!feedback idk if anyone already gave this so forgive me if im repeating but how about a teamspeak option since in a fast pace game typing isnt really the best pay to speak to other players ( by @untold scroll)

gritty haven
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!feedback new item: Mirrors Edge. Rarity is Red. Effects: every 20 seconds, summon 1 mirror clone of your character with all the items you have, only one clone can exist at once. The clone is one-hit killed by any damage, but deals 500% damage. It can be controlled by pressing 2 (default bind) and will attack enemies and follow the player it has cloned when not controlled. Multiple stacks decrease wait time for another clone by 1.2 seconds for each stack

mental thunder
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!feedback
Blood Shrines become rather irrelevant at a later point in the game cause the amount of gold you get for sacrificing your health does not seem to increase as the stage counter goes up. I'd love to see a change to that so it's still rewarding to use them lateron!

mental thunder
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!feedback
Artificer's Nano-Bomb seems to have weird collision when your back is very close to a wall. imo, the animation makes it seem that the bomb is fired from Arti's front, yet when your back's too close to a wall, the nano bomb explodes as if Arti would throw it from their back?
Would love to see either the animation or the wall-collision fixed.

hollow basin
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!feedback Whenever the Berzerker’s Pauldron effect is active, you should get a laser eyes effect

vapid jungle
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!feedback Give us a way to toggle the ping marker, instead of making it dissapear automatically

eager plume
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!feedback Reduce Number of fireballs created by Elder lemurian by 1, as the short range attack should be the powerhouse of that creature. This'll keep things a bit less tense around elder lemurians at close range from fireballs, as they are usually what kills you if they all hit close to you.
(Edit: Changing the spread pattern to a 4 base is also necessary for this)

lime basalt
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!feedback
Lunar Item "Multiplication Matrix" -
Deal 50% (+25%) less damage. Remove proc limits and gain an additional 50% (+25%) to proc items.

"Proc limits" - Items with a proc chance greater than 100% can proc twice at once (120% chance means you have a 20% to have double effect on proc).
DM or ping me in #ror2-feedback-discussion if u have ❓ or 💡

vapid jungle
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!feedback It would be sweet if Rex's sprint climbed any walls and ceilings, it just looks like he should be able to do that

uneven solstice
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!feedback I'd love the option to save a run before exiting so you can return to it later. I've had so many great runs that I've had to either sacrifice or just quit out of because I had to go to work or sleep and didn't want to leave my computer on for such long periods of time.

indigo zephyr
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!feedback make it so if an item falls off the edge it will teleport up, instead of stay at the bottom of the unreachable oblivion :/ (image isnt obvious but there's a dim green item at the bottom)

grim moth
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!suggestion make "Shield HP" count as Max HP for the sake of items like Aegis and Topaz Brooch that give barrier under certain conditions. while we're at it, make it so that the first stack of Aegis allows a maximum barrier equal to 100% of Max HP. Aegis is a "Rare" item, it should be as powerful as other rare items.

this small adjustment might make shieldy, Transcendance based builds a bit more viable.

runic mirage
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!feedback

New Elite Type of Enemies: Gallant (Silver)

These foes are clad in metallic armor that don a vibrant red plume on their helmets, looking akin to Medieval Knights. These enemies not only tough to kill from their toughened armor, they can also buff their allies with an Armor-Enchantment, causing nearby enemies to gain buffs to armor continuously and permanently! Each buff grants a +5% armor increase and takes 3 seconds for them to cast it, causing enemies to take less damage from attacks. The lower their health is? The more likely they are to cast their spells. Starting at 50% health.

Worst part of them is? Their attacks cause blades of pure mystical energy to shoot forth, causing your armor to drop by 5% for 7 seconds, and stacks each time you get hit. Causing you to take more damage than normal

kind igloo
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!feedback I don't really have any idea about this but :
Crowdfunder don't activate Warhorn,is not affected by GoTD fuel cells or soulbound catalyst,if there was a way to use those item with the crowdfunder it would be better than he actually is
(#ror2-feedback-discussion if you have any idea so i can put them in this post)

hollow basin
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!feedback Buff the Beetle Queen to make her just as fun and dangerous to fight as Stone Titans or Imp Overlords, as her only threatening attack is the acid spit. She should have the ability to move around and jump across the environment like the old Grovetender. Maybe she could also benefit from a new attack, where she sprays a wide cone of acid that covers the ground, making it dangerous to walk on

runic mirage
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!feedback

Lance of the Eternal Defender (Red Rarity)

A beautiful gleaming red lance of some unknown origin with a bright silver marking of an unfamiliar creature on its hilt.

Effect: Upon using an ability (Has an internal cooldown of 5 seconds), cause a 5-shot of gleaming red lances to shoot out, piercing enemies and afflicting them with -25% of their armor, causing enemies to take more damage from all damage sources, and as a result of getting hit, the enemies also cause a burst of mystic energies (Starting out rather small, enemies will have to be REALLY packed close together to take this effect) Having them afflicted with a lesser debuff of -10% armor if nearby enemies are hit by the burst. The more lances you have, the debuff increase will stack by 10% for each lance you have, and the blast radius of the mystical burst will grow larger as well. (Meaning it'll go to -35% debuff on hit with the lance, but only -20% debuff when hit with the burst being emanated from the enemies hit by the lance, and continue stacking the more lances you have.)

"I know not my name. Know not my king. Know not my purpose. But I will not let destruction come to these lands. I will stand my ground... Forever if need be. Until I draw my last breath, I shall face mine enemies with nothing more than courage and willpower being by my side... If I should die in the field of battle, I wish for others whom find my weapon of use to use it in my name... And bring peace to these savage lands."

hollow nimbus
#

!feedback
Achievement Idea: Armageddon!
Survive "x" seconds/minutes with continuous usage of the Glowing Meteorite (in an active stage; timer must be active so you can't camp in the Bazaar and whatnot)
Alternatively, kill "x" amount of enemies in one/continuous usage of the Glowing Meteorite.

left robin
#

!feedback
For 100 lunar coins, players could unlock a "Sandbox", where all achievements are disabled, and the world consists of a simple, flat-ish surface with a few small hills. Several stations are set up around it, where you can spawn enemies and items at your leisure, adjust the enemy difficulty, among other things. A safe place where people can test items, experiment with build ideas, or joke around with extreme item stacking.

grim moth
#

!feedback (repost because i idiotically originally posted this with !suggestion originally)
make "Shield HP" count as Max HP for the sake of items like Aegis and Topaz Brooch that give barrier under certain conditions. while we're at it, make it so that the first stack of Aegis allows a maximum barrier equal to 100% of Max HP. Aegis is a "Rare" item, it should be as powerful as other rare items.

this small adjustment might make shieldy, Transcendance based builds a bit more viable.

hollow basin
#

!feedback Gunner turrets that spawn on the map are almost completely unused and serve little purpose, so I suggest that instead of spawning on the map, they get repurposed as an equipment item. This equipment would be called the Orbital Relay, which when used drops 3 turrets from orbit near the player to fight before self-destructing after 20 seconds, much like the Backup. Has a long cooldown.

gritty haven
#

!feedback new elite type: Gilded.
-Gilded elites have half the health of any other elite
-Gilded elites actively run from survivors, and cannot be targeted by drones
-Gilded elites drop triple the gold of the levels teleporter boss
-Rarest elite type

little barn
#

!feedback Let us move and attack stuff freely while moving through Eccentric Vase path (like on a zipline).

north citrus
#

!feedback
In #poll give us an option to say "havent aquired it yet" Eccentric vase is hard to get cause you need a godrun and good rng to get the shrine before 5 hours in. without using the 'trick' to unlock everything unnaturally i haven't got it yet.

Post discussion edit: My point is, people who havent got said item can make the statistics severely skewed one way or another, since the polls are based on personal experience, those without experience shouldn't vote leaving a smaller sample size to get opinions.

tender kiln
#

How nice would an item that increase damage for being in the air for extened time?\

olive linden
#

!feedback Build Risk of Rain 3 on the Unreal Engine

steady steppe
#

!feedback make malachites more like speedy tanks that half ur healing and not extremely hard to kill ''no'' buttons for ur healing

grand lintel
#

!feedback

It would be nice to see something where if you survive on a certain mode, where a kind of end game boss comes out so it makes the whole "I see you" difficulty make sense

snow jetty
#

!feedback
Implement 2 new gameplay modes called "adventure" mode and "classic" mode.
Classic mode will be what the current game is.
Adventure mode:

  1. Vastly expand the play area. (ex. floating islands are now accessible, areas across the ravine, etc.) and provide new ways of reaching them.
  2. Reduce concentration of chests so that it takes more effort in exploration. This should not be a reduction of chests, but spreading them out further.
  3. Rather than blindly searching for the TP(teleporter), have a specified enemy or group of enemy types carry a droppable item in which temporarily pings the location of the TP or general area of it for a length of time based on how many of the item the player is carrying. The item could decay as the player carries it, or simply gets destroyed once the TP is charged.
  4. Player has more control over the items carried. Can drop, pickup, and trade items with other players.
  5. Player can choose what item to sacrifice to the 3D printer.
  6. A variable difficulty based on the area the player or group is in. For example, player is in area A and difficulty is set to hard. Player then enters area B and difficulty is lowered, but enemies spawn faster.
  7. Boss level enemies spawn not randomly, but might be protecting an area or item, such as a legendary chest or something of importance.
  8. Player interactables that enable or disable certain pathways in the level.
  9. Different variants of chance shrines, that set the entry level of items dropped(a legendary chance shrine would start at tier 3 and would not drop common items) but would match in price.
  10. Sell items and equipment to the shopkeeper for lunar coins.
open tartan
#

!feedback on ways to buff Beetle Queen
A. I once saw a Beetle Queen spawn on a raised platform, appearing as if on the ground below it then climbing up to the ledge. It was really cool, and I think they should be able to climb onto platforms all the time to navigate the map.
B. As a special ability, the Beetle Queen's shell opens to reveal giant wings. She flaps furiously for a while, slowly pushing away players and light monsters (imps, jellyfish, lemurians, and lesser wisps). Beetle Queen can still use other abilities while flapping.

supple kelp
#

!feedback
Many people have probably already talked about this, but I'd like to throw my hat into the ring for Scavenger/Randomized Item Enemies

If they were to be added, they could actually make some items pretty useful. Say, an enemy with like 4 goat hooves decided to try and chase you down. Chronobauble would be perfect for that situation if you had nothing else to slow them down, since it works off a percent rather than a flat amount. Though Probably not by much.

They would also probably NOT be a special "Elite" Type enemy, as Elites are more for Those weird elemental themes. It'd probably be a random occurrence the further you got into games, Where they would start having Green items around Hard/Very Hard, then Red at I'M COMING FOR YOU/HAHAHAHAHAHA. Plus, if they were an Elite, what kind of Aspect would they even give?

Only certain enemies would probably be able to obtain items, like Lemurians, Elder Lemurians, Imps, Stone Golems, and Maybe Greater Wisps/Wisps/Beetles. Mostly because giving items to non-sapient/sentient creatures could be a bit confusing, but that's really only me.
Only Certain items should be able to be applied on enemies as well, since most actually would not work on them without changes to their AI (Old Guillotine, Energy Drink, Bustling Fungus, Hoppo Feather, Wake of Vultures, etc). Lunar items may also not make sense with them, though a Shaped Glass Lemurian would just be hilarious to see. They COULD also have equipment, but that could be very touchy, especially with Disposable missile launcher, or Royal Capacitor.

Overall though, it would be fun and actually pretty threatening to have Non-Elite enemies be able to hit you with sticky bombs, bleed, flame blasts, or just be extremely fast. It'd make it so that more enemies would have Priority to kill over Malechites. Though, it's really up to you if you want to actually add this in, hoppo games.

grand lintel
#

!feedback

I'd like to see some context as yo why the elemental dude (I forget his name)was imprisoned

main radish
#

!feedback
If in a party, allow the option for the entire group to pause the game if they all agree, as in;
If all players hit escape = game pause. Even if 1 player does not comply, no pause. But this would help for those of us that play with close friends. "Hey man I gotta piss, can we pause for a min?" "Yea dude, go pee. I need to make some coffee anyways." Etc Etc.

little barn
#

!feedback I feel like lensmaker’s glasses and tri-tip dagger should stack logarithmically. Unlike other whites, these ones have a flat cap on stacking effects, which in comparison to other whites that infinitely stack can make for some very boring gameplay once they are maxed out. I get that they are supposed to be really good whites because they increase your damage but when they have a 100% chance for their effect to occur the run begins to lose its charm a bit.

tight kiln
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!feedback The "Horde of Many" Teleporter event needs a higher weighting for tough enemies like Clay Templars and Elder Lemurians to help prevent those from being used during the first loop. Our party had a horde of Overloading Clay Templars on stage 3 and we were steamrolled in ~15 seconds. It's almost always a guaranteed run ender that early on.

little barn
#

!feedback An item that decreases the delay for when shields start to recharge would allow for shields to be a more viable health option to compete with all of the health items and probably allow for wake of vultures electric mode to not feel like a death sentence

gentle spade
#

!feedback an item that lets shields gain a small % of the effects of your healing items

torpid hearth
#

!feedback Item, Scavenger Gloves. Rarity, Red.
Gives a 3 percent chance (3/ stack) that when you kill an elite, an item of White rarity may drop.
Once you get more gloves, maybe 5, you can find items from the tier above white for each 5 gloves, and so on.
You guys can suggest stuff in pms.

supple quarry
#

!feedback fix the eccentric vase in the #poll cd are last for some reason

hot isle
#

!feedback The Greater Wisp is not affected by Primordial Cube. Fix this.

steady steppe
#

!feedback item idea!
name: blood to energy converter
rarity: lunar
effect: 50% of all healing goes towards making shields regen even inside combat, but constantly drains regular hp.
edit: with wake of vultures it would just slowly drain shield to a maximum of 40% shield left (slow enough that most healing would overpower it)

willow arrow
#

!feedback give the clay templars a start-up animation so Atleast you could know when to are about to fire at you.
Reason:as of now, clay templars have no start-up unlike the other mini-bosses(beetle guards, etc.), and the fact that they just instantly fire at you without having much time to react could be a run ender.

lunar dust
#

!feedback Add a item obliterate shrine to the bazaar that allows you to obliterate red items in exchange for lunar coins.

For Jac Rossiter

sand grove
#

!feedback can you add the ability to run backwards? Also a way to bind multiple keys to one action. Like J and R for the same ability

junior heath
#

!feedback please seperate the inputs for activating HE4D-5T and using artificer's ENV Suit, currently at the moment HE4D-5T prevents you from maintaining air time by constantly slamming you into the ground whenever the internal cooldown finishes and pretty much breaks your character, ruining the run if you pick it up accidentally

lime basalt
#

!feedback since u people arent a fan of survivor ideas, here's one for you ;)

New Survivor: Pilot

Passive "Advanced engineering" - Gain 4% of max shields per second up to 70/sec.

Ability #1 "Primary Weapons System" - Fire a volley of lasers for 3x100% damage.

Ability #2 "Flak Cannon" - Expel a large amount of scrap for 9x50% damage. (Cooldown 5s)

Ability #3 "Divert Power" - Block 90% damage and move 50% faster. (Cooldown 10s, Lasts 4s)

Ability #4 "Full Spread" - Fire a wave of photon torpedos for 6x200% damage. (Cooldown 12s)

150 HP
Pilot does not come down in an escape pod. Instead, he (or she, if u like waman) uses an advanced shuttle.
Is the passive cap necessary? Was added as a counter to Transcendence
edit: and as always, tell me your ❓ and 💡
edit 2: Pilot not balanced 🙂

noble sail
#

!feedback This has been addressed before, just a reminder, Greater Wisps no longer get caught by Primordial Cube, please fix that. Also, Bison and Greater Wisps still needs a spawn visual intro. For now they just, "poof wassup" with no visual entrance.

deep forum
#

!feedback once a boss is beaten, each monster killed adds a little charge to the teleporter. It's really boring late game to just stand still and wait 90 seconds or so for the teleporter to charge

lusty geode
#

!feedback item: Commanders Syringe (rarity red) increases attack by 25% and attack speed by 60%

eager plume
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!feedback At the start screen, their should be a mini-shop for spending lunar coins, it should make things for lunar coins a bit more consistent and much more useful, some common options are as follows:
-1 Lunar coin: Add 100 Gold to your next run
2 Lunar Coins: Start off with a Random Uncommon Item or 3 Common items(Your Choice)
2 Lunar Coins: Your Character starts off at level 3
5 Lunar Coins: Start off with a Random Legendary Item, or an Uncommon item chosen by you.
10 Lunar Coins: Start off with a Legendary Item of your choice.
Of course, these options make Lunar Coins a lot more powerful, and moving up the spawn rate of lunar coins would change the costs for such effects, so take that in mind if this is reviewed.

deep forum
#

!feedback Limit certain items with maximum amounts. For example have a maximum of number of gesture of the downed in any run, or a maximum number of shaped glass. Infinitely stacking some items completely breaks that game in a way that is not fun.

sudden dagger
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!feedback Have the final boss(once he is released) use 2/3 of your items(at random) against you(for balancing/challenge proposes)

hollow basin
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!feedback Allow the Grovetender boss to spawn on the Distant Roost and Wetland Aspect maps. As a boss that’s based off of verticality, I think it’d fit in well with these environment that have many vertical aspects to them

fading parcel
#

!feedback This is an idea for an area based on a dream I had that I hope might provide some inspiration

-The area is bracketed by a ring of six massive decorated black iron posts that curl into spirals inwards at the very top, forming a tall cage structure. They enclose the area with withered trees and brambles that have grown along them. Looking up, a gloomy "yellow-olive" sky can be seen peeking through.

-It's formed of systems of vertically winding caves within the lower levels with glowing blue fungus and reflective minerals, contrasted by muted terraces and homes made of bronze coloured stone and dark iron and withered gardens higher up. These two segments of the area often intersect their paths.

-As you ascend the outside platforms are kept wide and sport iron fencing as to keep you from falling off. From these points you can get a clear view of the other paths and cross over to them via stairwells. Within the caves there are also thin translucent walls and small openings scattered to facilitate this same pathwork and ideally keep it from feeling too difficult to navigate or restrictive.

-As for what inhabits the area, from what is already available it is comprised of Golems, Whisps and very occasionally Imps, but far more commonly it also houses its own creatures that specifically appear in either the caves or structures; small hovering creatures armored by the minerals and stalagmites of the caves, and dark lanky folks that hold their ground with brambles and cover.

Anyways, this is just an idea I felt like sharing

hollow basin
#

!feedback Since the shrine of the woods is almost never used due to it being a waste of money for a slow healing effect, the shrine of the woods should always spawn in close proximity to the teleporter. Additionally, I think it would be nice if the shrine of the woods had no cost, but only stayed active for 10 seconds before getting a 30 second cooldown

rare jackal
#

!feedback
push other players by simply walking to them and continue walking after hitting/touching them.... so they cannot block/obstruct the way.

tired spindle
#

!feedback
Fix bustilng fungus being op on Engi by making it not active while turrets shoot. That way they only get a huge regen when out of combat, providing a similar niche as fungus fills on the actual characters.

steady steppe
#

!feedback please fix mouse sensitivity when running, its abysmal and makes it even harder to play characters like huntress which can attack while running

olive linden
#

!feedback ad a reporting option for griefers

steady steppe
#

!feedback add a kick button for host.
also make people who leave drop all their items and money

steady steppe
#

!feedback greater whisps should erupt out of the ground in a plume of fire and smoke as if a volcanic eruption happened to give their entry more flair than just randomly appearing out of nowhere

willow ocean
#

!feedback
Bustling fungus' healing radius slowly grows from 0 range to its max range. Might help nerf it for Engi, while still retaining the healing properties for non-engi players that don't need its radius immediately.

haughty path
#

!feedback
After 2 shrines of the mountain activated, having a very small chance to have a legendary item as the boss fight reward (1/100 ?). If more shrines are activated, the chances increases.

timid python
#

!feedback a guaranteed shrine of the mountain in every level with a third and forth at 50% and 10% respectivly

dusky urchin
#

!feedback make the questionmarks on the scanner equipment show different colors for drones, shrines, chests etc

loud anvil
#

!feedback Killing the teleporter boss grants you an item yes, BUT also wiping the entire map before using the teleporter should grant you a second one. A guaranteed white item, with a slight chance of being a green.

This would be a great help early on, and a huge risk later in the run.

serene solstice
#

!feedback Now that Engineer Mushroom Simulator is coming to Switch, I think a run saving feature is more important than ever. (Hear me out pls)
I understand this isn't everyone's perspective, but to me, a game that is best for the Switch is one that you can pick up and put down, quickly, with no hassle. This is why I managed to get so much enjoyment out of Slay The Spire and Into The Breach; you can save a run, and combats are quick and dirty. Even though the overall playthrough is hours long, I can still take a break at work and kill a few more Vek. Or while I'm waiting for a doctor's appointment, I can try to push through the 2nd Act boss (and get my shit pushed in because it's The Champ.)
Risk Of Rain doesn't do this. When I start a game of RoR2, I am saying, to myself: "The next 3 hours of my Switch's powered-on time will be spent on this game." Even if I plan to suspend the game and play it in short bursts during my free time, I'm not allowed to play anything else unless I want my progress destroyed. If my roommate wants to play Smash, I have to end my run or not play with him.
I know this goes somewhat against the design philosophy of Risk Of Rain, but frankly, if this doesn't happen, I don't see myself playing much of the game on the Switch. I may not even buy it. I had the exact same experience with RoR1 on the Switch as well; I saw the game on my home menu, and I wanted to play it, but I did not have the time to commit to playing the game for a long time. And I don't think this will change with RoR2 unless I can save.

hollow basin
#

!feedback Green Item Idea: Thriving Mold - Killing an enemy increases your base hp regen by 75% (+75%) for 3 seconds and immediately causes you to begin regenerating health.

loud anvil
#

!feedback Remove the caves from the fire abyss, and expand them into their own stage.

There is absolutely no reason to go into the caves in a normal run, unless you spawn in them and have to go out into the main stage

rigid leaf
#

!feedback Translation : Hi I heard that there will be nintendo switch version will be released. Congratulation for that, But in PC version, the quality of korean translation is still awful and the game has been shut down when I play game in korean. Many korean players in ror2 community has been complaning about those things. Is there any soultion for that?

plucky furnace
#

!feedback What if Artificer's Flamethrower Proc Coefficient scaled with attack speed?

pale spear
#

!feedback It might be interesting for the overall variety of builds to introduce a new tier of items that essentially replace and/or enhance base abilities.

For example, if playing as commando, a player can encounters an item that changes the commando's right click ability (or any other ability) into a different ability, either from another character or something new entirely.

These abilities can be tied into already existing mobs (a greater wisp like dual charge shot, a bull rush or an ability themed after a teleport boss), be borrowed from other characters (a more generic version of artificer's wall, engineer's deployable shield) or add unique new effects and animations that alter or replace the ability, like an elemental-based add-on to the base ability (which could make better use of the "Aspect" equipments), an upgraded version of the ability (such as increasing an ability's base values such as speed or range), or a completely new "alternate" form of an ability.

This could deemphasize the importance of some very strong abilities on some of the survivors in the late game and also boost slightly underpowered or slower to build characters by giving them extra options, while not necessarily breaking items or requiring item balance adjustments. It could even be tied into a player progression type system, as we somewhat already have with unlocks through achievements, that reward the player the more they play a certain character. Ultimately it would give the player more opportunities to craft a unique version of their own favorite Survivor and explore the potential of each character.

hollow basin
#

!feedback Green Item Idea: Carved Grasshopper - When you jump while moving backwards, you get a burst of backwards momentum. Like the wax quail but allows you to gain some speed while still firing back at enemies.

eager plume
#

!feedback due to some lunar items being OP as hell when paired with Artifacts, when using Artifacts it should lock the Bazaar.
For example, Glass and Shaped Glass.
Or Spirit and Glowing Meteorite.

honest sun
#

let us spawn the portals after finishing the teleporter. blue and gold portals

grand lintel
#

!feedback you should be able to choose skills, like maybe as you play with a character more you gain more skills which you can swap into their respective slots, but still the characters skillset for example rex has the slots that all cause damage to self to use, it would be good for players that like a character but dont like how some attacks are used. Mul-t wouldnt be able to swap retool out btw

deep forum
#

!feedback Limit certain items with maximum amounts. For example have a maximum of number of gesture of shaped glass. Infinitely stacking some items completely breaks that game in a way that is not fun.
Resposting because Dyno didn't work earlier.

gritty haven
olive linden
#

!feedback change the effect of Head-vst on artificer

hollow basin
#

!feedback Green Item Idea: Gallant Plume - Gain 5 armor after killing an enemy, up to 25 armor (+25 max armor per stack). All armor is lost upon taking damage.

Takes the appearance of a feathery red plume that flows in the wind against the direction the player is moving.

gritty haven
#

!feedback for those that that can’t read my awful handwriting and I made some changes

Character name: horror (subject to change)
Passive: eldritch wing
You move 30% faster for 3 seconds after taking damage
M1: Eldritch Slime
fire out a mid range arcing lob of primordial ooze that deals 70% damage and 30% AoE is a small area around
M2: abyssal tentacle
Grasp a single enemy in front of you for 100% damage and drop them to the ground (6 second cooldown)
Shift: temporal rift
Drop a portal where you stand that can be teleported back too by activating the skill again, portals only last 8 seconds, and only one can be active (10 second cooldown, activates after portal disappears)
R: Eldritch Horror
Reveal your true form and deal 50% more damage and take 25% less damage from all sources for 10 seconds, then change back with half of your current health and 75% decreased move speed and damage for 5 seconds (20 second cooldown)

worldly lark
#

!feedback I got an overloading clay templar boss on my first cycle... That was about impossible. It's a machine gun that attaches sticky bombs to you and around you.

ionic estuary
#

!feedback
Add gyro support for controllers that have it. Aiming at wisps on controllers without it is a pain.

honest sun
#

!feedback let us spawn the portals after finishing the teleporter. blue and gold portals

steady steppe
#

!feedback fungus rework idea (so its more useful for other classes than engi)
rework: fungus instead of needing u to stay still will deploy anywhere after a total of 3 seconds, but leaving the area of effect makes it go away for 5 seconds before working again. standing still accelerates the healing a small bit and makes it come out faster, but is not necessary for it to proc anymore.
this would make it much more useful for every character, especially merc and huntress

slender moth
#

!feedback maybe making multiplayer specific items or items that work better in multiplayer games, kinda like the gnarled woodsprite being usable on allies, maybe a rare item that allows you to resurrect a teammate once per stage or like dio's best friend, orrrrr just add a resurrection mechanic like from cod: zombies where u have to stand on their corpse for several seconds and be vulnerable, but doesnt work once the teleporter is activated (im saying this because of all the multiplayer games ive done with my friends it just feels extremely imbalanced and inevitably ends up with 1 guy (me) getting pretty much everything in later stages and its almost impossible for them to catch back up)

bold carbon
#

!feedback shaped glass exponentially doubles the damage you receive instead of halving your HP so that the health decrease stacks at the same rate as the damage boost

hollow basin
#

!feedback Buff the Warbanner to deploy when you use an equipment item, instead of when you level up (with only 1 warbanner being deployed at a time). Also, give the Warbanner the 1% heal/sec (+1% heals per stack) that it had in the original RoR.

lime basalt
#

!feedback
New Survivor: Pilot

Pilot Abilities --
Ability #1 "Small Arms" - Fire a small beam weapon for 75% damage.

Ability #2 "Blast Charge" - Throw a manually detonated explosive. Deals 200% damage. (Cooldown 6s, double tap to explode)

Ability #3 "Personal Shield" - Block the next hit. (Cooldown 10s)

Ability #4 "Shipment" - Materialize a new shuttle around you. (Cooldown 120s)

Shuttle Abilities --
Passive "Shield Systems" - The Shuttle has shields equal to 100% of your max HP.

Ability #1 "Primary Weapons System" - Fire a volley of lasers for 3x100% damage.

Ability #2 "Flak Cannon" - Expel a large amount of scrap for 9x50% damage. (Cooldown 5s)

Ability #3 "Divert Power" - Block all damage and move 50% faster. (Cooldown 10s, Lasts 4s)

Ability #4 "Full Spread" - Fire a wave of photon torpedos for 6x200% damage. (Cooldown 12s)

120 HP
The Shuttle has seperate health, if it is destroyed, the pilot has to wait before getting a new one.
Pilot does not come down in an escape pod. Instead, he (or she, if u like waman) uses an advanced shuttle.

TL;DR
new survivor Pilot - have a spaceship that can be destroyed
when u dont have a spaceship, you are very weak
wait some time and get ur spaceship back
AND please tell me why u do or dont like

hollow basin
#

!feedback Buff the Chronobauble by making it slow down enemy animations, or alternatively make it a white item

supple kelp
#

!feedback
Ancient Scepter. The pinnacle and unique red item that everyone loved from the first game.
There's honestly many, MANY possibilities for what they could do for characters and their 4th abilities, though I would say that just looking at suggestions or putting a function in by default could be a waste of potential. With the new dimension of possibility, the Ancient Scepter (If ever being brought back), should probably follow a structure similar to this:

The community gives a bunch of Ideas for things the Ancient Scepter could do for X character, and Hopoo decides what ones that should be debated amongst the community by nitpicking what they would like, but still allowing the community a little of a final say, preferably ending in a stackable result, unlike the first game.

For example: A suggestion for Engineer could be to just give him an extra Turret to deploy, and hold in reserve, Though the argument could be made that he's already good enough and doesn't need another.
The other choice could be that His turrets become mobile (Thus benefitting from speed items), and able to walk to Engineer if he's too far away, then root in place close to him (So that bustling fungus wouldn't die with Scepter), Or virtually any suggestions the community could come up with.

Of course, this would probably have to NOT be in this channel, as it would easily get flooded by the requests and responses when this occurs, so maybe a special channel or poll for those specific suggestions could be made? Or whatever you guys at Hopoo feel is right. I just feel that the discussion of this item, because of it's unique and game-altering affects, should be heavily discussed so that there would not be need for repeated suggestions to change said item for a certain character. Though maybe that's just me. (Thanks for reading the whole thing by the way, means a lot)

grim moth
#

!feedback Bring back Heaven Cracker and Hyper Threader, but slightly reworked for the 3D playspace. the game can use a few more 'attack modifier' items, and those two are up there with the Scepter for me in terms of items from the past game.
-Heaven Cracker, it would add a piercing drill to every attack, allowing the attack to have more effective 'range' by allowing it to punch through/affect one extra target per stack. Red rarity.
-Hyper Threader adds an extra, straight shooting projectile to the owner's 'basic attack' skill, firing off at a rate based on the current attack speed of the survivor wielding it. %80 of base damage +%40 per extra stack. Red rarity.

steady steppe
#

!feedback make sentries u find in the levels walk and transition to the next stage with u. i never buy them unless i have spare cash and im always disappointed when i get them over chests as they dont really help as much as a permanent item or even a drone does

hollow basin
#

!feedback Have at least a handful of lemurians/beetles already spawned on the map near where the players spawn, and have a stone golem already spawned on the opposite side of the map. The game can take a bit too long to start spawning enemies, so i think it'd be a nice QoL addition to already have a few low tier enemies and a single more threatening one already spawned on stage 1 to reduce the amount of time spent waiting for enemies.

steady steppe
#

!feedback item idea!
name: inflatable decoy
rarity: green
function: if the player is low health, spawn a dummy that draws enemy attention until dead. health multiplier for the dummy is 100 x the amount u have + 200 from the first stack. so 300 on the first one, 400 on the second stack, so on. the dummy takes extra damage from all sources as its almost a balloon.
the dummy also would look like a goofy version of the character being played.

unborn wasp
#

!feedback Performance, Performance, Performance. Step One in really making this game better. I have 2 PC's, one with an i7-7700 at 3.6 and one with an i5-3750k OC'd to 4.2, and the game just runs terribly, man. Single-core use is way too high, but that's to be expected with a game developed by three people. It should be the number one priority. I'm getting drops to 45 and below on Wetland Aspects. Can't have that.

A better, more comprehensive Quickplay mode is needed. I'm not an amazing player, but I outlive all of my rando teammates every time and if the host dies, there's a 90% chance they leave the game and terminate the connection. A transfer system a la MW2 and a simple ability to choose to host a public lobby has to happen.

Another performance thing, but as this is a Unity game, proper fullscreen needs to be implemented. Now, it's running Borderless fullscreen windowed, meaning all of the bullshit W10 background processes keep going while playing the game. Not a huge deal for most Unity games, but for this one, which sets high-end PC's on fire, not so good. Easy fix, I would think.

When people leave the lobby, enemies really need to scale down to how many players are still in the game. I've had three runs in the past 2 days screwed because kids left the lobby because they suck. I'd like it to be immediate, but I'd understand if it's easier inbetween stages.

That's all I can think of for now. I do like the game a lot, and am happy that the devs are rewarded for their work. But Early Access is right. There are a lot of smaller bugs. Here's to a major improvement in performance in the next update.

mental merlin
#

!feedback add a frog/toad based enemy
included is a concept image of possible foe:

drifting oxide
#

!feedback reduce imps health but increase its damage
edit: rn the imp is really harmless unless you stand in a place and dont move also they take a few seconds to kill

royal inlet
#

!feedback
Something should be done for multiplayer online, so when someone is host and he leaves the game stops.
it would be necessary to be able to change host in game and when the host leaves that it puts the game in pause to be able to change the host.
now for hosts before the game starts it would be nice to see the ms of people or make sure that the hosts have a suitable connection or to make sure to be able to change host partly in case of lag.
especially when you get to hell that's where I see most people complaining about lag.

I'm in a hurry for the rest of the updates your game is top

deep forum
#

there is a system for headshot or not in the game?

steady steppe
#

!feedback item idea!
name: aimbot
rarity: red
function: m1 attacks home in on enemies like rockets and deal 20% more damage. merc shoots a sword laser that does this instead, but it only deals 50% survivor damage. (because its an extra attack)

drifting oxide
#

!feedback
increase the amount of combat shrines in each level so that you can get money easier

earnest laurel
#

!feedback

OK, since you aren't taking my earlier advice and waiting for full release to expand to different platforms, how about...

SUPPORT MAC

deep forum
#

!feedback Shift the early game difficulty to skip the first 2-4 minutes of barely any monsters to kill. The difficulty is more reasonable at the 2-4 minute mark, perhaps start the game from that difficulty and work up from there. As it stands the first few minutes are mostly spent just waiting for stuff to spawn.

shrewd idol
#

!feedback can we get a "Fist bump" action like in the switch trailer?

mental merlin
#

!feedback if frogs/toads are added allow us to stack them on top of each other to reach great heights as they would all jump at once, launching whoever was on top through the air skyward.
attacked is a concept art i commissioned

deep forum
#

!feedback Give a visual cue before hermit crabs smack you with their dung balls. It's annoying to suddenly get wacked by 6 dung balls out of nowhere. Idea being similar to the lunar meteor giving a visual cue before smack-down

astral lichen
#

!feedback after revive, Dio's Best Friend should turn into Tougher Times

shrewd idol
#

!feedback turn Warbanner into a equipment, use to deploy a 30 second lasting banner that starts at the range of 8 stacks of banner and slowly shrinks at the end of 30 seconds

quartz gazelle
#

Numbers probably need tweaks but sounds good to me

kind igloo
#

!feedback Actually,Glowing Meteorites go trough engi shield,fix it

hollow basin
#

!feedback You should be rewarded with lunar coins if you kill Newt

mint vapor
#

!feedback allow change of looks to be notice with multiple stacks of lunar items (example with 3 shaped glass you would be slightly reflective and would be a bit tainted cyan like color)

young whale
#

!feedback ln risk of rain 1 minibosses would also drop items like teleporter bosses, that would be a fun thing to add in risk of rain 2, give us an reward for killing the extra colossus or wandering vagrant.

sudden dagger
#

!feedback Add more difficulties but the player has to beat/last x min on the previous difficulty to unlock the next one.

mint vapor
#

!feedback artifact idea : classic mode artifact basically how ror1 worked (example no more equipment barrels but equipment can drop from any crate and no more drops from teleporters but bosses can drop loot as examples) some times i just miss the old times in the game and wish to have it in ror2 it would be a nice possibly balance solution

hardy pumice
#

!feedback More difficulties would be nice, like @sudden dagger said. Personally, I find Rainstorm to be incredibly easy and I loop without any trouble. In Monsoon, however, I almost never make it past the second loop. The difference in difficulty is too big, in my opinion, and something between those two modes would be nice. Unlike what Lunar Wraith said, though, I wouldn't want any unlock requirements.

sudden dagger
#

!feedback Just a Random Idea, what would you all think about pets, you would be able to obtain them by obtaining x items in one run or other challenges and the pets would do different things depending on what they are like a magma worm pet would occasionally give you a item(50% for white, 30% for green, 15% red, 4% equipment item, .7% for boss item, .3% for lunar item) and it would have a cooldown depending on what rarity it got, or a golem pet that occasionally shoots a laser beam for 95% damage, and all pets will be half of the survivor's height.

fluid thunder
#

!feedback change to the H3AD-5T v2: have the drop down require another hit of the space bar so the Artificer can still Hover without hitting the ground unless wanted

unborn wasp
#

!feedback slightly buff the red whip, and make it a gray, and slightly buff the guillotine and make it a green

little barn
#

!feedback Let us choose what items get put in the printers. I see it as useless RNG to stack slugs to use in printers and have the printer take every item EXCEPT the slug.

hollow basin
#

!feedback Green Item Idea: Sacred Mantle - Grants a shield that blocks 1 instance of damage every 10 seconds. With enough extra stacks this time period can be reduced to a minimum of 5 seconds.

mystic plover
#

!feedback

Item Idea:
Item Name: Flak Cannon
Item Quality: White or Green
Item Description: Deal x% more damage to airborne/flying enemies. This number could be higher on bigger enemies such as the vagrant. See below for white/green version ideas.

I figured you could have 2 options:
White version - Every 15 seconds you can deal bonus damage. Start with a higher % number such as 10% BUT additional copies of the item would only lower the cooldown.
Green Version - No cooldown, start with a lower overall bonus damage such as 4%, but duplicate copies increase the damage by 1% / copy or so.

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

tardy pivot
#

!feedback

Cross-play with the Switch and any other consoles you might be considering.

loud anvil
#

!feedback New equipment idea

Similar to the old war stealth kit, but a newer model or something, a recent war stealth kit or something like that.

Its functionality makes it so when you activate it, you instantly become invisible and unable to be targeted by enemies, like the old stealth kit, however when active your damage output is halved AND your healing is doubled. It could have a 120 or 90 sec cooldown.

Basically an item that allows you to escape many situations and heal, so you can think of a different approach for the current situation.

fast walrus
#

!feedback
Item: Anomaly-in-a-Jar
Rarity: Green
Effect: Activating your equipment item releases a gravity nova around the user that immediately grounds nearby airborne enemies. Enemies already on the ground are instead stunned for 2 seconds. Stacks increase effect range.

Item does not effect bosses.

"All the fun of an active gravitational anomaly, in the comfort of your own home! Great for science experiments! WARNING: DO NOT OPEN. EXPOSURE TO ANOMALY MAY LEAD TO INJURY, DEATH, AND INSANITY. IN THAT ORDER."

little barn
#

!feedback Death replay/recap

royal knoll
#

!feedback Changing Artificer Ice Wall to mimic the explosion of an ice elite but the explosion happens instantly, as to make aiming the ability easier to aim

steady steppe
#

!feedback item idea!
name: fabric of the universe (and by that i mean literally a piece of fabric that looks like space)
rarity: lunar
effect: enemy and boss spawns are shuffled, letting all enemies spawn in any level. the upside to this is now any enemy has a 0.5% chance to drop a green item and 1% chance to drop a white, but the major downside is enemies from other levels have x5 health (unless they are malachite) and always spawn as elites
edit: oh yeah, i forgot to ask for feedback in the #ror2-feedback-discussion channel

gentle spade
#

!feedback idea / bugfix Engineer turret shots no longer blocked by allies, himself included. Also, Engineer shield no longer blocks his own and allies' attacks.

willow ocean
#

!feedback
Red Card
Rarity: Red (lmao)
On hit, there's a 1% chance that your equipment will activate for free, if it's aimed, it will be in whatever direction you're currently facing. Stacks inversely, so basically, with the first one, there's a 99% chance you won't get hit, second there's 99% of 99% chance you won't get hit, etc. so basically the formula is (.99^(stack))
Lemme know if you think the scaling/name needs some fixing

drifting oxide
#

!feedback
add a expensive mech you can get which helps you
since there are no tanky allies you can get in ROR2 thought this would be a good idea

teal lava
#

!feedback Wake of Vultures activating on overload elites should not give you shield, and just give the AOE electricity damage.

steady steppe
#

!feedback item idea!
name: genetically engineered virus
rarity: green
function: enemies that are hit by the player have a 20% chance to become poisoned which can spread to other enemies. 0.5% of all damage done by it is converted into health for the player, and it does 30% player damage each time it deals damage. stacking the item grants another 5% damage and 0.2% health.

hollow basin
#

!feedback Instead of Wake of Vultures turning half of your hp into shields when killing an overloading elite (which really hurts healing builds), WoV should just add 50% of your hp on top of your total hp as barriers

little barn
#

!feedback I like shaped glass, but I believe that its pros outweigh its cons enough (especially in the discovery of OSP abuse) that it has negatively affected the item metagame. I suggest that the damage benefit of shaped glass ought to be toned down from +100%(+100% per stack) to 50%(+50% per stack). This would make the damage gained vs max HP lost equal to one another which would make it a more situational item, like lunars are supposed to be.

young whale
#

!feedback being able to rebuy fallen drones like in risk of rain 1 would be nice. It can help make the drones feel less useless because we can have them all come back after a wandering vagrant attack. Also can help add more synergy with certain items like fireworks.

steady steppe
#

!feedback item idea!
name: lost contract
rarity: red
function: 1 enemy out of any spawned group becomes ''marked'', making them take critical hits 100%. killing this enemy grants a flat 5 damage increase, which caps at 25 per this item. the ''marked'' effect does not stop when the cap is reached, however, and any enemy near a marked enemy will be weakened 10% (in terms of damage).
description: ''you have been searching for this for ages and never found it, but now you finally have it again. it seems you had left it here on this planet, the mysterious contract with a multi-million dollar payment for the job you had completed last time you were here. your effort has not gone to waste.''

young whale
#

!feedback we should get those lifeshrines from RoR1 into RoR2. For those who havent played the first game these are shrines that either ask for a number value of life like 90 hp or 150 hp or they will ask for a percentage like 60% or 80% . They act like shrine of chance but you pay that much life to get a chance of getting an item.

nimble star
#

!feedback Make it so when you take a launch pad on Scorched Acres, you don’t take fall damage when landing

mystic plover
#

!feedback

Item Idea:
Item Name: Engineer's Toolkit
Item Quality: White
Item Description: 10% chance to revive any player owned Turrets or Drones when they die. Also gives 2.5% of healing received by the player to drones. These values could each increase by 1% per duplicate item. (perhaps more?)

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

grand lintel
#

!feedback
Make the unlock achievement for the engineer or some achievement related to the engineer (like doing the whole aqueduct thing with turrets) named "more gun" or some other reference

hollow basin
#

!feedback Red Item Idea: Remnant - Whenever you kill an enemy, you create a slow homing orb to seek out another foe and deal 200% damage (+200% per stack) in a small AoE. Any overkill damage is added to the orb, to a cap of 1000% damage (+1000% per stack).

weak helm
#

!feedback Rex picking up transcendence will end his run because his abilities still damage his shield, however he cannot heal the shield. Since he can't heal the shield, it already hampers his abilities even if they didn't damage his health. I think his abilities should always only damage health and should leave any shield he has alone.

gentle spade
#

!feedback Make teleporter boss loot "protected" from other players for several seconds, besides your fraction

fast walrus
#

!feedback Instead of just having the Magma and Overloading Worms constantly burrowing and surfacing like they did in RoR1, why not make them slither along the ground like snakes for the most part instead? (And yes, I know worms aren't vertebrates, but these are weird fiery space worms so, y'know, whatever)

They could coil up and lunge at players like cobras, spit fireballs, and leave fire trails in their wake. You could even reincorporate their burrowing as an occasional "surprise" attack, similar to the Imp Lord's teleport.

I just think the Worms would be a lot more interesting (and less tedious to fight) if they were changed to a mostly surface-based moveset.

mystic plover
#

!feedback in line with Heavy Blues' idea, I would also like to see Glacial and Malachite Worms added at some point.

night osprey
#

!feedback (slight spin on @mystic plover 's idea)
Give all drones a weak natural regen and have them inherit all healing and lifesteal items so that cautious slug has more use and leeching seed can bridge the gap of drones overall weakness atm.

sour fog
#

!feedback Not sure if this has been said already, but i think items shouldnt be picked up when touched by the player

fair ferry
#

!feedback This is a slightly large one to implement but I think it would be great. An emote system, something small and nice to do on those more laid back and calm runs. Imagine playing engineer with both of your turrets down healing you for more health than you even have and then hitting your bind for an emote to sit down and relax. These should just be small things for fun maybe even let the community make a few of their own. (repost since the bot was down the last time I posted)

kind igloo
#

!feedback probably really bad but :l
Rework idea for the Effigy of Grief : Same totem and radius with a new effect : if YOU deal damage to an enemy (with skills only,not items),ALL characters in the area takes equals damage (except for you and you mates,you take x% of the dmg dealed) to the damage you've done

fair ferry
#

!feedback (A bit of a change to @sour fog's idea)
Picking up items when you touch them should be an option that you can turn on and off either from the settings menu or by the host's choice at the beginning of a multiplayer match.

steady steppe
#

!feedback guarantee a shrine of gold on the last stage of the second loop so we have better odds of getting that monster log please

gleaming edge
#

!feedback
A Cinematic Trailer for when the game goes full launch!
The Nintendo Switch trailer was fantastic, and a second one would be amazing.

hollow nimbus
#

!feedback
For the Effigy of Grief, make it so you fling the effigy to a location, and it takes effect, but you still need to go inside the field to pick it up.
This would give it better usage, so you are in danger once trying to reclaim it, rather than screwing yourself inside the field to begin with, along with the monsters seeking your flesh, metal, what-have-you.
Alternatively make it so you place it where you stand, but you can reclaim it up to a certain distance.

opal hollow
#

!feedback

May have been said already, but I think a good idea for an active item or whatever they're called could have this effect;

[Equalize the health between all party members. NPC companions are not included.]

misty fossil
#

!feedback

Inspired by the idea just above, what about an item that distribute a % (or all) damage taken between the player and his companion (Not including ghost) ?

This could gives drones and companion items extra utility, which could be nice.

young whale
#

!feedback make some achievements specific for characters like in the first game. This can give people the push to try new characters and maybe actually get people to enjoy more than one or two characters. its also a nice way to make people explore all the different potentials this game has

hardy sphinx
#

i know this isnt feedback and all but yall gotta remember that the game is still in like early access or whatever so achievements, items from the first game and everything from back then and or about new characters will probably get added in some way with the full release or along the way to it

little barn
#

!feedback
whether its done by a buff to flamethrower, afterburn tick rate, cooldown augmentation, whatever it is you guys can come up with
let artificer actually get some kind of useable buff out of stacking attack speed items
while, yes, she does get a faster fire rate on her m1 ability for the 4 consecutive shots it has, and her rclick will charge to max more quickly, if you dont have any items to give more uses or lower the cooldowns of her abilities, attack speed increases dont help her damage output over time get any better

one of the moves that needs some sort of adjustment to be more useful late game would be artificer's flamethrower; while its got a great use for procs early game and mid game, it not scaling whatsoever makes it drift to the point of uselessness late game. even if it's notably useful early game, other characters' attacks will quickly drown it out in function with a simple couple stacks of syringe, while having much farther reach, and sustained & constant damage with no cooldown
simply shifting flamethrower to have a lower proc rate, and letting its attack rate scale like merc's eviscerate, would do wonders for her

of course there's always other ideas, like making her afterburn from her 1st and 4th abilities unique to her and making attack speed increase its tick rate, lowering cooldown on certain abilities (obviously marginally) as attack speed increases are stacked, letting her gain extra uses of her m1, but just a simple "let flamethrower scale in attack rate with attack speed bonuses" would immediately fix a lot of her issues, while retaining her burst damage design that makes her fun and unique in the first place, even if it has a secondary shift to lower proc rate and the like to make up for its ability to proc more frequently to go up

opal hollow
#

!feedback

Every ten levels you can duplicate 1-3 item within your inventory or increase the number of attacks that be used at a time/number of items on the field. Example, arrow rain and bubble shield.

steady steppe
#

!feedback item idea!
name: rusty shield
rarity: green
effect: any damage taken is split between all allies such as drones, sentries, etc (not other players) by 5% (+2% each stack of the item up to 50%).

hollow basin
#

!feedback Make dead players able to control friendly drones while they wait

gentle bloom
#

!feedback Small side quests presented by Fig (that's what I was told the newt merchant was called) that give specific items for completing a task, such as killing 5 flying enemies in one shot or dealing over 300 damage. Once fulfilled, the item is teleported in above the player. It would work kind of like a mini-achievement.

young whale
#

!feedback to add audio files so we have more collectibles for the logbook, it might be a fun idea to have an audio tab that contains clips of background music or sounds that monsters make. you can unlock the clips similar to monster logs and if a monster drops it you can pick it up and its stored in your logbook for you to look at whenever you want. This idea can also be developed further if the creators want to maybe have audio files explaining some lore stuff similar to games like bioshock where you can find audio recordings left by NPCs .

opal hollow
#

!feedback

Being able to customize the survivors. For example. Each survivor, let's say, has a total of 100 across all their stats (hp, hp regen etc..)

So, with a base value of 100, you can increase or decrease certain stats. If you have less than 100 then you have a random starting item. If you're 100, then nothing happens.

gentle spade
#

!feedback if you kill the TP boss, the remaining charge builds quicker

simple hearth
#

!feedback make cautious slugs speed up shield recharge

gentle spade
#

!feedback Infusion, Brainstalks etc. on Engineer should also go to him when his turrets kill an enemy

hardy pumice
#

!feedback PLEASE make Grovetender spawn in at least one other map. Getting the monster log for it and item log for its boss item is a painful grind, and due to the the ever rising difficulty of every run, it's not like I can even afford to stop grabbing items to speed things up. I'm on a four hour run and I've killed 20 grovetenders maximum. I want to 100% this game, but running through loops over and over gets old.

granite siren
#

!feedback After rescuing REX on stage 4, have it join you as an AI ally (like a drone or beetle guard). This gives incentive to do the fuel array sidequest more than once.
||also buff AI allies please pacman||

little barn
#

!feedback (alternative to the above suggestion)
add more things that we could pop the fuel array into! that'd be a REALLY neat way to make different runs more unique, and the first thing that we could do it with is to just replace our boy rex with some other drone that's meant to be a high-risk-high-reward use for the fuel cell
i dont think having bot rex's on the team sounds very good, given theres nothing like it in the game already and it could get really confusing if you have any rex's on your team, but the idea of replacing the now defunct rex with a use once youve gotten the achievement isnt new (preon timer box thing for example), and would help a lot with adding more things to explore in the game

lime reef
#

!feedback an equipment item that is a close range attack of some sort

open gale
#

!feedback

  • the movement on rex feels really slow even while it sprints (maybe boost walking speed 10% and sprint speed 25%-50%)
  • playing as the mercenary it needs something anti flyer (parry projectiles?)
  • MUL-T's dash feels to be roughly the same speed as its walking speed
  • mercenary is really slow compared to how lightly equipped (yes the bumper skills teledash you but a movement speed boost of 25%-75% would be nice for closing into range)
  • quickplay normal chests (not the rare/red chests) could be instanced alongside teleporter rewards
  • general quality of life once the boss is defeated the teleporter locked chests go back to being just closed
  • general quality of life once you walk over or mark the teleporter it stays marked
analog coyote
#

!feedback Turn off One Shot Protection for Monsoon, so that players actually have to be aware of their surroundings, not tank a hit and run, and also because, you know ... it's Monsoon. MonsoonSaiyan

hollow basin
#

!feedback Rework lunar coins to not carry over between runs but instead be a special currency that is earned throughout a run by completing various challenges. For example, completing a challenge of the mountain shrine could earn each player a couple of lunar coins, while completing a standard combat shrine could earn one, and activating the shrine of order could reward you with five lunar coins as a reward for probably ruining your run. Extremely dangerous 'Lunar Elite' enemy variations could spawn on the map dormant and non-aggressive as optional challenges, until the player interacts with them, awakening them and making them go hostile, but dropping lunar coins when killed.

This would solve many of the problems we currently face with lunar item stacking, as it would be more difficult to earn multiple lunar items, and players would no longer be scared to spend their lunar coins, as there wouldn't be a way to 'save them for another run'.

snow jetty
#

!feedback Item idea
item grants primary fire a short burst fire(this is not a speed increase, but an additional attack within a second) and each stack adds one additional attack within a second with a maximum of 10 stacks. This would show up like a ghost attack superimposed for the merc(would make it seem like he has 2 swords and an additional arm, or to that effect) This would be a great item for the Artificer, as she is stuck with 4 primary attacks regardless with no way to really buff them.(soldiers syringe just speeds up the fireball projectile)

hollow basin
#

!feedback Equipment Idea: Flickering Candle - Shoots a pillar of flame that continuously dealing considerable contact damage to enemies it passes through. After traveling a short distance, the flame comes to a stop, still burning enemies it touches before smoldering out after several seconds. Has a 15 second cooldown. Basically the Red Candle from the Binding of Isaac.

opal hollow
#

!feedback

User made maps.

young whale
#

!feedback
A new red item that gives your m1 double shot. The stack can increase the amount of shots. So having 2 would give you triple shot and having three would give you a quad shot. This can allow more damage because 2 bullets hitting the same target or some pseudo AOE. I think something like this can help a lot because we currently dont have a lot of items that help increase damage output.

If this item is too powerful and needs balancing the item can be adjusted so that the extra shot has a 0 coeff or if people want the proc to stay it can be similar to unstable tesla coil where it turns on and off every couple of seconds.

formal briar
#

!feedback new green item - Apply an additional stack of any debuff you apply

Was thinking this could go along with a debuff based hero that applies poison or burn or bleed damage as their primary damage source maybe

vague bluff
#

!feedback new survivor - i think that a sock mascot who was in the wrong place at the wrong time and after going through a wormhole he now has the power of static electricity. His m1 would be a static shock that could bounce up to 1 other enemy (didn't work out any damage numbers) his m2 would be to through out a static charged sock that would stun and enemy for a significant amount of time, maybe 5 seconds. His special could be to scoot his feet on the floor, and it could charge up to be the longer you charge the more damage it does and the more targets it can hit.

gleaming kayak
#

!feedback I not sure if someone already asked for this, but it would be nice to have a restart button on the death screen to speed up the process of getting back into game if you want to keep playing the same character.

tough pendant
#

!feedback

For the Nintendo Switch version of Risk of Rain 2, I have a few ideas for button mapping that you probably already thought of but if you haven't, they'd be a nice touch.

 -Pressing in the Left Joystick causes a dash, making it so that other buttons can be used for other things. (Pretty sure you've already thought of this.)

 -Pressing in the Right Joystick toggles the camera mode.  There should be 2 camera modes: Normal and Strafe (Normal is default).  Of course, Normal is your regular camera mode, but Strafing works differently.  Say that you commit a dash forwards, and then toggle on Strafe mode.  You can turn the camera while still holding forward, and you'll keep going forward, making it so that it might be easier to continue in one direction while shooting in another, or just looking behind you while running (Attempting to shoot backwards will cancel a run and make you walk backwards, like holding the down key on a keyboard).  Maybe make it so that camera sensitivity is raised while in strafe mode.

 -Motion Controls.  I'm 100% sure you've already planned or already have implemented this, but it would make aiming a whole lot easier if you haven't.

That's about it, and I haven't really planned the camera modes one out too much, so maybe @ me if you have ideas of how to improve it.

EDIT: Of course, if somebody didn't like motion controls or how everything was mapped, also give the ability to change the button mapping to your own liking.

grim moth
#

!feedback please make headstompers not literal cryptosporidium levels of "Run ruining" for artificer. hell, you could even make it feel cooler to use for all the characters.
here's my proposition: make it an Equipment that when used, you get a targeting reticule you can aim to ground pound/dash toward/slam/etc a particular location when you hit the use Equipment button again (as to avoid Gesture ruining everything by sending you flying) after it's primed with the first button press. the game needs more mobility use items anyway, and between elites and gnarled woodsprite it's clear that you can make equipment do passive things as well as on use stuff, allowing one to keep the no fall damage/boost to jump height, and we avoid any chance of this new headstompers ever ruining a run again in it's new form by requiring a second, MANUAL button press.

steady steppe
#

!feedback item idea!
name: metal detector
rarity: equipment
function: on use, unearth a random tier chest nearby at a x3 cost (scales with time). 200 second cooldown

yes this is just broach but i think broach was fun

earnest laurel
#

!feedback
Make the Prototype drone in Rallypoint Delta a guaranteed spawn, but make it free, just needing the fuel cell.

floral ivy
primal pagoda
#

!feedback please disable item stealing PLEASE, and also make just like many other game some sort of punishment for people leaving too many games.

wide oracle
#

!feedback Add a leveling or tier system so players can track their progress. Also add skins for the characters that can be unlocked by completing a challenge or through a leveling system.

little barn
#

!feedback Only allow others to pick up the items you've purchased after you pinged them.

little barn
#

!feedback
currently, with the current methods to get lunar coins, you get 5-8 within an hour per singleplayer run
5 from obliterating on floor 7, with a range of 0 to a rare 3 from enemy drops
if you wanted to average it out to say, 6 per run for easier, that means that for 6 hours of grinding play, you get a total of 36 coins for those 6 hours
at the moment, the price of lunar items per coins seems fair - they're meant to be niche items you dont stack lots of, and that you dont have lots of in a single run; you either pop open random spawned lunar pods for a 1/9 chance you get one youd want, or spending a lunar coin at a newt altar to trade price for outcome control, which is about a 40% likeliness you see at least one of the lunars you'd pick up - 3 coins total to buy a single lunar item from the shop (counting the coin spent to get there), and buying in bulk lowers effective price of lunars for the downside of holding more of them

but
the price to access the shop for its other, as important feature - the cauldrons - is just not worth the grinding for coins that it currently takes to utilize it in a run
to visit newt's shop only 5 times in a run costs an hour of play time, grinding to floor 7 to obliterate - if you plan to try and visit multiple times to actually utilize them, 3-5 times is about average to geta cauldron worth using for on a good run; you'll get two good ones if you're super lucky

now, how would we go about fixing this issue?
the best idea i currently have, is a combination of (bare with me):

doubling coin drop rate/obliteration reward - obvs not done alone
doubling lunar coin cost - lunar pods cost 2, newt shop lunars cost 4, but keeps newt altar price low
paying a lunar coin to access the newt shop pods - puts lunars at the same value to access, w/o driving up the cauldrons' price

there might be better ideas, but this'd help shop feel better imo

woven python
#

!feedback

While being in a party, it would be nice if we could stay in that same party when we go back to the main menu. Just so that if we want to go look at new log books or items we got, we don't have to keep re-inviting the team once we go back to play (If you're playing with friends or something).

Or, perhaps we could have access our log books via the lobby.

tropic forge
#

!feedback

I'm not sure what the name of the shrine was but i know that in the first game was a shrine which would spawn in 7 enemys trying to get away from you and you have 10 seconds or so to kill them so you get an item. Maybe a little trickier version of that in RoR2?

uneven ivy
#

!feedback new red item - Double Barrel - 20% chance (+10%) to fire your primary twice in a single shot.

eager plume
#

!feedback After reaching forty minutes in time, or max difficulty, Teleporter events should have infinite radius for charging zone.
This should insure that at the high game, players can find all items while facing down any boss(es). It would also make either prioritizing beating the game or looping a tactical decision. Get more items and more power and face a tougher final boss or face a weaker final boss with a small margin for error.

lament field
#

!feedback bring back the survivor usage wheel from the first game for the logbook, data is great

coarse brook
flat monolith
#

!feedback add an option to display all the elite models of an enemy in the logbook, they're really cool looking but its hard to look them in detail while trying to survive

steady steppe
#

!feedback allow cross platform multiplayer since the game is releasing on the switch, and what better way to hype the game up than that

late grove
#

!feedback an item or shrine that allows the player to choose the next level the teleporter takes them to(distant roost vs titanic plains, rally point delta vs the new stage, etc)

hollow basin
#

!feedback With each stage make the teleporter zone a little bit bigger. Seems a little silly that I have to fight 5+ dunestriders in the same sized dome late game that I would fight a single beetle queen on during the first stage.

little barn
#

!feedback: Firecape: item that increases the fire damage of fire type item stacks by 200%

calm lynx
#

!feedback suggestion on stat UI changes, highlighted column should give more emphasize, are more important than the other IMO, by using larger font, different color etc. The stat listing need some resorting and add in-between space/margin if possible.

little barn
#

!feedback There ought to be a stackable item that increases the radius of the teleporter when activated, Kind of like how the warbanner works.

acoustic temple
#

!feedback it's likely been said but it'd be cool to have some palette/skin swaps for the survivors like in streetfighter/megaman battle network/ etc.. it would add some fun variety if multiple ppl pickthe same character! Or change palettes depending on difficulty level? Like monsoon gets darker colors because they're tuff and drizzle gets more vibrant colors lol

earnest laurel
#

!feedback for @little barn

"There ought to be a stackable item that increases the radius of the teleporter when activated, Kind of like how the warbanner works."

Edit: apparently the bot just doesnt like this idea

weak helm
#

!feedback Can we get the stone titan's laser to only fire forward, I have teleported behind him and the laser stays locked on. Having him shoot through his body in order to hit you should either damage him or just flat out not be possible, at least have his head do a full 180. I have also noticed that Stone golems will hit you even if the targeting laser is not focused on you, this feels like a bug and at the least the targeting laser needs to move faster to keep up with notifying you that you'll be hit.

hollow basin
#

!feedback Green Item Idea: Old War Medallion - Killing an enemy gives you 10% extra movement speed (+5% per stack). Activating your equipment activates all on kill effects once (+1 extra time per stack), centered on yourself.

Ex: if you activate your equipment while having will-o-the-wisp, topaz brooch, and soulbound catalyst, you gain a bit of momement speed, explode, gain barriers, and your equipment cooldown is reduced thanks to these items.

floral ivy
#

!feedback youu ar idiot ?

quasi bloom
#

!feedback Please please make it so stone titan doesn't instalock permanently on you with his laser attack if you teleport to try and escape the death as huntress or other characters and not rely on just hiding behind map geometry.

surreal oasis
#

!feedback
Item idea
Name: Alien Clock
Rarity: Green
Stats: Speeds up teleporter charge speed by 20% per stack, for a maximum of 200% .
Pickup description: Time around the teleprter begins to speed up.

I feel that this would be a good way to alleviate the problem of sitting around the teleporter while the boss is dead. Since it would be green, it would take some time to get 10 of them, making the early game last almost as long as normal.

weak helm
#

!feedback
Make monster tooth like it was in ror where the orbs flew to you, and add in the meat nugget for the dropped healing orbs.
This makes Monster tooth a much more viable item, while still keeping the close range variant.
Meat nugget drops 2 "nuggets" that heal 6 ea (+6 ea/stack), monster tooth heals 10 (+5 /stack).

arctic temple
#

!feedback
What about a game mode where every player in coop shares the same item pool, and every picked up item added to it?

loud anvil
#

!feedback Make the logbook accessible in game from the pause screen.

surreal oasis
#

!feedback This is similar to my last item, but I wanted to change it by a decent amount.

Name: Embered Clock
Rarity: Lunar
Stats: Reduces teleprter charge time by 50% (25% from new total each stack) BUT when the teleporter is activated, the difficulty ramps up by 500% (+100% each stack).

These values should change so it's balanced, this is just a rough idea

In game tool tip: Time begins to condense in strange ways.

Any ideas on what should be changed can be discussed in FBD. Be sure to at me :)

Edit: changed name

little barn
#

!feedback I think the TP radius is big but it wouldn't hurt to have a stackable item that increases the radius of the teleporter, Kind of like how the warbanner stacking works.

low spruce
#

!feedback
Add a bar in the UI beneath the run time bar showing how much time you spent on the current stage

hollow basin
#

!feedback Returning Yellow (Boss) Item from the first game: Burning Witness - Grants 10% movement speed (+10% per stack) and sets nearby enemies on fire (10m radius) on every kill for 5 seconds. Chance to be dropped by Magma Worm teleporter bosses.

crude scarab
#

!feedback Clay Dunestriders should not be able to use their suck ability more than once. Especially since it can heal them significantly. Fighting two of them at once with average DPS is hell as they instantly heal up most of the damage I did to them, making early runs a huge chore if you got multiple to worry about.

hollow basin
#

!feedback Give the Beetle Queen the ability to use her wings to fly and hover above the battlefield, where she can spit quick 3 round bursts of acid or drop back to the ground, hurting anything caught beneath her. Right now she is far too stationary and weak as a boss, so giving her the ability to fly short distances and have a few new attacks would spice her up and make her much more interesting to fight.

gentle spade
#

!feedback Speed/jumping on hills/enemy knockback shouldn't send you flying into the skybox

distant crater
#

!feedback
Suggestion for this discord channel:
Add a channel call "Considered feedback" where the dev's post all the feedback from #top-feedback-archive that they are considering to add into the game. This would either be reposting the feedback message (like is done in #top-feedback-archive) or posting the concept from the idea.

You could also add a declined feedback channel for all feedback from #top-feedback-archive that the dev's aren't going to add to the game.

gleaming kayak
#

!feedback
Lan play would be really nice for people who live rurally with limited internet bandwidth, so that they/I could add ror2 to the list of games available for a lan party.

runic mirage
#

!feedback

'thought I'd try my hand at making a Lunar Item. I don't see it getting far, but it's something, I suppose.

Deck of Eclipse Cards - Blue Rarity

(Upon attacking a card will appear and flip itself, beautiful blue lunar flames lighting up from it, revealing what effect you will have for about 7 seconds. i.e. Blazing, bleeding, explosions, whatever, before shuffling itself back in and allowing you to have a 25% chance of drawing another random effect for attacking. It CAN be boosted from the 57 leaf clover to have the odds playing in your favor.)

Effect: You gain the ability to have random effects upon attacks, such as guaranteed explosions, bleeding, malachite, etc. BUT... It causes half of the items in your inventory to disappear.

(It's SOMEWHAT like a shrine of order? But yet not.) With each of these you have, you gain a 10% boost in having a random effect for attacking. Luck is a fickle thing... Pray that you don't lose any of your items that you bank on your survival with.

gleaming kayak
#

!feedback
And for my final suggestion the ability to save and quit runs and be able top come back later

analog coyote
#

!feedback We all knew this would happen sooner or later. Change Shaped glass to add +100% damage additively instead of multiplicatively. Makes damage from Shaped Glass still worthwhile but diminishing if you grab too much of it.

drifting oxide
#

!feedback
let arti's m1 travel faster

astral ingot
#

!feedback Make warbanner deploy a banner when the teleporter event is started, in order to make its usefulness more consistent lategame.

little barn
#

!feedback
why does arti m1 have such a short reach before the projectiles despawn?
when other characters' hitscan attacks can travel that far like mul-t, if my aim is good enough that i can hit something from across the whole map with a projecile fireball, i damn deserve that hit

little barn
#

!feedback
add some sort of save state already jeez
me and a friend had a wonderful run yesterday where we got to floor 32 of monsoon, but it was 4am at that point
what were we to do? if we didnt go to sleep that's obviously not okay, but if we quit we lose one of the best runs we've ever had?

it shouldnt be to the point where if we want a game obviously capable of going several hours in a single session, you have to leave your computer on overnight to not lose progress
ofc save states would be a hard thing to do in a way thats fair, but making ppl afk in a moment fractured so they can sleep also isnt okay

https://cdn.discordapp.com/attachments/481525111329914881/615555374556119058/unknown.png
https://cdn.discordapp.com/attachments/481525111329914881/615555286656352256/unknown.png

open tartan
#

!feedback based on @surreal oasis
The teleporter timer serves an important function: When a player is ahead of the power curve and killing bosses quickly, the delay helps the difficulty scale up to meet them. Otherwise, a few lucky drops early on would snowball even harder than it does now, making some runs trivial. However, it can't be denied that waiting around for the teleporter is boring and that many people want a solution.
The Time Warp (Lunar): “The teleporter accelerates time by +75% (+75% per stack), but takes +40% (+40%) longer to charge.” Both are multiplicative (1.75^stacks, 1.4^stacks), and the effect pauses if the teleporter does (at 99% if the boss is alive). Having a time-altering item creates a second clock with lunar-blue numbers below the normal game clock, showing the augmented time; this is so people can still track their actual play time. Because time is relative, this does not affect survivor or monster speeds, only the clock and the teleporter.
The benefit: The teleporter is charged in 80% the time per stack (80%/64%/51.2%/etc). The drawback: Because time is flowing faster, the difficulty increases more quickly during the teleporter event. If the player is snowballing and killing bosses quickly, this gives them the shorter teleporter duration they want but also reduces their snowballing.

little barn
#

!feedback make the bands merge into a red item when you get both, keep track of how many bands you stacked before hand of course

hollow basin
#

!feedback Once the boss has died the player should be able to interact with the teleporter to make it spawn some elite enemies, equivalent to that of a combat shrine. If the players kill these elite enemies, the teleporter instantly charges.

willow ocean
#

!feedback
Echoing some other people’s ideas for the teleporter, maybe we should have this proposed lunar item that decreases teleporter charge time add the effect of 1 shrine of the mountain (in difficulty, not items), and name it something similar to “Pocketwatch of the Mountain”. I feel like that’d be easy to code in since the shrine of the mountain code is already there, plus it adds some more relation to the shrine.

sleek yew
#

!feedback I think a way to buff commando without altering any of his attacks would be
a passive that gives him a 10-15% bonus critical hit chance

fluid thunder
#

!feedback I'm thinking the aspect equipments should just be like super rare items not equipment

clever elbow
#

!feedback
dont support modding for ror2 cause community is toxic and meme worthy xd

hardy sphinx
#

!feedback i got another take on the aspects, just allow them to be in the regular drop table instead of having it drop from elites which nearly never happens, i've seen it once in 120 hours and i know a lot of people have seen it way more hours, maybe make it a quest unlockable like runald and kjaro's bands, kill a certain number of that elite to complete the achievement and the item gets added into your drop table, as items, their stats and effects could be tweaked to be much stronger as well

weak helm
#

!feedback
Change commando secondary ability to like it was in the original games, an instant piercing shot that cut through every enemy in its path, give it nice bang, as well as some feedback when used.

hardy pumice
#

!feedback Buff Titanic Knurl. As it stands, it's only good early game due to its flat regen up as opposed to a multiplier. It's overshadowed by almost any green item you can get from boss fights. 1.6 HP per second becomes negligible very quickly and it's not like you're gonna stack them much. Something like a 1.2x regen multiplier would make it much more useful in mid to late game. The HP boost is fine, although still pretty negligible late game.

acoustic magnet
#

!feedback Add an equipment that gives you some kind of blink/dash/movement ability that is instant upon activation (mostly to give all characters a form of instant 360 movement if they so choose to use there equipment slot on it)

distant crater
#

!feedback Refinement from the above idea. The use item teleports you in a straight line away from your current position a set distance away (Maybe 100m, a reasonable distance). It would also have a chance of teleporting you up at an angle, but the higher the angle the lower the chance. It can teleport you off the edge. It would have some quantum related name. This is playing on the same idea as the quantum vase use item.

sick pine
#

!feedback I think being able to change the skins of your pod and character would be pretty nice

loud anvil
#

!feedback Remove the ball physics from monster tooth orbs.

green pebble
#

!feedback a field of view setting, perhaps? 🤔

willow ocean
#

!feedback
Lunar item rework ideas
Gesture of the Drowned: Since Gesture’s purpose is to automatically fire your equipment, perhaps it should also point your cursor towards an enemy whenever it triggers, to fire at that enemy. I feel like that’d make it more like a lunar item that you would hesitate to pick up depending on if you wanted to deal with that during the run. It would move to a farther from your cursor enemy with more stacks.

hollow nimbus
#

!feedback
Killing the teleporter bosses causes the teleporter to charge at 1.5x the normal rate, but for Monsoon difficulty, the charge time is scaled up to 120 seconds like the first game.

shrewd idol
#

!feedback can we get Hp from the small interactable containers like in the first Risk of Rain when under a Hp threshold?

willow ocean
#

!feedback
Make Warbanner and Headset equipments.

gleaming edge
#

!feedback
If Acrid gets added into the game, make him chained up in the lobby/character select screen to further complement his beast-like nature, and to pay homage to the first game.

upbeat dragon
#

!feedback Remember how the artificer was in stasis in the Lunar shop? How about the ability to go into stasis at the lunar shop yourself as a mid-run save function, given how long runs can potentially go on for? Hopefully you won't need someone else to free you when you want to return, though...

full saddle
#

!feedback A gigantic boss, or better yet a stage that is in it's entirety a boss. Kind of like god of war fighting the titans, or shadow of colossus, or the big turtle that carries the world. You fight the stage itself. Either you fight yourway through the stage to get to the teleporter (which could be lodged into some organ), or activating the teleporter wakes up the stage

grand lintel
#

!feedback building off the skin idea I had earlier, maybe like free skins and then theres some you get from achievements, nothing you have to pay for

little barn
#

!feedback
there needs to be more ways to get and use lunar coins, honestly
yeah, you can get a trickle of coins pretty steadily by obliterating, but i kind of wish there were shrines or challenges or something as a way to earn more of them more quickly, especially for a risk

be it like lunar-styled shrines of combat, casino coin gambling, something like the altar of gold where you fight a big ol challenge in order to earn some, etc, just something to add more into the dynamic of spending and using lunar coins, since the state its in at the moment makes its pace for use saddeningly slow

the point of lunars is meant to be that they're niche, of course, but that should come with the nature of them making runs where you dont use them properly bad, so you voluntarily dont invest in them every run, not that you're just forced not to use them for 80% of the game because they're slow enough to save up that it's not worth spending them until you have a wild amount

plus, lots of risk/reward in terms of spending/betting/risking to earn them sits super well into their niche - give us more ways to earn coins when we deserve em, and more ways for overzealous folks to lose em!

desert grove
#

Boss execution animations... YES

earnest laurel
#

!feedback for @desert grove
"Boss execution animations... YES"

gritty haven
#

!feedback to add onto @little barn s idea, perhaps a "Shrine of Lunacy" which summons a whole bunch'a elites that are more powerful than normal, but in exchange you get x lunar coins, where x is the amount of these dudes you can beat is ~30 seconds /2 and rounds up

gleaming kayak
#

!feedback
So I was thinking about my favorite character in ror1 the loader and I was thinking about what made me like him and it was how he bounced from enemy to enemy using his grappling hook so iwas thinking about increasing it versatility in this new 3d environment and I have a few Ideas for how It could work.

  1. Right click to shoot out a fist which will latch on to what ever it hits (if it hits an enemy it will do a very small amount of damage).
  2. Right click again to release your fist.
  3. When your fist is connected to an object/enemy pressing shift shall send you to the object/enemy (doing a very small amount of damage to the enemy and stunning him for a small amount of time).

While the fist is connected to an object/enemy you are unable to move away from, but you can move closer and the wire will remain taut. This will allow you to swing around like a yellow spider-man. I'm not sure how long to make the cooldown or if the ability requires one if you were to get to just keep the utility and take away the stun and damage.

half apex
#

!feedback
Mercenary is a really bad character with good potential.

The fact that he moves much slower while using his main attack completely stops him from moving around his enemies easily while attacking (unlike every other character in the game). Making the speed decrease smaller would let him have much more mobility.

The mobility increase when combined with his large range of attack seems quite powerful, so making the area his main attack hits a bit smaller would let him be a bit more like Commando, single-target damage with lots of movement, but still have the crowd control he seems to be based around.

Another issue is his spinjitsu secondary attack. It would be much more interesting if it had some more movement to it other than just sending you up. My thoughts are either sending you even higher when hitting an enemy, or giving you a slight speed increase after the attack, ONLY if you hit/killed an enemy. This change makes it so the slow-down he goes through to spin won't make him such an easy target to nearly every enemy.

IMO his dash and invincibility-slash are fine as they are, but the dash feels like it comes out much slower than it should (but that's just me, doesn't affect gameplay too much from my experience).

tough pendant
#

!feedback

Make it so that the Ice Elite Equipment (Her Biting Embrace) drops the same ice bomb that the elite drops on death when you use the equipment, except now friendly. I don't know what the cooldown would be though, probably mid-to-high.

livid nest
#

!feedback Item idea: Poisonous mirror. makes it so that your damage is set to 70%(+5% per stack) but you deal 50% of your damage over time

willow ocean
#

!feedback
Shaped Glass rework
Instead of halving your health, it just doubles damage enemies deal (as well as your own damage). This would make the item functionally the same but you wouldn’t be able to abuse OSP

meager pumice
#

!feedback
Item idea: Arms Race (returning and reworked)
This item in RoR1 made your drones have chance to fire the missiles from provided rocket pods. In my opinion that item could use an overhaul to better fit the gameplay of second part.

If that item had to return, those would be changes to it proposed by me:

  • instead of adding missile pods grants stackable +5% damage boost
  • in addition enhances each drone differently
  • healing drone receives boosts to heal and grants stackable +5% armor during heal
  • gunner drone gains stackable critical strike chance
  • missile drone now fires one more missile that debuffs the enemy armor by 5% per stack OR has a chance to stun the target
  • incinerator drone has improved aoe
  • equipment drone cooldown is reduced by 5% per stack
  • prototype drone gains effect of leeching seed
tranquil mulch
#

!feedback, add a stat at the end of the game showing how much one healed other players; i.e. engineers' turrets healing displayed as a score

hollow basin
#

!feedback Let us know if the enemy we were killed by was an elite

hollow basin
#

!feedback In order to add a "Risk of Rain" to this game, I think it'd be neat if there was a chance that on any stage, a cataclysmic weather event could happen which would make that stage play differently and possibly be more difficult. Here are a few examples of ideas:

Downpour - (on Titanic Plains, Distant Roost, and Wetlands Aspect) A torrent of heavy rain pours upon the stage, as lightning occasionally strikes the map randomly like a weaker version of glowing meteorite, and all enemies gain a small bonus to movement speed.

Cyclone - (on abandoned Aqueduct and Scorched Acres) Extreme winds blow through the stage. Unique 'Tar' elites will spawn which are an oily black in appearance and have no extra health or damage. These elites leave a black trail of tar wherever they move, and leave a puddle of tar upon death. Enemies walking through this tar become tar elites and gain a 20% movement speed bonus while walking through tar. Walking in this tar or being attacked by a tar elite will slow players by 20%.

Blizzard - (on Rallypoint Delta) Heavy snow blasts through the map. While less total enemies spawn, a very high amount of the enemies are glacial elites.

acoustic magnet
#

!feedback Shrines of chance should guarantee an item if you roll it 3 times and get nothing or they should have there chance of dropping a green or red increase every time you roll it and get nothing.

formal briar
#

!feedback make achievements into steam achievements

vague hamlet
#

!feedback When tagging a purchasable item (chest, shrine, etc.) the price should also be highlighted (or at the very least, have it shown in the text feed). Addtionally, tagging should also let the player know whether or not the chest is already open.

steady steppe
#

!feedback make crowdfunder get gold for every hit scored so it feels more rewarding and makes it more than an item to meme with ur friends with

weak helm
#

!feedback
I have always felt while playing ROR2 that the environment does not feel as dark a RoR did. The environment being dark was one of my favorite parts of RoR and it really fits the feel of the maps; dark, brooding, abandoned structures. It may be harder to do well in 3d, but I would really like to see a slight change of color pallette so it get's that dark feel back.

willow ocean
#

!feedback
Echoing Jungomo, can we make all the elite equipments have an activateable effect? This would make fuel cells with them useful. Nkuhana's Retort could throw malachite spikes, Her Biting Embrace could drop the ice bomb, Silence Between Two Strikes could give you more shield maybe... Ifrit's Distinction.... I'm not sure. But I think it'd be a good idea to make all equipments have an ability when they're activated
Also please make them drop more often they're really cool lol

gleaming edge
#

!feedback
If Acrid gets added into the game, make him chained up in the lobby/character select screen to further complement his beast-like nature, and to pay homage to the first game.
I forgot the image last time so I'll put it in here so the ror2 newcomers can get a reference.

little barn
#

!feedback daggers should bounce away from the ground, or drift away from the ground, something to keep them from grinding against surfaces and wasting them
the original movement of them was changed to keep them from orbiting instead of being able to hit, but its just as wasteful if they stay buried in the dirt bc theres a slight slope in the ground
their awkward idle sitting after killing an enemy followed by digging directly into the ground is just sad to see, considering how awesome they used to look, and theyre still problematic in a way thats kinda funny to watch, but they deserve fixing

hollow basin
#

!feedback White Item Idea: Swollen Tick - 5% (+2.5% per stack) chance on hit to attach a tick to an enemy, which drains them and heals you for 4 hp/sec (+4 hp per stack) for 5 seconds. Multiple ticks can be applied to an enemy.

eager plume
#

!feedback Add more amazing scenery, like planets in the distance to some of the maps. Kinda like how it was on Sky meadow with the massive Purple planet in the background hogging most of the background screen. You could even replace the sun on scorched acres with a purple moon.
(Edit) It would be more thematically amazing to make Scorched Acres into more of a night time item with a Purple moon shining upon the environment. Considering the special boss in it.

hollow basin
#

!feedback Green Item Idea: Ghor Horn - Gain 5% movement speed on kill that lasts 5 seconds, up to a maximum of 5 stacks. Each Ghor Horn increases max stacks by 5 and speed bonus by 2.5%.

opal hollow
#

!feedback Item idea

Name: Karmic Debt
Rarity: Red

Description: Every year, survivors die at the hands of these creatures, but through pure luck, or perhaps even skill. A scientist managed to create a device that would take the soul of the so called boss monsters and force it to fight for you.

Ability: When in possession of Karmic Debt you will get a miniature version of a boss monster. The stats of the miniature is only ??% of the original.

P.S. I don't know how strong boss monsters are, so I just put ??%.

distant crater
#

!feedback Allow us to customize the UI, namely the aiming retical.
(I want that old aiming retical back for arti LensMakers_Glasses Artificer )

fast walrus
#

!feedback Since a lot of people seem to want drone upgrades, why not add a hidden realm at some point that has facilities for that? Call it the Ancient Workshop or something, and let players spend gold/lunar coins(?) to buy and upgrade drones.

I don't much like the idea of having niche drone-related items added to the loot pool, so I think this might work a bit better.

fading forge
#

!feedback as a simple buff to the crowdfunder make it so that it gains damage based on how many equipment charges you have and attack speed based on how fast your charge rate is (as is, it doesnt even gain any benefits from batteries and the drowned)

little barn
#

!feedback A playlist option. So you can transport your music into a folder in game and be able to listen to it collectively while playing.

chilly crag
#

!feedback Why in the name of god do invisible trees exist? Make trees visible at low graphical settings so you don't get stuck in a tree at low health and die to a random wisp.

willow ocean
#

!feedback
If we make it so you can control allied drones when you die in multiplayer, those should also include engi turrets. Would be fun to have an engi player still get to fight the boss with friends by placing the turrets near the teleporter

north citrus
#

!feedback
Make a gofundme/crowdfunder.com and have the Crowdfunder do a % of that crowdfunder's money raised as damage.
like if people donate 100k have it do 10 dmg per hit and if 1mil 100 dmg per hit. it'll eventually get overpowerered but this is Risk of rain, not Risk of overpowering items. just look at everything in #poll at S tier.

eager plume
#

!feedback Replace Imp Overlords Spike distortion throw with his original laser attack, should feel more Imp-like instead of Elder Lemurian-like. This attack would work gloriously in 3d, as it would literally make standing in front of the imp a challenge without dodging multiple lasers/explosions.

gloomy whale
#

!feedback add a button buried deep within the options menu to unlock everything.
Some players just want to have the full gameplay experience out-of-the-box and are less interested in the item unlocking experience.
Keeping it hidden will prevent accidental activation.

subtle gale
#

!feedback I feel like you guys are doing good with this game. I've thoroughly enjoyed ROR2 and I'm excited to see the content that is in the works. I know that sometimes people think positive feedback isnt feedback, but I think you guys deserve some genuine praise somewhere among all of these ideas.

rigid tundra
#

!feedback - really need a "drop equipment* keybinding. i had the money gun and i picked up the gesture of the drowned before realizing it - i could no longer ever buy anything

old socket
#

!feedback an equipment that can command drones, like having them gather close to you like in ror1, or attacking a specific enemy

little barn
#

!feedback make eccentric vase's warp instant, since atm its a>b travel time, being able to die while inside of it, etc just isnt worth picking up over most anything else during any stage of the game
its an item id definitely pick up and enjoy instead of something like a gesture build if it was an instant escape warp, and its an item thatd be a great one to have for the sake of variety in builds

as for the travel graphic it currently has, it could be mismashed into a new travel graphic for the item if they wanted to, or quite frankly they could just use it on another stage of some sort (like the fancy one in the background of the prismatic trials screen thats all thematic to it, which im definitely excited to see if we ever get to go there)

but imo, its sad that its just simply not worth it to get the achievement to unlock the item whatsoever if you know what it unlocks, and even if the item didnt take an unlock it'd still be disappointing to find out how just generally useless and way too niche the item is to use

dire anchor
#

!feedback Mercenary's skills that involve dashing forward stop when an ally is in the way, greatly hampering him when he has ghosts or beetle guard allies. Shouldn't they have some kind of friend/foe thing to just pass right through it? It'd be a nice QoL change anyway

worn bough
#

!feedback Eccentric Vase portals should last until you place it again some place else, or maybe it should only allow you to travel through it a set amount of times before it breaks down. The time limit just doesn't seem as powerful as a legendary use item should be, and it would allow for more sandbox esq. fun with certain builds.

whole ginkgo
#

!feedback make console specific voice channels and looking for game channels in the discord server to make it easier to find games for respective platforms 😁

grand steppe
#

!feedback
can we please add an option to turn off reticle bloom.

kind igloo
#

!feedback Move either Aegis or Rose Buckler so they doesn't look like this on you

olive linden
#

!feedback One idea for future buffs to certain items that are voted weak or rank "D" "E" "F" could be by implementing a system where a certain stack of the item adds special/extra/bonus effects, maybe even a simple dual tree where if you pick up like 5x of one item it brings up a simple "X" or "O" queue where if you press X or O it will advance into like a "crit bonus" or "attack bonus" for offensive items and vice versa for defense, or however seen fit. (Reminder this would only be a reccomendable idea for items that are underpowered)

little barn
#

!feedback make artificer's snapfreeze execute threshold not be overridden by guillotine's kill% threshold, and rather add onto the threshold
ofc there should be a max execute threshold for it, but snapfreeze no longer mattering vs elites once youve picked up 3 guillotines is just not cool imo

low spruce
#

!feedback When playing engineer with Infusion, and the turrets kill something, give the Infusion bonus to you rather than the turrets

hardy sphinx
#

!feedback based on the one over, just give it to the turret that killed and engi, no infusion for turrets would just make them worse than they are, they'd just become garbage earlier on

willow ocean
#

!feedback If I recall correctly engi’s turrets don’t keep their infusions when they die or are redeployed, so it’d be nice if they kept the health boost instead of having to get it all again.

spark gull
#

Need gyro aim on switch

feral copper
#

!feedback

Elite bosses should have a EDIT: Slightly higher chance than a usual elite to drop the Aspect equipment EDIT: as a teleporter reward, potentially dropping alongside the boss's signature drop, if it has one. (Her Biting Embrace, Ifrit's Distinction, Silence Between Two Strikes and N'Kuhana's Retort)

heavy glen
#

!feedback Modify item containers to be easier to find - Wetland Aspect is capable of hiding a lot of loot and getting items from every map is very difficult compared to the original.

Maybe make it so that this feature is only present on Drizzle, to preserve difficulty.

gentle spade
#

!feedback Make opened loot containers go "grey" or something to make it more visible at a distance that it's empty

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.

pearl kayak
#

!feedback

Make the PS4 version of the game the SAME PRICE as the Steam version

If y'all are really trying to charge 50% more price, better add 50% more content and crossplay too! 😩

uncut chasm
#

!feedback idrk how you guys can implent this, what im worried about is players spliting or how searching for players will be like. i mean im not complaining consirdering local play will be fun and instresting to play on teh switch with my brothers, but im worried either A) the playerbase on other consoles will die to lack of players fast due to no crossplay and probably will only be local play or B) the matching making proccess becomes worse

brazen plume
#

!Feedback

Make it so if you get two paul's goat hooves then they replace both of the character's legs

low spruce
#

!feedback Change the texture/model of elite Brass Contraption's spiked balls, or add a trail behind them, so we know if we're about to get the burning debuff, or have the lightning bomb attached. (Also it would probably look cooler 😎 )

plucky crystal
#

!feedback Please add gyro aiming for switch, it would be really helpful!

little barn
#

!feedback We can already host lan parties and stuff by using the ingame console, with the only downside being nobody’s names load correctly. May you please expand on this? LAN Parties are still very much a big deal. I suggest adding additional menu buttons like a LAN server host / detector

gentle spade
#

!feedback Let you hold down space for jump height with Headstompers, and bind the slam to CTRL so Artificier can choose when to do it and still have pack, AND not have to always jump max height

formal briar
#

!feedback remove (or change the icon) for the totem that makes you get 'sequenced'. Too many times I've thought it was the challenge of the mountain and accidentally sequenced myself.

cedar hamlet
#

!feedback Get PlayEveryWare to add D-Pad menu navigation for Switch instead of a joystick-based cursor. FFS.

cedar hamlet
#

!feedback Add a ping wheel with relevant pings, such as "<User> wants to activate the Teleporter" or "<User> warns everyone that <enemy> is dangerous"

dire anchor
#

!feedback An item that reduces the time it takes for shields to recharge would be pretty sweet - right now the meta is centered around shaped glass and maintaining One Shot Protection as much as possible.. I don't expect this will topple that but it'll at least be a pretty strong step in the right direction I think to keep shields from being "just some trade material" lol

willow ocean
#

!feedback Maybe make it so the shield generator also slightly decreases time it takes for your shield to recharge? As it stands, it’s a pretty unhelpful item since the flat 25 shield it gives you is pretty miniscule late game, this might help give the generator a slight but meaningful boost

ember aurora
#

!feedback is gyro support for nintendo switch in the works?

willow junco
#

!feedback cross platform coming or not?

wintry ibex
#

Dance emotes

jaunty cairn
#

I find (particularly in single player) deaths by the anti-healing enemies (machi somethingor other) feel very cheap. I do however understand some people might like it.

jaunty cairn
#

!feedback add option to disable a type of enemy.
I would like the choice to disable certain enemies from a menu

snow nova
#

!feedback What do you guys think about the ability for engineer turrets to target the enemy you ping?

jagged heron
#

!feedback Now that the game is on a platform that does not offer keyboard and mouse, can we get some more joystick settings like dead-zone and/or a sensitivity curve? The aiming feels a bit jerky on the switch.

little barn
#

!feedback a neat idea for a clay dunestrider boss drop could be a chance for a tar explosion on-kill, like the pots around the desert map

solemn finch
#

!feedback Rock Wisp that rolls on the ground to deal hits and jumps to land on players near it causing it to break in kamikaze fashion.

frosty egret
#

!feedback using escape/enter as an alternate to navigate the menu

hollow basin
#

!feedback Add Arch Wisps that shoot two of the grovetender’s mini kamikaze wisps as its primary attack.

The Arch wisp already is already completed in the game files but not implemented due to it being too similar with the greater wisp, so I think this would make it play differently but still add challenging enemy variety.

little barn
#

!feedback Chat notification if a Lunar Coin drops.

mint kiln
#

Fix the headstompers so artificer can use jet pack (perhaps change to double tap space or sprint)

idle lynx
#

!feedback PLEASE add the option to enable gyro controls to console, at least Switch. It's so much harder to play anything but the Huntress

honest sun
#

!feedback set up looking-for-group channels for the different consoles

orchid meteor
#

Would love to see some kind of gyro aiming available on switch if it doesn’t impact performance.

hardy sphinx
#

!feedback for you people posting, maybe read up a little so that we dont end up with like 50 of the same/similar demands

languid copper
#

!feedback some kind of graphical option to tone down bright flashing effects like big explosions and vagrant orb detonations so I can play while my roommate is asleep and not wake him up/blind myself

stray wyvern
#

!feedback rex's run would be cool and unique if he could use it up vertical surfaces

brazen plume
#

!feedback

An item that gives you the ability to jump when you're against a vertical wall to kick off it and get a burst of momentum backward. Stacking it both increases the initial momentum boost and gives you an extra wallkick.

I would love to see more unique mobility items like the wax quail or hopoo feather to take advantage of the 3d space; I feel a heavily overlooked aspect in games in general is making movement fun.

snow hearth
#

!feedback Allow switching between First person mode and Third person mode for more immersion

loud anvil
#

!feedback Add an option to disable visual changes to your character, with different options such as disable items, equipment or all of them. This is mostly for performance stuff for those less unfortunate

little barn
#

!feedback consoles need better menus, not just emulated mouse :( it's really clunky and slow

little barn
#

!feedback yknow whatd be neat?
a good idea for a boss item for wandering vagrant could be one where when you use your equipment it spams a couple of the energy orb attack thingies that vagrant uses as a normal attack
itd be different than every other item in the game, probs would work better on non-gesture builds if done right, just generally seems like a neat item
could make it like, a bottle of electrostatic gas, or whatevers inside of those guys

hardy sphinx
#

!feedback we need an item for each boss, stone titan has one, beetle queen has one, grovetender has one, aurelionite has one

acoustic temple
#

!feedback idea: would it be a lot of work to use center click to assign targets to drones/queens guard beetles along with the tag function? I think it'd get some more use out of them in later levels when they usually run off to fight enemies elsewhere. Especially since you'd be able to have them guard players/yourself or focus on boss mobs/elites.

reef blaze
#

!feedback Bring back Risk Of Rain 1 music!

true agate
#

!feedback As there is no way to communicate when dead on the switch (perhaps other consoles as well), maybe add a way to ping objects for the currently viewed player? I watched someone for 25 minutes run around a map ragged looking for the teleporter, only to have passed it a dozen times, and I couldn't help. You could also point out chests as well. Maybe not the 'go there' ping, but I think the teleporter at least

acoustic schooner
#

!feedback idea: Not too sure how skills 2.0 is going to pan out but was thinking it'd be neat to have unlockable alt skills to equip on some survivors as well that replace the originals and could be at the Survivor selection screen. I understand adding things like that would be difficult to balance but here are just some ideas I put together from the teaser images in the Dev thoughts blog #7

  1. Spider mines replace engie's regular mines but he gets less of them and maybe they recharge slower.
    2.A grenade that replaces the commando's suppressive fire more suited to dealing with crowds (cuz he kinda sucks at it to start) would maybe work like MUL-T's stun canister but more focus on damage instead of stuns.
  2. A nanobomb for artificer that doesn't reach out to enemies as it travels but has a larger explosion radius.
snow hearth
#

!feedback (didn't see a switch-specific feedback) For Switch users it would be really great if the Splatoon aiming method of tilting the switch were an option. I'm used to using it and I feel like it would do super well in ROR2 if possible.

loud anvil
#

!feedback A new enemy type, a crazed or frenzied variant for default enemies.

In simpler terms, a more "aggressive" version (faster attack rate and movement speed) of already existing low-mid tier enemies, but with lower health.

surreal oasis
#

edit: could someone be a lad and repost this, my bad 😛 :

!feedback for @surreal oasis
Name: Embered battery
Rarity: Lunar
Stats: The teleporter starts with 15% charge (+15% per stack) [to a max of 75%] BUT when the teleporter is activated, the difficulty increases by 500% (+200% each stack) during the duration of the teleporter charge.

These values should be changed so they can be more balanced if implemented

In game pick up: Energy channels from the battery into the teleporter. The planet's inhabitants don't seem to like that.

item design: A relatively large black battery (same colour as the teleporter) which releases the red teleporter particles.

Any ideas on what should be changed can be discussed in FBD. Be sure to at me 🙂

little barn
#

!feedback a neat lunar item idea would be a permanent stack of challenge of the mountain
could just make it a stone engraved with the sign or some shit, doesnt matter, itd be a v fun thing to pick up in a run

cunning hamlet
#

!feedback Please add a way to raise sensitivity for Ror2 Ps4 Edition.

little barn
#

!feedback adding to @cunning hamlet’s suggestion, I think there should be more options on console! Adjustable sensitivity, aim-assist toggle, and menu navigation should not just be some virtual cursor, that’s just lame and needlessly a time waster

gloomy siren
#

!feedback Please add option for loot from crates (that you purchase) be allowed to be picked up by you unless you toggle free for all pick up in multiplayer

hardy sphinx
#

!feedback again for you all on consoles asking for various things, the versions just released and they're probably working on some fixes or additional features for you all, no need to ask 50 times

solar bronze
#

!feedback toggleable or press and hold button for "walking" or something to slow movement speed. in long runs getting more and more speed soon becomes more of a nuisance then a perk.

fast walrus
#

!feedback Could you add a little boost of forward momentum or something after landing from a jump geyser? Depending on how and where you land after using one, they can slow you down a lot. It's a little jarring at times.

queen gyro
#

!feedback for @surreal oasis
Name: Embered battery
Rarity: Lunar
Stats: The teleporter starts with 15% charge (+15% per stack) [to a max of 75%] BUT when the teleporter is activated, the difficulty increases by 500% (+200% each stack) during the duration of the teleporter charge.

These values should be changed so they can be more balanced if implemented

In game pick up: Energy channels from the battery into the teleporter. The planet's inhabitants don't seem to like that.

item design: A relatively large black battery (same colour as the teleporter) which releases the red teleporter particles.

Any ideas on what should be changed can be discussed in FBD. Be sure to at me 🙂

bitter salmon
#

!feedback Option to toggle Gyro Aiming on switch? I feel you need to aim a little too fast and too precise for what JoyCon stick aiming can offer

nimble star
#

!feedback I don’t really like the idea of pausing in online multiplayer, but I think an option to call for a ‘TIME OUT’ could work.

Essentially, a player calls for a time out and a few seconds later, the game pauses with a countdown timer. Then, players could vote ’ready’ to make the countdown go down faster. Similar to the lobby when choosing characters in multiplayer.

young lily
#

Hello there, I am so excited RoR2 is finally out on the ps4. I know it is in a beta state on console and I want to give some feedback. As you may or may not already know there are spots in which enemies fall through the floor or just walk through a wall and stay stuck inside. Another issue I've noticed is sometimes through playing the level abyssal depths the area with the chains hanging throughout the map. Sometimes I cant find the portal at all after covering all ground idk if the portal is just randomly being placed in the floor or somewhere out of bounds that it cannot be reached. I've had to restart when this occurs.

!feedback I would like to share an idea for a new character one that could be a shapeshifter and transform into the enemies. His or her basic attack would be a melee style using it's fist in a 3 hit combo on the last hit the hands shapeshift into claws to give the enemy a slight knockback. This attack will have very low damage and the final hit will pack a slight increase of damage. The second ability our R1 would shapeshift into the targeted ground enemy and mimic his moves for 10 seconds and have a 13 second cooldown. Our utility ability would allow the shapeshifter the transform into a flying enemy at random being able to have flight for 6 seconds. Our 4th ability L2 would have the shapeshifter hands turn into a laser cannon that he or she puts both hands together and releases a laser blast that pierces through units and does a moderate damage with a 18 second cooldown.

floral ice
#

!feedback finish split screen mode? I really like it so far but having to use commando every time gets tiresome

earnest laurel
#

!feedback
Extend the available difficulties by 2.
Cloudy: easier than Drizzle
Apocalypse: Harder than Monsoon

little barn
#

!feedback so as we all know royal capacitor + gesture is absolutely insane yes
the debate as to how to make gesture not just a straight upgrade for the equipment does rest in how the equipment works, rather than gesture; the equipment cant be used when itll miss, its cooldown is low enough a simple couple stacks of items will make it instantly free
a longer cooldown sort of ruins the point of the equipment itself, less damage doesnt make it less effective all things considered unless its gutted, a lot of tweaks to lower its effectiveness would only serve to make it focused more on being only used with gesture
but, something that could be done to make it still work with gesture, but also make it not as objectively insane as an item to use with gesture/in general

what if we gave it a deadzone, where it couldnt be used within a certain radius of the user?
ie, the opposite range limit of huntress's primary/alt fire, where you have to be a certain distance away from the opponent for the equipment to be useable (not in terms of that explicit distance being used, but rather that type of range limitation)
that'd let it keep its damage, not having to gut it of its function, etc, while also giving it a seperate purpose than 'instant medusa lazer death machine in all circumstances once you grab a couple items that arent too hard to get'
itd pull its use away from those of preon, dml, backup, and actually let it retain its current great functionality with gesture, while also not having it be a pretty much objective best equipment item for use with gesture
which, imo, would be great

grave sluice
#

Just a small idea. I think the golden chest should appear in all areas but be hidden well

wraith anchor
#

Remember to use !feedback to post your feedback.

earnest steppe
#

!feedback Please get rid of the FOV (field of view) for the Frost Relic. It really gives me a headache when my screen zooms in and out constantly. its gone up to a point where i just don't pick it up because of that.

shadow palm
#

!feedback Add more movement items into the game, the more unique, the better! 😃

Movement items are nearly never a bad idea to pick up, and make the game move more quickly. Adding a couple more would be great!

Example movement item idea:
Some sort of grappling hook that allows you to hook onto terrain a short distance away. Could be any color, with white needing more stacks to have a useful grapple range, while red could do the same and lower the cooldown with more stacks.

This sort of item would be similar to the Hopoo Feather in that it gives characters some mobility, but it is sort of situational, and might be better on some maps than others. Movement in a 3D space is a really cool aspect of RoR2, and I know I have a blast once I've got a dozen hopoo feathers, six goat hooves and a few energy drinks.

eager plume
#

!feedback No lootboxes/ in game purchases like mobile games, or anything like mass amounts of purchases. Adding this kind of thing to feedback isnt the style of game risk of rain 2 is about, the game isnt going to be far far off from the original games goal.

clear kernel
#

Yo what do we think about some split screen options on Switch?

steady jay
#

!feedback Splitscreen multiplayer

little barn
#

!feedback make the game RTX compatible

little barn
#

!feedback a lot of people are talking about Gyro controls on the switch port, and I’m gonna have to agree on that one. Playing Metroid Prime Federation Force on the 2DS XL with Gyro Controls felt a lot more responsive than the little C-stick a lot of the time.

loud trench
#

!feedback
It would be really cool if there were variants of the characters with seperate unlock events like a toxic huntress or mercenary, or an alternate artifice where the element bases of her attacks were cycled up once or twice (e.g. ice shots, fire wall, electric beam)

bleak fog
#

!feedback
The Unstable Tesla Coil feels overpowered as all hell. Too much damage, honestly. I got it in my first stage and never had to worry about small critters for the rest of the game, not even the elite ones. I think the concept is fine, but I think the damage needs a small nerf and the cooldown needs it’s own nerf so it isn’t just constantly clearing waves of small things.

coral wagon
#

!feedback
People are always like hey Shaped Glass is kinda busted and weird and scales weird and makes it easy to abuse OSP and on and on, here's a simple way to fix that!
Just make Shaped Glass increase damage received by 100% per stack, and increase damage dealt by 100% per stack. 4 stacks of Shaped glass? Take and deal 400% more damage. Clean and easy, and still demands strong healing to keep yourself topped off instead off just to abuse OSP.

echo gyro
#

!feedback
An "Are you sure" function to Equipment Drones. Twice now my run has been ended because I was looting chests and accidentally dropped my Spinel Tonic into an Equipment Drone.

bleak fog
#

!feedback
Personally, I find rng elements in games to be a little bit annoying, but I have an idea that keeps the random aspect of finding items and adds some foresight into what you will be getting.
I think it would be really cool if we could choose what items would spawn in the world when we open chests, namely choosing a set amount of items in each rarity. This would enable players to go into a match knowing how they are going to play, whereas right now rng kind of determines what your playstyle is. I think it could be a lot of fun, and it would be nice if there are any items someone finds legitimately annoying to use. I don’t think this should extend to equipment and lunar items though, only basic ones, and the triple item terminals I would think would include ones not in your list as well. Also, to avoid then making unlocking new items infinitely harder, I think undiscovered items would be possible drops despite not being in the list.

weak jewel
#

!feedback Although they’re nice as is, considering the rarity it would be nice if the elite-equips got some sort of active ability, eg;

Silence between two strikes - smaller vagrant nova attack

Ifrits distinction - magma worm blobs that leave lingering flames

Her biting embrace - Ice nova that can freeze/execute enemies

N’kuhanas retort - summon a malachite urchin above your location

Ofc the passives need to stay balanced to accommodate something like this, but at least we could benefit from warhorn when carrying them DrizzleUwU

granite siren
#

!feedback make the speed of commandos roll scale with sprint speed (like mercenary's blinding assault or mul-t's transport mode) instead of only base speed. roll is the only "dash"-type utility in the game that doesn't stack with sprint speed

velvet tusk
#

!feedback
I know the Engineer is mostly from RoR1, but his mines have not crossed over well. In 2D space, they were quite effective. Now, between cast times and count limits, it's hard to remember to use them because they don't feel very good. I have some ideas for a replacement, but I'll use a different feedback/idea post about them.

loud anvil
#

!feedback Time stop equipment

A lunar tier equipment that can be used to stop time for a set amount of 9 seconds (could be more or less, or even indefinite), but every second that passes costs you around 10-15% of your max health. It could have a 2 min cooldown or gradually consume more percentage of your health as each second passes.

Mechanically, it could have the same properties as Rex's root skill except it works on the entire map.

I dunno how it could be implemented but if it could freeze projectiles mid air too it'd be nicer.

velvet tusk
#

!feedback
Replace Engineer's mines with a Satchel Charge. Secondary could place/drop one of these bad boys (and they'll take a second or longer to arm), then holding Secondary will detonate all of them. Default 1 charge instead of 10, but with much more damage. Could allow the Engineer to benefit from Extended Magazine and won't take as long as slowly dropping 10 mines in one spot

tough pendant
#

!feedback

Some changes for Engineer:

  • Make his grenades bounce three times, like in the original game. It's fun to watch them bounce around, plus it would make him able to crowd control a bit better.
  • Make his own attacks stronger and his turrets weaker. Turrets should be something to place down if you're not moving to add that extra chunk of DPS, not placing turrets and then using your M1 for a small extra bit of DPS

I have a good idea for an alternate ability, but that'll be for another post.

cinder tusk
#

!feedback Hiya! squishyAYAYA
I’ve played RoR2 a lot on PC and I got it on the Switch now! Therefore, I’m strictly referring to the Switch port in my feedback, as well as the experience using the Joy-con controllers and no other controllers such as the Pro Controller. So, aiming with the Joycon’s analog sticks is VERY difficult and playing with characters like Commando is a disaster. A gyro aiming option, just like Splatoon 2 has, for the Joy-cons would immensely help with being precise and would make the overall experience much more enjoyable. Me personally, I really like the Joy-cons and I’m sure others feel the same, but using them in RoR2 is way too difficult. Aiming is so difficult to the point where all I’m focusing on during gameplay is trying to track my enemies properly, as well as snapping to different enemies. Also, because of the lack of speed and control over your camera, you aren’t able to do a quick 180 degree rotation. This really hurts characters such as Rex and Mercenary. For Rex, he won’t be able to quickly turn around and use disperse in the air for mobility purposes. This makes him a much more slower character as well vulnerable since Rex won’t be able to push himself away at critical moments. Mercenary will not be able to quickly dash back and forth, therefore making his DPS much less and preventing him from being speedy. I should mention that changing the sensitivity scalar doesn’t really solve anything. Overall, playing RoR2 with the Joy-cons is a struggle. With the addition of gyro-aiming for the Joy-cons, playing with them will feel much less like a hassle.
Thank you for reading my feedback! __

cinder tusk
#

!feedback Hi! NepYay
This is feedback in regards to the console ports. Can there be an option to allow Artificier’s hover to be toggled instead of held. You’re unable to aim while hovering since you have to hold down the jump button to sustain the hover squishyHands

compact pier
#

!feedback change the medical droid in the medkit log from MED-E which doesn't really make sense with the naming convention we've seen to DOCT-R which does

tough pendant
#

!feedback

The Engineer Alternate Ability I thought up:
Trip-Laser
The way it works is that you have 5 uses of this skill. When you use it, you throw a trip-laser hook. Trip-laser hooks will try to connect to other trip-laser hooks thrown by the same person, as long as they are in a straight line unblocked by terrain. They connect with a laser, and can connect with all other trip-laser hooks, as it doesn't only connect to 2.
The laser itself deals 20% damage per second, and I'm thinking that a debuff would be nice, such as reducing armor by 2 every second to a total of -10 armor, or maybe something else. The debuff wouldn't be necessary if it would be too powerful, though.
However, the big downside to this whole thing is that if a trip-laser hook itself is touched by anything (Enemy, projectile, you), it will be destroyed.
You can have up to 5 out at a time, which is a total of 24 lasers (I think). Please keep in mind that the dps will never reach 480% per second because that would require tight grouping of lasers, which would mean that they would all be destroyed.

Please @ me if you have ideas on how to make this better. I practically thought it up on the spot.

eager plume
#

!feedback Changing a character is very hard, so with Engineer, the best changes should realistically be the most simple. Proposed change: Mines float in air and gravitate at some low speed towards enemies, they are spherical in nature for this change.

cinder tusk
#

!feedback
Hey hey! squishyAwoo
How about some quick chat responses for console using the D-Pad , since the D-Pad isn’t used for anything. Simple responses such as “Ready!”, “Thank you!”, “Sorry“, or “Good job!”.

hollow basin
#

!feedback Lunar Equipment Idea: Made In Heavens - Upon use of this equipment, time accelerates for you, as your movement speed, fire rate, health regen, and skill cooldowns are all 100% faster for 10 seconds. After this period, all of the aforementioned stats will be lowered by 25% for 10 seconds.

little barn
#

!feedback one difference that imo makes ror2 a lot different than ror1 is item stackability, which makes me feel kinda sad about items like sticky bomb, crit specs, etc that have hard caps, given there's a lot less of the hard caps in the first place in this game compared to the original
of course hard caps have their place in balance, but one major part of the game is the item hoarding and management, and we've got proof in other items now that hard caps arent even necessary; soft caps work great if we need to impose limits
those hard caps usually come from chance, which can be very sad to learn. imo, one of the more interesting and valuable items is clover, which is a direct modifier of proc chance - one that is sad to see become less effective as the game goes on due to things like chance having their scaling caps as they do, and often being the only thing that scales

imo, i think it'd be great if we got more items to affect our luck stat, and our luck stat to be more important - that'd involve tweaking a couple items like lens makers and sticky bomb, but it's one of the most interesting things to build items around in the game - we could have conditional luck items in the same vein as pauldron, lunars that could affect luck, world events that affect your luck, the possibilities are wild and one of the things id love to see more of in the future

north citrus
#

!feedback
Make the Equipment drone use equipment regardless of distance from the player.

I just had a run where i gave one a radar to scout items and it never used it til i was underneath it (yes underneath, i was literally stood on its head for a few minutes waiting for it and it just didn't use it).
this would apply to other equipment too but it waits til its on your shoulder to use it and its infuriatingly useless as a drone.

My point is, equipment drones that dont use equipment unless they're on top of the player may aswell just be a equipment slot that you cant swap to. please change it.

north citrus
#

!feedback
Make the Equipment drone use equipment regardless of distance from the player.

I just had a run where i gave one a radar to scout items and it never used it til i was underneath it (yes underneath, i was literally stood on its head for a few minutes waiting for it and it just didn't use it).
this would apply to other equipment too but it waits til its on your shoulder to use it and its infuriatingly useless as a drone.

My point is, equipment drones that dont use equipment unless they're on top of the player may aswell just be a equipment slot that you cant swap to. please change it.

-repost cause bot broke-

weary bone
#

Can Dutch added as a language in the game and I can help with the translation

hollow nimbus
#

!feedback
Do not allow drones to absorb pickups like the ammo box (from bandolier), healing orbs, etc.

little barn
#

!feedback shrink the collision box of beetle guards mildly so that you dont need to stack bustling fungus to get them in the radius
wouldnt have to be much smaller at all, just so that our weird dog can benefit from our teamwork items easier

golden widget
#

!feedback In the characters logbook entry, the "longest run" shouldn't just be defined by the time. Time can be easily cheesed. It should show Stages as well

tired briar
#

!feedback make Dio sound a notification or something when it's activated. You can easily get killed forgetting you had one.

hollow basin
#

!feedback The big tar balls that the dunestrider sends out when it's standing up should have health bars and be killable like the vagrant seeking bomb

silver wadi
#

!feedback no limit on pings in singleplayer

little barn
#

!feedback this is a thing i would love to see exist

rarity: green
name: rabbit's foot
effect: killing 3 enemies within 1 second results in an increase in luck
stacks increasing either (but probably not both) luck bonus, or duration

numbers irrelevant, just went with how pauldron activates as a baseline
our luck mechanic (a la clover) is a great thing imo, id love to see it be involved more in play somehow
its sound effect could be anything but i really think a boing would be appropriate and cute

idle echo
#

!feedback Add an option for auxiliary/secondary keybinds in the settings (for example, 2 different keys for jump, equipment, etc.)

gentle spade
#

!feedback allow certain pets like Queen Gland beetle to benefit from items

cinder steppe
#

!feedback
I have seen many upgrades for the banner item. But I thought keep the functionality the same but expand the Teleporter radius by the banners area of effect radius. This way it has an awesome use and still keeps it original purpose.

Another Idea would be to make them separate items. But then the banner item is useless.

coarse dagger
#

!feedback Allow additional information when pinging something - in particular, the price for a pinged chest.

jaunty cairn
#

!feedback do a rollback of sorts for Mul-t.
**Perhaps by a scale of speed based on level ie mul-t moves at 150% speed for player levels 1-10 then 125% 10-15 etc.
A while ago he seemed to have his speed nerfed quite a bit.
before Mul-t was fun and could sorta wall-e slide around where he now seems too slow until you put 3-5 speed items into him which can take quite a few levels.
point and example trying to escape from a stone titian in that first level.
-Note I feel his old speed was balanced as he had next to no jump height

granite siren
#

!feedback please make the players lunar coin amount uneditable (or at least harder to edit)

urban ridge
#

!feedback

My boi Commando really needs to be buffed or reworked by following example steps like these:

  1. Make him invincible while rolling just like he was in the first game.
  2. Phase round isn't really effective on 3D environments. Please make it explosive or replace it with fragmentation grenade.
  3. His Suppressive Fire should get some massive cooldown reduction.
little barn
#

!feedback Mando doesn't need any of the above things. Just make his R scale with attack speed instead of firing a flat 6 bullets.

river anchor
#

!feedback Have the drones hover closer to the player like they did in RoR1, having them try and maintain a set distance away from players that they will consistently try to path to, chang it up a bit for healing drones, or for the big boi drones
Healing drones will try and hover closer to the nearest entity that needs healing
Big Boy drones will hover in small circles around an enemy it's attacking

little barn
#

!feedback make the curse effect lower health gain by the same amount health is lowered
ie if you lose 10% of your health to curse, you also lose 10% of your healing
that'd keep osp abuse notably more in check, because 2-3 crit scythes healing 12-16 health per hit or 1-2 brooches healing 20-25 barrier per kill would no longer be filling you to max health due to only having like 40 max health

lunar dust
#

!feedback
Make it so Lunar Coins are only obtainable through runs and aren't kept between different runs. Also make them drop more often or get one for completing a stage.

This would prevent any Need for Save Scumming and would totally get rid of the need to hack in Lunar Coins.

little barn
#

!feedback corpsebloom honestly just needs a rework
i know the devs want it so that you're pushed more harshly into the niche of a lunar on stack, but corpsebloom literally just downgrades if you stack another due to further reducing your healing in general due to a reduction of health gained per second, even if on paper it increases the health coming in.
a lot of builds that makes corpsebloom fully function literally are more stable without the corpsebloom - characters will naturally get easy sustainable healing by mid-game in almost all runs, and if you've ended up in a build that would mean constant healing from corpsebloom at a full 10% of your max hp per second, 9 times outta 10 youd get more healing at a sustained rate without the corpsebloom

transcendence imo is a good example of the better route for lunar design, given it represents exactly the aim of a lunar - a hard commitment to a certain playstyle, with upsides and downsides. pushing yourself further into your niche rewards you for understanding what you're doing, for both investing in more lunars and outside of lunars
corpsebloom is rather an example of a bad lunar design, given its downside actually making its upside defunct, and only getting worse as you further play into its purpose. building for your niche only hurts you, for both investing in more lunars and outside of lunars

  • just get rid of it reducing healing per second on stack - 10% your max health per second is already a good number, makes it useable but niche, as it should be
  • make stacking it increase your maximum health by 100, rather than healing percent increased by 100 - extra healing increases by 100% dont do anything if your health gained over time is exactly the same or depleted further, increasing your max health would actually do a better job of marginally increasing the health coming in due to your health gain being relative to your max health

so, with that in mind, a better rendition of corpsebloom would be:

drifting wing
#

!feedback Wetland stage needs re-work,

little barn
#

!feedback I just want to say that I can't thank Hopoo Games enough for Risk of Rain. When it comes to top video game franchises this one definitely rests among the top for me for its replay value, addictive gameplay and distinct soundtracks. Risk of Rain 2 nailed the transition from a 2d to 3d space, and not having to port forward for online multiplayer is a massive plus. Seeing it ported to all major consoles is also quite fantastic. I can't wait to see what's coming next update!

low spruce
#

!feedback
Since Artificer never actually touches the ground, she should have a different landing/fall damage sound from other characters, currently it sounds weird when she jumps and then sounds as if she touched the ground while always hovering slightly above it

little barn
#

!feedback
A way to disable the vignette when taking damage, or have it not show up when using REX's abilities. As it stands REX is very difficult to play when the vignette is constantly darkening the screen

dire anchor
#

!feedback
TLDR: Reduce cooldown of Arrow Rain from 17 to 12 seconds or stun instead of slow
After looking at each survivor on paper, comparing potential output and utility, I've deduced why my favorite character from RoR 1 feels unsatisfying in her latest iteration.
in 24 seconds:
base Nano-Bomb will deal 3600% with 3 Bombs charged and released on cooldown. (note that this has AoE damage and stun all the way to and around the impact.)
base Eviscerate will deal 2310% however you're invincible the entire time, it procs much more efficiently than Arrow Rain and has just as much reach for its attacks.
base Arrow Rain will deal 4400% in two activations if you can get whatever your hitting to sit still in the small AoE. This skill doesn't grant stun or iframes, mainly a quick jump that a couple hopoo feathers could replicate. Yes, it can hit multiple targets, so can Nano Bomb, with more opportunities to hit and not being restricted to aiming on surfaces limiting use against aerial targets. Yes it has AoE, but it takes 6 seconds to deal it's damage and while it does slow it's barely noticeable and the vast majority of mobs will end up avoiding quite a bit of the damage making this not only a really long cooldown, but comparably unreliable for anything other than the odd jump and whittling down a passive boss or nicking something en route.
On top of that, the other abilities can be improved either by scaling attack speed (for more damage per tick of Eviscerate, or faster charge on bomb for even more DPS) or by gathering Backup Mags (drastically increasing DPS of Nano Bomb) Arrow Rain scales it's jump speed from attack speed? Why? Huntress should be more than just backup mags and glaives. Other survivors get 3 of their special in the span of Huntress' 2, and they're much more reliable, providing far more utility with stuns or iframes. I think this simple change would complete/polish her and make the most of her "high damage, super mobile but fragile" theme.

woeful yew
#

!feedback A cap to the amount of ghosts you can have with happiest mask so it doesn't destroy your game

north citrus
#

!feedback
Have backup magazine increase how many enemies the huntress' laser glaive bounces too aswell as the charge. (so instead of 6, 7,8 and onwards)

north citrus
#

!feedback
Make chronobauble a white tier item. Its enfuriating activating challenges of the mountain and going through a hard and epic boss battle to be rewarded with such low tier items. its almost enough to refuse to pick them up. if 3d printers werent a thing it'd be a much more common thing to do so.

granite siren
#

!feedback make chronobauble slow down both enemy movement speed and attack speed

little barn
#

!feedback I’ve got a handful of gripes about the console port but I feel like console players would get covered up by other people in bugs/tech support. Could we get a console-port-specific bugs channel, like the console lfg channels?

weak sparrow
#

!feedback Acrid plz

crimson lotus
#

!feedback crossplay pls

little barn
#

!feedback Rusted Key should be removed from the game

thick citrus
#

!feedback Rusted Key should be removed from the game

flint oak
#

!feedback The ability to drop items from the inventory, and/or the ability to decide which item to trade in the trading tables.

little barn
#

!feedback new death messages

dire anchor
#

!feedback Glaive is in a good spot with 6 bounces, it used to do 300% + 30% each bounce for 4 bounces. Can we get 25% scaling per bounce instead of 10% ? Glaive is basically pointless in a single target scenario. Most of it's damage comes from bouncing between two enemies when you can pull it off but having it scale a bit more would put it in a better spot. It wouldn't change fighting bosses much since whatever you bounce it off of is likely dead either way, but it'd be more reliable in it's role of taking out groups of smaller mobs that can quickly get overwhelming when they spawn in higher numbers.

weak sparrow
#

!feedback Officially unlock and play as an enemy (already playable in code) after defeating X# of each

civic cypress
#

!feedback Glasses extra effect for 10th plus (e.g. +1% crit damage per)

fierce matrix
#

!feedback During the first stage, gameplay is kind of slow as there's not much to do when there are so few enemies that you can't buy chests. An interactable that might give more incentive to explore the stage would be something quite morbid: dead bodies. Essentially, the first stage would generate 1-3 fallen survivors that can be looted for a free item. This way, there's something to search for on the first stage that doesn't involve waiting around for enemies to spawn. Sure, there are also barrels, but those are very underwhelming. It also emphasizes that the player is a "survivor" amongst other less fortunate members of the Contact Light crew.

civic cypress
#

!feedback how about having stone titan NOT aimbot you from behind?

spice zinc
#

!feedback please add gyro controls on switch

little barn
#

!feedback i think that for the amount of damage it puts out, the cooldown and windup time of the preon makes it an inferior version of the capacitor. Everyone knows that the capacitor is meta. I think that the preon should be rebalanced i.e. more damage or lower cooldown/charge times, or capacitor should be nerfed to have a more reasonable cooldown. They are similar enough in design and use case that they can reasonably be compared with each other for a suggestion like this.

dire anchor
#

!feedback I'd love to see Gigantic Amethyst make a return in some form. Even if it's something like Skills don't have cooldowns for X seconds, Y seconds cooldown instead of just resetting all your cooldowns every 8 (or 4 in the case of gesture) seconds.

dire anchor
#

!feedback Shattered Mirror and Timekeepers' Secret please. Have a nice day.

loud anvil
#

!feedback The shrine of order should appear in more stages other than rallypoint delta

delicate marsh
#

!feedback Sniper pls

flint oak
#

!feedback More enemies at stage 1, since it gets a bit boring sometimes running around trying to find them.

primal sand
#

!feedback An entirely new , albeit probably short storyline with insanely hard to kill new enemies from a seemingly entire different area.
The catch? You use loadouts from previous runs where you obliterated yourself.

little barn
#

!feedback The Happiest Mask is probably the worst red in the game right now. The AI has bad targeting, it makes your game lag, and the ghosts have tons of bugs. I know at least one of these problems can be fixed pretty easily.

Rather than make ghosts from the Happiest Mask last longer per stack, make them deal more damage per stack.

This would result in about equal power depending on the amount added per stack, and it would greatly benefit players with lower-spec computers because the amount of ghosts on the map on average would be lower.

(also if that bug with dunestrider ghosts hurting you is still a thing, which I think it is, for the love of god fix it)

north citrus
#

!feedback
When beginning a run the first 1-2 minutes are painfully slow, walking around finding chests and only having 1-2 enemies spawn forcing you to wait ages just to open ONE chest. this isnt fun. maybe have a minimum amount of enemies on the stage at a time? (since later on theres never less than roughly 5 enemies spread out across the map just have it be that way from the start so we can actually get money to buy the items we find. )

I find myself opening my phone to play games during these times because theres just nothing to do but wait for things to spawn. It's not fun. when i play i want to get into it and whilst i understand the difficulty has to ramp up there's not exactly sunshine and daisies spawning underfoot as i run to signify a peaceful time, just give me more than 1-2 beetles or even lower the round 1 chest's cost so you don't have to kill 6 of them to afford one, often spanning across multiple spawns.

I went on a little rant there but i hope i got my point across.

celest owl
#

!Feedback The ability to save progress and return back to the game later would be nice, even if it's just a quick save that's deleted upon starting it back up. I know I don't speak for everyone, but where you're able to get 2-3 hour runs, there is a desire to take an extended break. Even if it only works for solo play.

tired briar
#

!Feedback Headstompers can interfere with some characters' gameplay, (such as comboing as Mercenary). A fix for this would be for the high jump to only activate by holding down the jump button. A simple press would be the normal jump.

tulip moat
#

!Feedback Please add cross save feature to steam and other systems.

vapid path
#

!Feedback Just in case it hasn't been mentioned, have a history of past runs after dying, for example a menu option in Logbook that shows you a previous run with items you held and how far you went in stages (Pretty much the same thing you get after dying but accessible at anytime in the menu). I found myself having a great run and wanting to know what items I had in order to possibly replicate it by focusing on buying specific items wherever possible.

delicate marsh
#

!feedback I'd like an option to have damage number batching, so that if I (or something I control, ex drones and turrets) damage something fast enough the numbers will add together rather than spraying all over the place

ex if I have some kind of attack that fires in a burst of 3, rather than "10, 10, 10" it'll add up and just say 30

north citrus
#

!feedback
I feel like Brittle Crown Brittle_Crown is a bit broken at the moment (i don't mean broken good i mean doesn't work the way its supposed to) It doesn't seem to give you money when you do damage, it just seems to scale up the money you get when you get a kill. at least in multiplayer. It might need fixing as i remember getting it before and it gave me money on hit and destroyed my bank when i got hit but now it keeps the destroying my bank bit and waits til i kill something to give me money.

crystal fulcrum
#

!feedback I think that a save option would be good (to save runs like you save close the game come back later and then you can continue)

finite spade
#

!feedback
two different multiplayer item handling modifiers

envy
If a player picks up an item another player already has, the other player loses it (no matter how many of said items they have, i.e. multiples).

musketeer
Every item is shared between all players. In other words: if there are four players and one picks up an item, the item is multipied by for and given to all four players.

old stag
#

!feedback

Commando: Add more shots to Suppression Fire: Make it 8 or 10 shots instead of 6.

grizzled pecan
#

!feedback

Whenever I am sprinting with the Commando or with the Huntress and I activate the roll or the blink, I find it a little frustrating that it stops sprinting after the ability animation and that I have to press L3 again everytime. My suggestion would be to make that the characters keep sprinting even after the activation of their movement abilities in order to make the game even smoother than it already is.
Other characters might have the same "problem" but I've not unlocked them all yet, so that's why I'm only talking about Commando and Huntress.

languid copper
#

!feedback since some people really want item sharing for some reason
artifact idea, once those get added:
less item spawns (either the same as or somewhat less than singleplayer spawn rate, regardless of player count), fully shared inventory; e.g. using a printer will remove the randomly selected item from the inventory for everyone and any items picked up will appear in the inventory for all players

hollow basin
#

!feedback Since quickplay is being ruined by dozens of dirty thieves that steal every item they can from other players, make items you get from the boss, chests, or printers only grabbable by you for a few seconds before anyone else can get them.

stray wyvern
#

!feedback show all the different designs of elite monsters in the monster logbook, theres like an infinitely expansive space for relatively small models compared to it.

mint vapor
#

!feedback allow us to see what killed us in the death text because some times its confusing what exactly kills you when its late game (and by death text i mean the text box for pining and such)

meager cedar
#

!feedback Enable effects filters, especially in console versions, to reduce late game FPS lag spikes.

hollow basin
#

!feedback Overloading elites should not have shield hp. Having to fight an overloading boss is very unfun, as they will get half of their hp back if you stop shooting them for a few seconds. Give overloading elites something else to compensate and make them fun and dangerous to fight

north brook
#

!feedback The ground-pound item (sorry, can't remember the name) should have a second press of jump activate the ground-pound, rather than holding the jump button. If you're trying to jump up onto something high, you want to hold the button longer, but hold it too long, and you slam downwards, ruining your jump.

little barn
#

!feedback headstompers bad pls delet ImpOverlord

nah but in all seriousness I think this item requires heavy revision. The vertical velocity gained kills horizontal velocity and the controls for using it are unintuitive. I think the controls and autoaim should be thrown out the window and that it should only just damage enemies when you fall, like the headstompers in the first game.

stray wyvern
#

!feedback have console editions of the game click to the buttons on the menu instead of just being a cursor

stray wyvern
#

!feedback allowing the use of the back button used for settings and logbook and etc on console

stray wyvern
#

!feedback if the back button feedback is implemented ( ^ ) , use the joysticks to manuver around the 3d spaces in the logbook

knotty marten
#

!feedback So, it is just an idea, but I would love to see some other "prismatic trial" modes, like seeded long-run with one try, as it is in Nuclear Throne, or maybe something else. I mean, Prismatic Trial is not a bad idea, but it is all in learning the paths and speedrunning

mighty cloak
#

!feedback infusion has a weak early game build up and is barely noticeable when you pick it up to when it is fully stacked. I feel like doubling the health you get from 1 point per kill to 2 effectively halfing the stacking time, and adding a small sound effect of the health being added to the pool of health you have would make the item feel more interactive with the player.

feral copper
#

!feedback

Update the Roadmap to signify if an upcoming update has returning content.

(I.E. "Returning Stage, New and Returning Items, Returning Survivor")

shell nebula
#

!feedback after loop one have a shrine of order spawn in newts bazaar

knotty night
#

!feedback lower clay templar's damage scaling from 3.1 to 2.8

knotty marten
pseudo panther
#

Separate Voice Chats based on Gaming platforms

sleek yew
#

!feedback I think there should be logbooks for elites, not for all the monsters, just what the elites do and what they look like, and stuff

floral ivy
wraith anchor
#

@pseudo panther @gritty sand Please use !feedback to suggest something

gritty sand
#

!feedback I had this thought for pc edition that you can join via Discord invite and that you can ask via Discord Rich presence to join something like that

hollow basin
#

!feedback Add trinkets as a new item type that can be found within unique trinket chests. Trinkets have their own designated slot and provide minor passive bonuses that may synergize with specific items. Only one trinket can be carried at a time and must be dropped if you wish to carry another. A few examples of possible trinkets:

Overclocker – Regenerate a small percentage of your shields every second.

Old War Medallion – Activate all on kill effects centered on yourself when you use your equipment. This has a 10 second cooldown.

Prize Money – Gain an extra cash reward upon activating combat shrines or shrines of the mountain.

Ornate Napkin - Whenever an attack is blocked (through Tougher Times), launch a homing counterattack for 150% damage.

Additionally, for a few items that stack poorly or mainly have a single weak passive effect (ex: chronobauble, happiest mask, or headstompers), they could also be made into trinkets. Boss items (titanic knurl, disciple, queens gland) would also work nicely as trinkets, due to the one-off nature of their effect. Aspect effects, due to their rarity, could also be moved from equipment slots to trinkets.

mighty cloak
#

!feedback the red whip should be changed from out of combat to while in combat to make it an item worth its green tier as all the other movement items affecting movement speed are white but don't have limiting scenarios associated with them. This can also fix it from not being usable on Merc since his abilities cause it to not be activated unless he is purely sprinting.

jade ember
#

!feedback Reduce Red Whip's start up time from 5 seconds to 2 seconds. This would make it feel less clunky and more deserving of Green rarity.

wraith anchor
#

!feedback Add a way to see what Characters you've played most [in Hours]

sinful crown
#

!feedback I know the devs are probably working on commando for the skills 2.0 update, but I just wanted to say that it really sucks because I love commando but it feels like he can only live if he has willowisp or the bands

drifting kelp
#

!feedback For the love of this channel please use the !feedback command

hardy sphinx
#

your suggestions wont be listed without ! feedback

vague hearth
#

!feedback Gyro Aiming on Switch

little barn
#

!feedback allow inspecting the current item loadout on pause. This should include mousing over the items to get their description.

distant crater
#

!feedback
In regards to the recent top feedback post asking for a setting to allow artificers hover to be toggled instead of held. PLEASE DO NOT SET THE TOGGLE TO THE JUMP BUTTON, as this would stop the Hopoo feather from functioning on her.
The two options are:

  1. Instead set the toggle to the B bottom (on an x-box controller) as this the only convenient button that isn't being used for anything. Also make it remappable for people who want it on a different button.

  2. People just deal with it by holding jump with their index finger so their thumb is free to move the analogue stick (I believe this is called clawing).

jaunty cairn
#

!feedback **can we tone down or change how those 'scratches' show **(I have been told it is caused by predatory instincts / Crits) .
On these later levels where you are killing something every second it is going off so much it is
a) taking the whole screen at times
b) flicking so much it is quite hard on the eyes.

weary bone
#

!feedback Sometimes I see enemies running against objects and for the rest it is a fun game. I have a suggestion: can Dutch be added as a language

little barn
#

!feedback !ideas I think there should be more things hidden in levels up high or place you usually cant get unless you have the right perks.

lucid sedge
#

!ideas please add local multiplayer, that's what made me love the original

shell nebula
#

!feedback give distant roost a guaranteed newt altar spawn, theres no reason for it to not have one. also have the door be open when theres an altar in that spot

coarse dagger
#

!feedback A compass or so would be nice, especially for callouts

marsh stratusBOT
#

@coarse dagger :: You can't star your own messages.

coarse dagger
#

Rating your own feedback, it sent me that when I tried

drifting kelp
#

!feedback Nerf Hoshi

shrewd vessel
graceful canopy
#

!feedback Considering my role, I don't think I should be able to post here.

misty seal
#

!feedback REX: I think the Root ability, R key needs to do damage over time, and when the enemy dies stop healing, like a true leech effect, and for the sprint to give natural armor, or less chance for an attack to land, because hes under ground

drifting kelp
#

!feedback
REX: I think the Root ability, R key needs to do damage over time, and when the enemy dies stop healing, like a true leech effect, and for the sprint to give natural armor, or less chance for an attack to land, because hes under ground
(repost for crusader)

cedar hamlet
#

!feedback Add 'weak spot' hit boxes to at least all bosses(The Imp Overlord's eye, the Wandering Vagrant's underside, etc.),that when hit by a basic attack or ability will deal 10-15% extra damage. Adds a bit more skill into the game, and gives Mando something interesting to do in bossfights other than spray-n-pray.

weak sparrow
#

!feedback Artifact: Lunar Challenge

Every stage you enter give you 1 lunar coin +1 per difficulty. Get hit once it's game over.

clear hill
#

!feedback The fact that you have yet to nerf the stone titan's line of sight is starting to piss a lot of us off. They should NOT be able to melt you from BEHIND them like their entire damn head is an eye. Make it a cone, please.

little barn
#

!feedback Give tips for the player based on what killed them at the end screen. Would be useful for beginners.

green stone
#

!feedback scrollable chat

floral ice
#

!feedback an idea for modifying the idea above for having 'weak spots' on bosses. I think it might work better as a commando passive if it was implemented as for some characters it would be mostly irrelevant, (ex huntress) or possibly too powerful (artificer, with good positioning). I agree that it would give commando some more unique gameplay as well, as they can use their roll to strafe and keep the weak spots in view

distant crater
#

!feedback
Artifact: RoR2 themed Pandora's box

At the start of every stage each survivor receives the same random game modifier that last for the rest of the run. This game modifier could either be a buff or debuff. Each survivor would receive a different game modifier each stage. Making working as a team more reworking.

The debuff would simply do the opposite of the corresponding buff.
When you receive a game modifier buff you won’t be able to receive the corresponding debuff and vice versa.
Each game modifier would scale linearly. This is to make any change to a modifier noticeable.

The game would pick about 7 - 10 game modifiers at the start of the run to choose from for each stage. Players would be able the see which game modifiers could be applied to run when they start, so they could come up with a strategy around what could be affected.

The game modifier’s from this artifact would be accessible from the pause menu, and also displayed down the right hand side of the screen for a quick reference when choosing which items to get (acronyms may be needed depending on the modifier).

Some example game modifier: Damage, Movement speed, Attack speed, Ability cooldown, Armour, Max health, Health regen, Shield recharge, Damage block, Drop chance (ie. Bandelier, elemental affixes, boss drops), Loot chance (items from chests), Proc chance, Jump height, etc.

This artifact would alter how people play the game. Predominantly, when they chose to confront the final boss (When added) debuffs they receive and deciding what items to prioritise.

@ me in #ror2-feedback-discussion with any suggestions.

last raptor
#

!feedback let us edit our settings in lobby

narrow hinge
#

!feedback have the game remember what screen resolution you used rather than defaulting to 1920x1080 every time the game is launched

tired briar
#

!feedback lots of players asked for drones to be enhanced in some way, and I have two ideas.

  1. Green item. Effect: Give drones 25% of enhancements granted by player's current items. Example: 1 Soldier's Syringe increases drone attack by 3.75% (15%/4) (Granted percentage is up for discussion, as long as it's less than what the players gets). Possible additional control if this is too powerful; enhancements are only applied at the beginning of each stage; therefore items granted in the current stage only take effect once the stage is completed.

  2. Make drones repairable after they "die"/malfunction.

neat vector
#

!feedback switch players need a way to communicate maybe via an in-game voice chat

fierce steeple
#

!feedback As an idea for a minor rework of bustling fungus:
Instead of moving at all canceling the healing aoe of fungus, after standing still for the necessary duration to activiate it you can move around inside of your aoe (only heal on the ground) and maintain the effect. Adds some value to stacking the item to give you more space to work with and creates some new options for finding a spot to set it up and capitalize on it.

sweet hound
#

!feedback maybe make the game start a little bit faster? It's jarring to go from a long, fast paced run, to a slow and sluggish new run.

tired briar
#

!feedback building the previous feedback (making new runs start quickly instead of being sluggish) consider this option; if you had a long enough run (for example, finished 4 stages or 8), after dying if you choose the same character and difficulty you can choose one green or red item you had when you just died (or make it random). The run needs to be long enough so that the player is at least somewhat skilled, and choosing one item won't break the game but will at least make the new run start a bit quicker.

rain plinth
#

!feedback allow stone titan boss parts when killed become a soild objects to help get cover from future laser beam/attacks in general

buoyant trench
#

!feedback make it so when the host dc's or crashes the next playes becomes the host

feral copper
#

!feedback

One detail that I think would be really cool to see is a streak of smoke in the sky that's visible on the early stages of a run (first two or three stages but disappearing from the sky on stage four) to show where the UES cargo ship of ROR2 fell. And maybe on the very first stage you could potentially make it so you could see the ship streaking across the sky

neat vector
#

!feedback a history of your best runs as well as a snapshot of your character post-run

wraith grove
#

!feedback New guillotine: when under the life threshold, elite enemies take (2x? 3x? 4x?) more damage

hollow nimbus
#

!feedback
A short-ish cutscene at game launch that details a bit of the story of ROR2.
Sort of like how it worked on launching ROR, when the UES Contact Light was attacked by Providence.
This can be made upon the 1.0 release to keep spoilers of future content free.

novel spruce
#

!feedback make the teleporters easier to find

marsh stratusBOT
#

@novel spruce :: You can't star your own messages.

little barn
#

!feedback please do something about bosses gaining extra health when the difficulty progresses, at least shift it to a passive health regeneration instead of a large burst of healing
its a niche issue, but its the worst fuckin feeling to get a wandering vagrant down to the 10s in health while theyre charging up their explosion, for them to heal 600 health instantly from the timer and kill you anyway because lmao, or similar cases of getting cucked because of it, which always feels bad if it happens

crystal terrace
#

!feedback Changing the Eccentric Vase's inital use making it so when you first use it, it will immediately toss in you the teleport (keeping everything else about it the same) so that it is more viable as a use item and less of a hassle to use when you find yourself in a tight spot.

granite siren
#

!feedback for the love of allah, disable the "you cant star your own message" bot message

languid copper
#

!feedback re-remove permissions for literally anyone to add new reactions to any message in this channel

feral copper
#

!feedback let us star our own messages

EDIT: this is a meme dont actually do this

little barn
#

!feedback let healing items work on aegis overheal while using transcendence, atm it disables it

frail pelican
#

!idea : a system to allow combining items, discover new combinations recipes, perhaps this makes a new powerful item or some effect. This helps with the late game when collecting items no longer feels useful.

echo gyro
#

!feedback Let the game pause if there is only 1 player in a multiplayer game

dire anchor
#

!feedback I've got a lot more experience in Monsoon now, and recently I did a bunch of math comparing Huntress to other survivors and suggested reducing the cooldown for Arrow Rain from 17 to 12 seconds. In the same vein I'd like to suggest increasing the damage of Strafe to 200% because currently it's the weakest M1 firing slower than double tap and not even dealing double the damage, nevermind half has many opportunities to proc things. I get that mobility was a big thing but I think it's overvalued as part of her kit when you consider you can only shoot towards enemies you're sprinting towards (defeating the purpose of strafing in most cases) and her abilities do have comparatively long cooldowns so I think her M1 should at least be on par with the other survivors. Her special is worse than Mul-T's M1 and Arty's M2 meanwhile it has nearly 4x the cooldown of Arty's M2 and it's supposed to be a "special"

ornate wing
#

!feedback
In the same tune as Huntress only being able to shoot towards what she's sprinting at, mobility is considered the major draw to her kit. Why not expand on that? If you allow her to be the only character that can maintain a sprint while moving laterally (as in, only pressing A or D) you both make true on the "strafe" name and allow her to fire at enemies without needing to advance on them.
It would also help differentiate her, as both the Mercenary and Engineer can also attack while sprinting (even if the Engineer one is probably an unintended bug of his M1).

echo gyro
#

!feedback
Make the logbook viewable in run. It'd nice to be able to see how certain items stack on the fly

slim magnet
#

!feedback
Add a logbook entry for elite monster types (blazing, glacier, etc.).

tired briar
#

!feedback Item suggestion
Tier: red.
Description: Enhance all white item effects by 50%

feral copper
#

!idea

Since REX is seemingly powered by the Fuel Array, would that mean that he'd explode like the Fuel Array when he dies?

EDIT: apparently saying !idea doesnt work even tho people have used it in the past huntressmini

bleak mulch
#

!feedback The fear of becoming "too OP" is something that should be removed from the game, the fact that once you out scale the game, the game cannot recover is rightfully absurd. I am not sure how to fix this but please try to find a solution

wraith anchor
#

Friendly reminder that the command is !feedback and not !idea

granite siren
#

!feedback pin the above message

wraith anchor
cosmic patrol
#

!feedback add color palettes for characters to make it easier to see who is who in multiplayer with people playing the same class!

north citrus
#

!feedback Perhaps a item that's unlocked by unlocking a certain achievement in RoR1?

quaint lagoon
#

!feedback maybe local splitscreen co-op if it would be possible i dont know if it would be but it would be very cool at least i think

shrewd idol
#

!feedback make a guaranteed Shrine of Order spawn in the Obelisk portal room

sleek yew
#

!feedback maybe local split screen co-op if it would be possible i dont know if it would be but it would be very cool at least i think
-By Chumpy Jr. #3035

peak karma
#

!feedback
On the character select screen have the option for a random select

dire anchor
#

!feedback Been playing multiplayer with Mercenary and Huntress today. Number 1 most annoying thing was that many abilities stop on friendly targets (and sometimes even corpses?) I can't count how many times Blinding Assault or Eviscerate was blocked by a friendly beetle guard or player or turret or whatever. Same with Huntress' Glaive, I've seen it hit corpses at least a few times but I think it's just because it died while they were activating the glaive skill. Either way, massive QoL suggestion.

fast walrus
#

!feedback More environmental traps (such as the oil pots in the desert, but maybe not as annoying) that can be used to creatively kill groups of enemies or tack on some extra damage against bosses. Examples include:
-Fellable trees in Distant Roost
-Breakable pillars/arches in Titanic Plains
-Avalanches in Rallypoint Delta
-Carnivorous aquatic plants in Wetlands Aspect
-Lava floes/eruptions in Abyssal Depths
etc.

mint vapor
#

!feedback a way to view maps in spectator mode once unlocking log entry's for said maps some times it is just nice to look around on a map to see the details in them with out the panic of fighting off foes (note when saying maps i mean the entire map not the smallish one meant for logs)

vale reef
#

!feedback A VR port for pc with motion controller support would be amazing if even possible

tepid nimbus
#

!feedback Radar scanner randomly selects a handful chests, and will upgrade the tier of the item inside, instead of just showing where every chest is.

little barn
#

!feedback there should be voice channels with slots for 2 or 3 people
so if you've already started you wont have people or trolls joining

hardy pumice
#

!feedback This has probably been suggested a few times, but make Radar Scanner ignore opened chests and other interactables that have already been used. Radar Scanner could actually have a use finding chests you may have missed, but as is, you have no idea what pings are even valid.

dire anchor
#

!feedback Right now everyone kinda shits on shields because of how OSP works and how absolutely nothing restores shields aside from waiting 7 seconds. I think a good way to differentiate shields and health is to make shields immune to the anti-heal malachite effect. It'd make sense lore wise I think, and give shields a purpose because right now the only time anyone even touches them willingly is to completely stack transcendence and infusions as high as they can - and even then it's still completely inferior to shaped glass abuse (or even just having constant healing keeping you in 90+ range regardless of glass)

stray wyvern
#

!feedback have a loader side-grade (for skills 2.0) be a jojo "ORAORAORAORAORA"

desert grove
#

!feedback Lunar Item: Faster Corpses - speed increases over time... uncapped... will reach terminal velocity when walking is lightspeed.

midnight knoll
#

!feedback A use item that stores kills and lets you release it as a big burst of damage that has a cap which scales up over time

ornate wing
#

!feedback
If a portal appears but the teleporter has already been activated, you can still activate the portal. My suggestion would be to make the portal activation higher priority than the teleporter, that way accidentally using the teleporter doesn't ruin your chance to go to the Bazaar/Obelisk/Gilded Coast if you manage to activate the portal as well.

little barn
#

!feedback #xbox-bug-reports #ps4-bug-reports and #switch-bug-reports pls

past knoll
#

!feedback a lunar item that will double the effect/damage of on hit effects (including crit) however the drawback is that it effectively does the opposite of the 57 leaf clover and rerolls successful on hit procs

north citrus
#

!feedback
Have a bot linked to the quickplay mechanic thats also in discord, so we can join a "quickplay lobby"in discord where everyone's muted (for obvious reasons) and the bot move people into their own separate channels with other players who are queueing quickplay. so even in quickplay you can make use of discord to have voice. instead of making a separate voip system ingame.

If nothing else it'd be cool i think.

little barn
#

!feedback Rex should burst from the ground when you start as him and multi should come in a specialized drop pod

simple viper
#

!feedback Would be nice to see the Milky chrysalis wings flap whenever you jump, could be for every normal jump, or just whenever you combine it with the hopoo feathers

earnest laurel
#

!feedback reposting for @remote bronze , because they used the wrong command
"Release guidelines for how you would like maps created and open up support for custom maps.
They wouldn't be able to be played in a standard run but there would be a side option. Whoever is leading the party could choose which maps appear on which cycle, how many cycles, etc.
If and when artifacts are released, custom artifacts could be played around with in this mode as well."

green pebble
#

!feedback i've spent a lot of time carefully considering the glass/[oneshot protection] abuse problem, as its not exactly something that can just be cured with one small fix, nor would many solutions reasonably change or shift the issue just enough. this isnt really in the standard format for feedback in here, its more of my own analysis on the topic, but i think it's been considered enough to finally input my thoughts on this

**- introduce more meaningful forms of damage reduction so OSP is less relevant

  • introduce more items centered around shield and barrier health (and potentially nerf barrier somehow)

- make curse health reduce healing (from flat sources only, ideally) OR change shaped glass to multiply damage taken instead of halving max health

  • prevent shaped glass's damage from scaling exponentially

- limit player access to the lunar bazaar
-penalize players for stacking many lunar items at once**

obviously not all of these should be applied but theyre all valid solutions that i think directly address the underlying problems instead of their symptoms
the underlying problems being (in order): lack of meaningful damage reduction, glass is too powerful, players have no restriction or reason not to stack lunars to obscene amounts

ive seen a lot of solutions that dont exactly fix these, and im not going to point fingers at anyone or anything, but i truly do think some combination of these solutions would be best.

edit: ive underlined the solutions i personally would like to see the most, though the others arent any less important

stray wyvern
#

!feedback have more of the buttons on the title screen move the camera to another place on the scene, like music & more. its not a necessity but it would make the title screen feel more interesting and really put it all together well. what if for prismatic trials had some of the prisms sprouting from the ground when clicking on it oppose to a completely different screen, or logbooks could have logbooks on the ground near the commando

wraith anchor
#

@manic torrent Please only post actual feedback on the game here, releasing content early because a player asked will never happen.

astral ingot
#

!feedback Allow players to change the lighting in the logbook's model viewer. It'd be nice to see the items without a constant shade of purple sometimes.

dire anchor
#

!feedback Anyone who's been here a while has seen me prattle on about Huntress but I thought I'd make a concise compilation. Huntress has the worst primary in the game, and her special is worse than other characters primary and/or secondary. I've put time into the math and comparisons but there's a character limit on these posts so feel free to @ me if you're curious and I'm more than happy to explain my reasons and how I came up with these.

General: Increase the targeting angle from 30 to 45 degrees and have the crosshair force a new target/overwrite current target when it is aimed directly at an enemy. This will make running and shooting actually possible without drastically changing or creating any new underlying systems. Keep the range limitation though, so it's still balanced.

Strafe: Increase damage to 200% to make up for it's slow fire rate (basically on par with rebar for speed but worse than every other M1 both in opportunities to proc and damage)

Arrow Rain: Decrease Cooldown to 12 seconds so when used on cooldown it can at least compete with the overall DPS of other survivors basic attacks.

austere shoal
#

!feedback release the patch notes an hour (or more) before the launch of the update. lets us gather the necessary info & changes beforehand, rather than cramming to read it all while we could be playing. also helps content creators out 🙂

sleek yew
#

!feedback New Highlevel Elite: Shadow (or a tar) elite.
All this elites attacks causes bleeding damage, it also launches a number spines, based on its maximum health, that seek out the players or drones and heal the elite for as much damage they do to the players ( or drones)

subtle acorn
#

!feedback ***Add a trading station *** This allows the player to trade an item for another, a selective printer if you will. Imagine a printer that'll only accept one kind of item, same rarity. But it'll be at an ratio such as 3:1. An example would be you can trade 3 goat hoofs for one topaz brooch. All the items that can be traded will be similar to those of the 3-D printer.

serene imp
#

!feedback If you launch fast enough and maintain a certain speed for long enough, you go into negative time which would be as hard as or harder than AHAHAHAHA, and you teleport to the past of the planet, where there are a lot of natural obstacles (disasters and other stuff) and you fight prehistoric versions of the enemies.

vocal stone
#

!feedback Electric Fence: White item that deals 300% (+50% per stack) to whatever enemy unfortunate enough to break your shield. (ex. a stone golem laser deals 50 damage, and your shield has 20 health, it would damage the golem)

tardy robin
#

!feedback the game should have it when a player logs off or exits the game while on a multiplayer playthrough that there items get evenly distributed across the players that are still in the game

mint vapor
#

!feedback seeing providences corpse some were shown for a funeral would really set the tone of how much the creatures on the planet miss him and wish for him too return somehow to save them

near quartz
#

!feedback have little mushrooms sprout within the Bustling Fungus's area of effect like in the first game

cosmic patrol
#

!feedback ShadowItems Shadow items are items that are relics from past survivors from ror1 that did not make it.

coral stream
#

!feedback add chef please hopoo, i'm begging you we all need our lord and savior

west bronze
#

!feedback reduce the animation effect on Predatory Instincts, i have 11 stacks of it and 100% crit, im LITERALLY going blind while playing because the effect on this item is blocking all my screen, its way too bright and big when camera is that close.

knotty night
#

!feedback monster tooth should get buffed by getting +% pick up range of orbs per stack

ivory spade
#

!feedback Esc key should work as the back button in menus, for example when I go to logbook and click on the items, if I press Esc it should close the item

earnest steppe
#

!feedback
It would be nice to have the option to reduce the item visual effects, or just fully turn them off. This will increase the FPS for bad computers but also stop you from going blind like the Predatory Instincts, lol.

lavish barn
#

!feedback Could you make the 'Little Disciple' item quieter? Despite its rarity and power, no one on my team wants to pick it up because it's INCREDIBLY loud and can be heard from across the map

still thistle
#

!feedback Head stompers (the red item) should have a small buff where when hitting the ground it has a radius around the landing point where it could damage enemy's and stun them to make it worth picking up

ivory spade
#

!feedback There should be a button in logbook that marks every new item as not new without having to individually click them

nova wolf
#

!feedback buff(or fix the ai) minor monsters to make them more of a threat early game as to make the teleporter event more exciting once you defeat the boss like how the minor monsters in ror1 was the main threat early game

still thistle
#

!feedback I propose a use item that drops a dummy of the character you are playing and all the enemies prioritise attacking the dummy instead of the player for 5 - 7 seconds so you have enough time to run and heal or distract some enemy's to attack a big group of them. This item could be used in many ways for offensive play and defensive play and could save you from that titan laser that you can't hide from.

hardy sphinx
#

!feedback a dev channel for the feedbacks from the community where they mark what’s in the talks, what isnt, like written in the pins so we can see what kinds of things or ideas the devs are interested in, i understand they’re busy with this update but in general it would be nice

placid loom
#

!feedback Bring back enforcer. Even though most people didn’t like him, I personally found him fun and useful for achievement unlocking.

sharp basin
#

!feedback Possibly make Milky Chrysalis Wings feel more like flying rather than hovering? As is now, you can easily manage the same amount of air time + height with maybe just 5 or 6 Hopoo Feathers, and the speed with which you move in the air while using the wings is too slow late game, leaving you vulnerable when there's hordes of enemies. You move faster with wax quails + jumps than with the wings, so possibly boost their move speed or something else to make them feel a bit more worthwhile as an equipment piece?

sharp cape
#

!feedback Based on how the game has been going I would gladly pay for a season pass after full release for continued development. As long as there were additional levels, or potentially alternate endings, as well as more game lore and items that would be well worth paying for DLC. New characters would also be nice, but wouldn't expand the game enough more on their own to be worth paying for in my opinion. I love that this project has been such a good example of early access done right and would love to continue to support the game.

stray wyvern
#

!feedback have the position of lens makers on loader be on his head instead of on his eyes for extra cool dad points

near quartz
#

!feedback make Commando's M2 hitscan instead of a (relatively) slow moving projectile

little barn
#

add cosmetics ❤

dire anchor
#

!feedback When a monster is pinged friendly AI should try to attack it whether that's turrets, drones, happiest mask, whatever. Currently AI tends to bumble about useless at best and kill you at worst. I hope this gets addressed.

mint vapor
little barn
#

!feedback glass's stacking, when looked at mathematically, is a bit of a conundrum; as the stacking of damage looks like this:
1x - damage*2 - 100% increased
2x - damage*2*2 - 200% increased
3x - damage*2*2*2 - 400% increased
4x - damage*2*2*2*2 - 800% increased
5x - damage*2*2*2*2*2 - 1600% increased

but, your health gets halved repeatedly, the health reductions is completely contrary to that, and looks like this:
1x - health/2 - 50% reduced - 50% decrease
2x - health/2/2 - 75% reduced - 25% decrease
3x - health/2/2/2 - 87.5% reduced - 12.5% decrease
4x - health/2/2/2/2 - 93.75% reduced - 6.25% decrease
5x - health/2/2/2/2/2 - 96.875% reduced - 3.125% decrease

the best way mathematically to fix the damage stacking issue to be equal to its downside would be to increase the damage relative to the health decrease - just change its stack value to (% of health reduced)*2, and it looks like this:
1x - health/2 - 50% reduced - 50% decrease - 100% damage bonus
2x - health/2/2 - 75% reduced - 25% decrease - 150% damage bonus
3x - health/2/2/2 - 87.5% reduced - 12.5% decrease - 175% damage bonus
4x - health/2/2/2/2 - 93.75% reduced - 6.25% decrease - 187.5% damage bonus
5x - health/2/2/2/2/2 - 96.875% reduced - 3.125% decrease - 193.75% damage bonus

best part is, doing this keeps the risk/reward for small stacks about the same!

near quartz
#

!feedback have Drones follow you closely like in RoR1

hardy sphinx
#

!feedback this is a very rough idea with no name, no stats and no item effects. What if there was an item you had unlocked that would get better and better, similar to a level up system getting stronger and all throughout your many runs, i feel like it would follow the game's learning and skill curve if there was an item that grew with you. i believe gungeon has a weapon like that, that has this "level up" system as you use it

mint vapor
#

!feedback update the pin rules to account for the new requirement of votes in #top-feedback-archive (is listed as 45 and NOT 50)

knotty night
#

!feedback addendum to my previous feedback: monster tooth orbs should float in air instead of dropping on the ground and then rolling of some stages

steady steppe
#

!feedback item idea!
name: possessed blade
rarity: lunar
effect: gain a sword that rotates around the player and slashes at enemies, dealing 200% player damage per swing (does not scale with attack speed buffs) and 50% damage per second of contact. the catch is if the sword doesnt hit an enemy at the very least every 30 seconds, it will hit u instead, dealing 50% of ur remaining health as damage to u

sinful crown
#

!feedback i hate to be the one saying this but the royal capacitator needs a bit of a cooldown nerf. same cooldown time as disposable missile launcher maybe? probably a little bit less though so its still viable

rigid gazelle
#

!feedback Bring back the SPEEDY YELLOW BOIS (elites)

raven sage
#

!feedback We need Coalescence back in the game, this track embodied the ambience of the game perfectly, please <3

green pebble
#

!feedback Item idea for if chef doesnt make it into the final game:

Chef's 'Stache
Red item
Gives a chance to bleed, chance to slow, and a chance to burn; Any time you slow an enemy they also get oiled up, oiled enemies take extra damage from burn

thanks to @coral wagon for helping come up with this

subtle acorn
#

!feedback
Item concept

Item Name: Boa (Bane of aim) | Clawed off
Rarity: Lunar
Item Description: Doubles your shots, but lowers your damage and accuracy.

An item that if you grab it, will split your shots into two. It will lower your proc chance by 50%. Slight deviation will be added to each shot, (12 degrees), so the closer to enemies you are the more effective it becomes. Along with doubling your shots, it will lower the damage of each shot by 40% or so. This item will have linear stacking, with every item, it will double the amount of shots, by two. It will also decrease the amount of damage of each shot by 45%. As you stack more it will add another degree of deviation. (50% lowered damage on huntress)

near quartz
#

!feedback have the door fly way further when you exit the escape pod

lavish barn
#

!feedback
To make bustling fungus more broadly useful, it could give complete immunity to movement-displacement effects while active. This makes it more usable for players while leaving turrets unaffected. As it is now, being attacked by a single Lesser Wisp is enough to make the item effectively worthless. This could also give rise to new strategies against some enemies such as Dunestrider's leech ability

cinder steppe
#

!feedback
How about making more shrine types.
One that works like the mountain but opposite makes the item dropped white and makes the teleporter event easier.

little barn
#

!feedback small tweaks thatd make rader scanner more nice to use:
lower the duration of the lingering markers by 2~5 seconds - 10 seconds is a long time, and after use it can just become screen clutter rather than informative
lower its cooldown, 45 seconds is too long - theres no reason that it should have such a long timer, given its effect is rather small, given it gives no information about what interactables are when they're revealed, only location
this'd also give it much better synergy with items that function off of equipment activation, which i assume will be expanded on given we've already seen several updates with such items
make the markers the equipment displays transparent - so that all of the indicators on screen dont interfere with what you need to be looking at!

jolly trail
#

Just got about 12 hours in and this Is initial feedback : More chests, or individual loot that can be gifted. Also I find the beginning of normal difficulty very sparse, not much action lots of the time.
Also toxic players have been a bit of a bummer , maybe provide a bonus for proper team play ^^

knotty night
#

@jolly trail next time before writing CheckPins

near quartz
#

!feedback maybe an item that increases the duration of buffs and positive status effects?

gaunt delta
#

!feedback change berserker's pauldrons to
Increase Damge dealt by 2x(+.2 per stack) and Speed by 30% after killing in quick succession.
or something along the lines of increasing raw damage akin to tonic. I think that it would be more in-tune with the idea of multikilling frenzy and would give more sources to raw damage increase than just tonic, not to mention making it more than just a random 'ok' green that does little to nothing by the time you can consistently proc it

echo niche
#

!feedback a way to make the fungus more viable is make it so you only have to stand still for 2 seconds for the healing to take effect.

twin flax
#

!feedback (i couldn,t screenshot it fast enough but i marked the trail) make sure that printers and chests don't yeet the item of the f*cking cliff

dire anchor
#

!feedback A red item that allows drones/turrets you pay for to inherit your items would be pretty cool. Have it only apply items to one drone/turret per stack. They're squishy and can't be repaired after dying like the first game so it'd be fairly balanced. Especially since friendly AI doesn't do anything right now anyway lol

potent garden
#

!feedback mobs in Xbox one S are very smushy and fall through the land easily. It's like the code isn't recognizing that they are a mob. It's typically on the first island through the metal piping.

sleek yew
#

!feedback mobs in Xbox one S are very smushy and fall through the land easily. It's like the code isn't recognizing that they are a mob. It's typically on the first island through the metal piping.
-by DRAGONAN2000#2352

little barn
#

!feedback BL3 has an item referencing RoR2, so how about the other way around?

Item concept: Nova Shield
Rarity: Red or Green
Description: Gain 50 shield. Upon Depletion of the shield, you explode within a 5m (+1m per stack) radius for 100%(+75% per stack) damage.

Values are debatable, this is just an example of how it’d work

% Includes shields, so that people who get transcendance don’t get fucked

little barn
#

!feedback
Mercenary's basic attack (Laser Sword), is pretty janky to use in the air. This is obviously supplemented by his other abilities which shine in the air; though, that's no reason not to improve the weakest link.

What if being airborne modified his Laser Sword attacks like Whirlwind is?

I realize changing the attack animations is easier said than done, but this would be a huge QOL improvement to his kit.

loud solar
#

!feedback
making it easier to find the teleporter.. im not sure if the tele is same place in each environment, or if they spawn randomly, but it seems like for some environments the teleporters are in plain sight, and for some places they are like impossible to find... ill sit thru the same environment for like 10+ minutes just running around looking for the teleporter, very frustrating

austere rapids
#

!feedback the ability to listen to the first games soundtrack as well as the new soundtrack I really like the new one but i also would love to play with the RoR 1 soundtrack as well.

quaint cobalt
#

!feedback Please make acrid as a character. My favorite from RoR1 and i think giving him some wide aoe poision sprays/emissions/trails would be awesome.

hardy sphinx
#

!feedback Lunar equipement item idea, your shots becoming homing but only on one enemy at a time

candid dove
#

!feedback shock elementals need a bit of a rework. The orbs after damage are initially a cool effect, but once you get into the later stages and difficulties, it's super easy for them to knock you to healthgate, then finish you off with the lightning balls. It's really annoying to get a game over from that.

nova grail
#

!feedback please make it split screen for pc and console. I would love to play this with a friend because I have it on pc but all of my friends play console(although I know that there is that clipboard thing most of my friends don't even have it). Or just that you CAN play it with someone right beside you. It sucks because the only way to do that is modding and modding won't allow me to play online multiplayer. So it is very counterintuitive. Thanks

digital gate
#

!feedback Probably is already a thing in development, but a host transfer/host migration after the original has left. It just gets annoying when the host dies within the first stages and just leaves forcing everyone to que back up again.

warm carbon
#

!feedback add a way to drop items, we all know that accidental transcendance or fungus that slips into our inventory

novel spruce
#

!feedback while playing solo allow us someway to recycle items we don't need for gold

uncut chasm
#

!feedback add a way to drop the last item you picked up, so you can't just drop everything for someone else, but this way you can drop something you didnt mean to grab, like a fungus

rancid turtle
#

!feedback add a dancing golem emoji on the discord server (from the secret hit it son room)

little barn
#

!feedback remove jellyfish from the 'horde of many' teleporter boss enemy pool, you can 'beat' the teleporter event by attacking zero times and just running by all of the jellyfish so they blow themselves up
ive only seen a jellyfish horde of many happen with malachites, and by then you can easily outrun the jellyfish and the shots from the urchins they spawn on death by just circle strafing

warm carbon
#

!feedback make chronos affect enemy attackspeed

little barn
#

!feedback remove clay templar from horde of many. to beat a regular one you have to wait until they stop firing to attack or circle them. However with 7 templars attacking all at once you cant exploit their vulnerabilities as they always have each others backs

young whale
#

!feedback in the first game, the last person you played as will be on the menu menu walking around. It would be cool for this game if the last person you played was at the main menu sitting there or doing something instead of it always being commando. They could also do something like the last two or three characters you played are waiting for you at main menu. This isnt important but I feel like these small details do add to the quaility of the game.

candid cosmos
#

!feedback make aspects immune to their respective elements.

near quartz
#

!feedback mark enemies summoned by the shrine of combat with the shrine's sigil above their head

dim seal
#

!feedback add Loader to risk of rain 2

cedar hamlet
#

!feedback Drones right now are pretty cool, but ultimately fall off because a single Vagrant or Dunestrider can wipe out your entire army of drones in one move, maybe two. I suggest a compression upgrade system. For example, when you buy 3 of a certain kind of drone, the first two explode and the third one upgrades into a Drone Mk II that has scaled up stats to compensate for the amount of drones lost. Then buying 9 in total would create a drone MK III, and so on. This can give drones a little more fighting power at higher difficulties and make the game run a little smoother with less robots to keep track of. (Obviously this effect wouldn't work on Strike or Equipment Drones)

near quartz
#

!feedback have equipment drones given buff/heal items affect the user

sonic lintel
#

!feedback In order to make Warbanner scale slightly better it should offer a 5% bonus (+2.5) to experience for the party per stack.

naive cradle
#

!feedback Make it so characters are always sprinting.
There's no upside to walking normally, so have it when an ability is used, or interaction done, we go back to normal walking speed. Once the animation is done, return to sprinting. It would make combat and controls much more fluid

Also, a training/testing range. Essentially somewhere we can access all the Items we've unlocked (got in the logbook), and there's a few test dummy enemies.
This would let players test out item combinations and learn exactly what they do and how they interact with one another without needing to look up incomplete wikis. Much needed addition!

scenic solar
#

!feedback Add an artifact that shuffles items commonality and their effects to match it.

For example: If Will-o'-the-wisp is white, it has a chance to detonate (like RoR1). If red, also applies burn after explosion. If Ceremonial Dagger is white, it only fires 1 dagger. If green, it fires 2. So on and so forth.

snow matrix
#

!feedback Add a confirmation window for "Quit to menu" and "Quit to Desktop" in the in-game menu
Just a "Are you sure?" type of screen

willow ocean
#

!feedback Minor qol
Base regeneration is increased by 10% when not firing or using abilities, and by an additional 10% when walking. Might give low health players more incentive to take cover and play more tactically, plus would give real incentive to walk.

jovial stump
#

!feedback somewhere at the end of the roadmap or after the full release, I think it would be cool if the game could work with the steam workshop or have better mod support. This isn't super important obviously, but it would make modding easier for the community, and would be an interesting way to keep the game always feeling new and fresh by being able to play as new characters, play in new maps, fight new enemies, and use new items and equipment all made by the community and fans of the game.

loud anvil
#

!feedback A new low-tier enemy whose only method of attacking is pushing you in a direction. Now this isn't really a threat, but being thrown off is sure to mess up some of your shots and getting hit more often.

All the enemies do some kind of damage, but very few of them mess with your position (golem laser, titan punch, templar burst, dunestrider succ for example). This is sure to bring some variety to the game.

warm carbon
#

!feedback make royal cap not hit dead enemies

young whale
#

!feedback remove or lessen the green air lines that malachite spikes produce. I get that its suppose to be like "hey watch out spikes are near by" but after 4 or 5 spikes are near by it ends up obstructing view and actually causes us to hit malachite spikes cause ya cant see where you are going

twilit shadow
#

!feedback Add a "Confirm item pickup" option that forces you to press E on any item you want to pick up, similar to use items. Might not prevent every accidental pickup, but it'd give you one more step to go through to make sure you REALLY want that item.

south crest
#

!feedback bring back sniper and have one of the abilities be scoping in

sacred gulch
#

!feedback Lunar Item: Verdant Bloom (kind of a space flower and definitely not a bushy clover)

Elites have a chance to drop items

All enemies are elite

sonic lintel
#

!feedback Lunar item: Stone of foresight (circular stone with a hole through the center and crosshair-like notches)

Critical hits (or on hit effects in general) can be procced +1 times per hit (allows for double crits, double stacks of bleed,2 missiles, etc.). Or doubles attacks proc coefficient.

attack speed is halved.

Reasoning for the item: Allows more single target/single-hit attacks to remain relevant later on in the game (Artificer, Mul-T railgun, rex to a lesser extent). This also opens up new playstyles for commando in which he takes more of a sniper like role.

little barn
#

!feedback BL3 has an item referencing RoR2, so how about the other way around?

Item concept: Nova Shield
Rarity: Red or Green
Description: Gain 50 shield. Upon Depletion of the shield, you explode within a 5m (+1m per stack) radius for 100%(+75% per stack) damage.

Values are debatable, this is just an example of how it’d work

% Includes shields, so that people who get transcendance don’t get fucked

REPOST because editing it prevents it from entering top feedback

sonic lintel
#

!feedback Engineer shield should do better at blocking AoE attacks, since later on those are the most deadly, and they usually end up hitting anyone inside the shield anyways.

sonic lintel
#

!feedback Eccentric vase should spawn a tunnel extending to max range rather than requiring it to collide with an object in order to activate, that or there should be no range limit, but the former seems easier and more balanced.

still thistle
#

!feedback I think you should bring back barbed wire but instead of aoe damage, it could be a sort of thorns effect.
Here's my idea:
Barbed wire, uncommon (green)
When you take damage from an enemy 20% of that damage is returned to the damager (+5% per stack) causes bleed for 1 second (+0.5 per stack)
Edit: the user "ThoughtMaker" suggested a way to make it more viable
"Make it so it's damage of the attack, not the damage taken", the reason for this is so tougher times and rose buckler don't make this item irrelevant and useless

onyx sparrow
#

!feedback not necessarily for the game itself, but for the discord. Have a channel where people can "subscribe" to roles stating which part of the world they are from in different colours so we can see who we group up with for better ping, language barriers, etc.

cinder steppe
#

!feedback
please be more transparent with release times. It is annoying to guess at what time the developers are deciding to drop the update. I want to know when I can play the update.

broken hawk
#

!feedback
Item - Hive of Thorns
Rarity - Green/White
Description:
While stationary, you create cloud of thorns around you in a small radius (Same as Bustling Fungus or slightly bigger), that deals damage to every enemy within it for 20% every 0.5 sec.
Stacking: Each stack slightly increases the size of the cloud and also increases damage for 10%.

Small Note: i am not a fan of Engi, but i like the concept idea of stationary, "Fortress" way of gameplay, so, such item might be a part for such style.

hardy sphinx
#

!feedback i like the idea of an item that spreads acrid style like maybe a beehive equipement that you drop on a location that spreads DoT to enemies that get close and those enemies can spread it as long as they live.of course this item would be busted on acrid but it hasnt been shown that it will join the 3d world so far. If you need context on how the skill would work, think locust swarm from diablo 3’s witch doctor, you could also make it so it spreads on death instead of all the time, and enemies that walk in those bees/locusts get the bee/locust damage over time and it drops at their location on death. It could also be a stacking item but the stats would probably change if it was either so i wont list any

near quartz
#

!feedback add more rain

pearl talon
#

!feedback When typing in the in-game chat hitting escape brings up the menu instead of just exiting chat. Can we get it so that it exits chat before bringing up the entire menu?

sleek yew
#

!feedback make it so that the warnings for when all the monsters are the same on the map is more noticeable, I’d like to see it like a hud display

sonic bobcat
#

!feedback Add a res mechanic to the game. Players dying in multiplayer makes you really underpowered really fast. And it can be very unfun for new players playing with veterans. I feel like in RoR2 a res mechanic would be very risky and make the game relatively unchanged in terms of difficulty but keeps some players from becoming worthless in a group after a mistake.

river anchor
#

!feedback drones are next to useless, equipment drones are a fun thing to play around with, but for the most part they're entirely useless, I know this has been said before, but nobody has acknowledged their damage before

I was doing the trial last night ( for those sweet hermit crab kills ) and I was sitting on a small hill watching a machine gun drone lose a fight with a beetle, and as much as I want to say that the beetle was an elite, it wasn't, the drone had managed to fly close to the ground, get stuck, and proceded to get completely outdamaged by a beetle in a trial on Rainstorm at around 10 minutes in, the stucking thing can be accredited to bugs or bad luck, but the fact that a beetle was able to flat out OUTDAMAGE a drone is unacceptable

near quartz
#

!feedback allow us to mark challenges as objectives so we can keep track of them easier during gameplay

shell nebula
#

!feedback change Mercenaries Ethereal challenge, a no hit run in the current prismatic trial forces an extremely defensive playstyle on a character that is not at all supposed to be played that way

drifting nova
#

!feedback add more fps limit options if the engine supports it (since the current are 30, 60 (30x2) and 120 (60x2))
would be nice to be able to set it to your monitor's refresh rate

velvet anchor
#

!feedback The early game is very slow and could do with a pace increase. The first few minutes of the first stage is very slow. Most of the time I end up just waiting around for enemies to spawn because I can't afford anything in terms of loot. just a QOL change that I think would make the early game a bit more engaging

lime basalt
#

!feedback
A nice little red outline for enemies affected by the focus crystal

little barn
#

!feedback
Add Split-Screen Coop, so at least it's couch Coop like the first game was.

south crest
#

!feedback add some sort of indicator to show when H3AD-5T cools down

tidal flower
#

!feedback Change Rex's one shot protection since he's always at 50% or even lower

plucky furnace
#

!feedback Loader's animations need some tuning, they're too dependent on procedural animation and it makes her look extremely clunky in motion.

fair hornet
#

!feedback have access to the list of objectives during a game

lime basalt
#

!feedback who else thinks the new stage + moosic is very well done

rich ice
#

!feedback show skill cooldown in the description when choosing a loadout

bronze shell
#

!feedback Really dissapointed with Loader gameplay wise. I don't know what's going through your head but this isn't a 2d game anymore. I'm just shocked with how awful her skills are, gameplay is gonna consist of running away and spamming your R since all her other skill are slow and clunky. Literally anything would be more enjoyable, a leap with a ground slam, for example. This is gonna be voted down a lot for sure, but imo the character should get much more agile considering you are usually surrounded by hordes of enemies.

limpid blaze
#

!feedback In the context of console releases I noticed a lot of people found the ports really difficult since they're not accustomed to aiming without a mouse and also without auto aim.

Huntress, Engineer, and possibly Merc should be unlocked from the get go to give a better first impression of the game.

obsidian fractal
#

!feedback if you're going to add "don't get hit" challenges as with Huntress and Mercenary please consider making wisp's attacks actually telegraphable and avoidable instead of them hitting you from behind without any indication, thanks.

winged canopy
#

!feedback Lepton Daisy would be pretty bad even as a white let alone a green

stone charm
#

!feedback Seems the Guardian Beetle ally also go more aggressive! VERY good change he's almost always slamming something now! Commando

random pagoda
#

!feedback Lunar Item - Biogenerator
Convert 4% of your permanent health into a full bar of Barrier that doesn't decay.

shrewd mango
#

!feedback Now that there are alternate abilities, it'd be cool if some of the characters from the first game who aren't returning were represented using alternate skills for other characters. A couple examples could be Merc getting the Miner's charged dash, MUL-T using HAN-D's hammer, or Commando getting the Sniper's backflip.

cyan roost
#

!feedback doesn't really seem like the director fix stopped the wisp spam. i'm still seeing a silly number of them

coarse gale
#

!feedback The new engineer turret feels much like a downgrade as they just run into the enemy and die. They also don't shoot at enemies when you're quite far away from them. Changes I would make would be to give them a hp buff, something like 50%, and make it so they are always classed as running so the Rose Buckler blocks a bit of damage for them.

tall saffron
#

!feedback no hit challenges looks extremely difficult and frustrating when compared to every other challenges, it could be made easier or replaced.

hollow basin
#

!feedback Revert the hp regen nerf

dense sky
#

!feedback Can you guys implement a confirmation to exiting the game ?

twilit harbor
#

!feedback Will key board and mouse support be added to the xbox one version?

finite bay
#

!feedback Being able to see the numerical heath value of allies when you press tab.

limpid blaze
#

!feedback A third tab on character overview that shows personal challenges and their progress

shy reef
#

!feedback lunar coins should have their own unique drop sound

wild tide
#

!feedback Unlocks are nice and do provide some gratification but i dont want to be punished for sucking so i never get to experience certain things, example - No Hit Challenge on merc, like wtf

gloomy wigeon
#

!feedback the difficulty of Monsoon is significantly higher now. Usually I get to level 3 without too much effort with me and a friend, now we're 4 and we cannot get past level 2... We've died on level 1 numerous times. With all the extra mobs and the reduced healing, it's really fucking hard now

cyan roost
#

!feedback the killing blow requirement on rolling thunder unnecessarily adds the potential for kill stealing

scenic arrow
#

!feedback
a toggleable in-run menu for challenges showing their description and progress would be neat

restive rock
#

!feedback make an option to turn on the old health regeneration system

glad magnet
#

!feedback
loader sound need to Improve. why ROR 1 loader sound better than ROR 2?

wraith anchor
#

!feedback Make it so the Loadout menu appears regardless of having actually unlocked an alternative ability or skin. The implementation of this new menu felt rather clunky and not very well telegraphed, especially for new players (or people new to the Update)

young imp
#

!feedback The engineer's new turrets are beyond weak its hilarious. They literally can't hit the wandering Vagrant and die instantly, assuming they haven't fallen off the map within 10 seconds of spawning.

solemn sapphire
#

!feedback While I like the idea of the new skill system, the challenges it is locked behind will prove to be a deterrent to many ever being able to use it. While I would prefer the skills just to be available, so people can play how they wish, if you are going to keep them as unlocks, they could stand to be made a bit more tangible. Especially ones like the "not falling below 100% health" challenges.

shell nebula
#

!feedback Turn Mercenaries challenge requirement from 100% to 75-60%, no hit with all those ranged enemies, especially the new vultures is ridiculous in the current trial

paper nimbus
#

!feedback The challenges to unlock the new skill loadouts are ridiculously punishing, nearing impossible on singleplayer. I don't play the game all that much anymore, so new content and new updates are really the only thing that draws me back in. Locking all of that stuff behind difficult (and more importantly, time-consuming) challenges is a disservice to both the community and the devs. I for one closed the new update minutes after I opened it, and I feel like I'm not alone in that experience.

languid smelt
#

!feedback some positive feedback on the loader update. This has got to be the most fluid character added to the game. Great work guys, very excited to see the next few updates. New map is sick as well

little barn
#

!feedback The difficulty of ability unlock challenge might need to be looked at. Some are desperately easy like Artificer's 15 kills airborne, some are incredibly dependant of RNG, and some challenges seems incredibly difficult compared to, well... Killing 20 enemies with Artificer.

frank socket
#

!feedback Since the Engineer may care about having mine set up now, it would be nice to have a counter for deployed mines, e.g 2/4, above or near the current charge count

south crest
#

!feedback add cross platform if that is possible

near quartz
#

!feedback make Loader's primary attack a bit more aimable, as it stands he cant hit anything slightly above or slightly below him

north citrus
#

!feedback Bring back the +250% health regen from before the patch, just played a run or two in medium difficulty and i cant stay alive, if you dont get healing items early on you cant make it past the second teleporter. maybe i just have super bad luck but if i have to sit still for 30+ seconds to regain barely half of my health because healing items didnt spawn somethings messed up.

opaque tide
#

!feedback make Loader's primary attack be visually more of a punch than a arm flail

agile parcel
#

!feedback Exchange the Malachite's HP increase for an Armor gain instead, something actually gainable by Wake of Vultures. As-is, getting the Malachite attribute from Wake is...essentially useless. Mobs don't heal, so shutting off their healing is useless, and the plants you throw out look exactly the same as the ones mobs throw, so they still work as traps for your own movement.

Making Wake being able to steal Armor with the malachite attribute would allow you to actually tank the damage dealt by mobs and plants for a short time.

little barn
#

!feedback Loader's alt-m2 just feels like a straight upgrade to the regular one, and I can't see a reason not to use it outside of not having it yet. On the plus side the way MUL-T retool was handled is excellent.

eager cloud
#

!feedback Artificer's float ability uses the same control function as the H3AD-5Tv2, rendering the former nearly useless. I'm unsure how to mend this problem, but any attention put towards this control conflict would be greatly appreciated.

acoustic socket
#

!feedback Revert a portion of the base regen taken away from rainstorm and monsoon. The problem isn’t the difficulty spike, it’s that the first few levels (especially the teleported events) become horribly boring considering you have to periodically hide for an extended period of time to get back to a state where you feel safe attacking enemies, slowing down gameplay

elfin valve
#

!feedback make hopoo feather not kill your swinging momentum when using loader's secondary. makes it incredibly hard to use the grapple and fist when the hopoo feather kills your damage bonus.

spare terrace
#

!feedback The game has a lot of various unlockables with various conditions to unlock, and fulfilling some of those conditions can be, at least to me, extremely tedious - for example, the easiest way to complete 20 stages in a single run is to play on drizzle, which gets boring extremely fast, as I personally find drizzle rather easy, and you have to handle 20 stages of boredom. Despite that, I feel like for the most part the unlocks were fairly reasonable and could be done while playing the game "normally".

However, I think that the newest update and all the challenges it adds has made the unlocks into a bit of an issue - many of the challenges are fairly tedious and boring to do. Not difficult, just tedious. Gettting 12 crowbars as huntress isn't difficult, it only requires you to find a 3d printer. However, you still need to waste your time on actually grinding through stages trying to find one. The same applies to some of the other challenges - completing 20 stages as commando without lunar items isn't difficult as long as you play on drizzle, but it still takes quite a bit of time to do. Trying to complete all of those challenges feels less like playing a game for fun and more like trying to complete a checklist of things you have to do at work, and only after you've completed your work (and completing all the challenges can propably take 5-10 hours) you can finally play the game and have fun.

I might be a bit biased, since I dislike unlocks in "permadeath" games in general, but I feel like the unlock system in RoR2 could use a rework so that unlocks become something you will naturally earn during gameplay without having to take specific decisions in order to get them - for example, I like how the character skins are unlocked in the newest update - obliterating yourself on an obelisk on monsoon is something that will naturally happen eventually as long as you play on monsoon and does not require doing anything that you would not do while playing normally.

toxic glacier
#

!feedback In a singleplayer run, when pressing esc and quitting to menu, create a warning screen saying "your progress will not be saved"?

half apex
#

!feedback
mercenary has a bit more trouble with aerial enemies, and has to get really up close to them
if he took less fall damage (none entirely would be a bit strange imo), i would feel much safer knowing i wouldn't be automatically down a bit of health because i killed an enemy in a fair fight

plush cobalt
#

!feedback Just noticed on my current run as engie, Royal capacitor replaces my right arm with a ghost version now, and the capacitor itself replaces my shoulder. Hopoo, you guys did great modelling it 👌

modern rain
#

!feedback replace the tooltips in the overview section of each character with the skills they are using. e.g. when i am using ||plasma bolt||, say plasma bolt instead of fire bolt. just a little QOL change that makes the game feel more polished!

winged canopy
#

!feedback it would be nice if loader's grapple range indicator was visible while sprinting

river anchor
#

!feedback Please for the love of my sanity, fix the stone titan tracking flawlessley bug, thinking you're save because the laser isn't near you, and the titan is looking away from you, only to get shot through the back of its head is extremely annoying

near quartz
#

!feedback give Loader more aerial control when using her grappling hook, oftentimes im just spinning circles around a wisp trying to punch it without wasting my shift

gritty sapphire
#

!feedback Never use prismatic trials or 100% hp challenges for unlocking things for normal game

cinder steppe
#

!feedback
The main problem in this update is health. You regen too slowly and the only reliable ways of regening are items which requires 9-10 crit glasses and Harvesters Scythes'. Cautius slogs seem to be a necessity until you can find a 3d printer with crit glasses. That is too specific. There used to be other ways to play the game but now everyone needs heal on hit or a lot of slugs.

little barn
#

!feedback Can we get some way to visualize the cooldown of equipment items when it has additional (more than 1) charges? For example, if I have Preon Accumulator with a bunch of Fuel Cells, I cannot tell how long it will be before I acquire an additional charge unless I have absolutely no charges at all. Thanks!

#

!feedback Merc's alt M2 Rising Thunder is pretty nice but it's awkward how it lifts light enemies above you. You can't hit them with M1 from that position, and even if you aim up hitting them is unreliable.

drifting kelp
#

!feedback Not really an idea or suggestion but I love the little details you put in like the nova blossom on the teleporter. Nice touch. Good work you guys, we're loving it

cyan roost
#

!feedback I think the regen nerf solves the wrong issue. The big problem with the game is once you get a tesla, some ukes, wisps, a capacitor etc. The game is pretty trivial and you can keep going for 2-3 hours without really breaking a sweat. The regen nerf doesn't solve that, but it does make the early game, which isn't super easy to begin with, tougher. I appreciate that there are new or buffed items to counteract it, and it would probably be fine if more common healing items like monster tooth or medkit were worth taking.

fierce parcel
#

!feedback swap Loader's M2 and Shift, it's really awkward to move around holding shift to charge up megapunch, and having two attacks mapped to the mouse feels more natural

north citrus
#

!feedback If a run ends due to disconnect or servers dying (or black screen and servers shutting down, whatever just happened) give us an option to continue the run, maybe rollback for a couple mins. Yeah it could be gamed where if you pick up something you dont want you can just close the game and restart it from a point but theres people 'hacking' the game to unlock everything. if someone wants to go through that trouble then let them, whatever. this is enfuriating to play multiple hours and finally get a good run going for it to just end without dying, just a crash or something.

wintry orbit
#

!feedback The beetle guard being able to pick up the healing orbs from the monster tooth necklace makes the item almost completely worthless.

near quartz
#

!feedback have the orbs from monster tooth go straight to your hp instrad of having to mosey on over and pick up a ball thats likely rolling away from you

hardy sphinx
#

!feedback i dont think any m1/basic attack should have cooldowns, its your main dps, dont put a cooldown on it or at least allow attack speed items to give you more "stacks"

native meadow
#

!feedback ally ai and the issue of happiest mask minions killing you still need to be fixed

gentle spade
#

!feedback Secondary keybindings for controls

cinder steppe
#

!feedback
Can you make monster tooth balls not pop upwards when spawned. This fixes an issue where Mercenary has a hard time picking them up when killing flying enemies when using R and shift. Because monster tooth is onlt really usable on melee characters atm this is a rather important change.

stone charm
#

!feedback Mul-T's saw blade can be used while sprinting, and during his ram attack. Please leave this as is. Or even make it a feature. Become the beyblade rooH

little barn
#

!feedback Currently Engineer mine pulse faintly until they are fully charged. Make it so that the circle of lights on the mines start unlit and then light up gradually to reflect how close they are to max damage

hollow bough
#

!feedback Cross Platform? Maybe? Got a few friends on PS4 who might buy it if we can all play cross-platform and I'm sure a lot of other people feel the same

little barn
#

!feedback Commando's Suppress Fire still has the old tool tip, needs update to reflect changes to it

long flame
#

!feedback give to unique map bosses higher chance to spawn. Im tired of Imp Overlord on Scorched Acres instead of Grovetender

strong salmon
#

!feedback move the character skill/skin challenges into the Survivor tab, so less space is taken up by the myriad of unlocks

distant scaffold
#

!feedback The challenges for unlocking alternate skills should be based on things only that character is capable of instead of doing a regular "themed" challenge as a specific character

torpid echo
#

!feedback give characters more than 4 skills but only 4 can be equipped at one time. So there would be multiple basic attacks and 2nd, 3rd and 4th skills.

gleaming fjord
#

!feedback loader is the most fun ive had in a videogame in forever

pine geyser
#

!feedback add a survivor capable of summoning his or her own lesser gunner, missile, and healer drones that gain experience and copy your items. Like the engineer, but more movement and tactic based.

raven pagoda
#

!feedback have the loadout tab be visible by default so new players don't need to open the logbook to check the challenges every time

near quartz
#

!feedback allow us to keep holding the Loader's grapple even after we've reached the impact zone

clear falcon
#

!feedback Clarify some of the challenges; in particular, Artificer's multikill challenge does not state how much time the kills need to fall in, and the Mercenary and Huntress 100%HP unlock could probably use a reminder that shields and barrier are not health and depleting them is fine.

zinc jewel
#

!feedback Engineer pressure mines should explode more quickly during their first stage so that they don't usually miss. The engineer's mines now reward planning with a two-stage approach, which is great, but the initial, 300% damage mode is next to useless because it usually misses. Before the update, it seemed to at least hit most of the time. Now, the combination of time it takes to trigger and tiny blast radius means that when an enemy walks by, it explodes harmlessly after the enemy has already passed.

rugged mesa
#

!feedback With the health regen nerf, this game has become more tedious to start than it was before, especially considering the dire lack of defensive items in the game (which is its own problem entirely). Honestly, unless the survivability of characters can be increased reasonably without playing scared or only playing characters that can protect themselves (Engineer, Mercenary's i-frames, etc) I'm off this game.

little barn
#

!feedback add secondary key bindings so that we can bind 2 keys to one action

quartz gazelle
#

!feedback The visuals for Guillotine don't reflect the actual health threshold for the kill. It seems to be way higher than they're supposed to be.

half apex
#

!feedback
QoL idea:
make it so attacks effect the environment, like grass or mushrooms getting cut, or your attack hits the wall, and it makes a small sound and leaves a tiny mark

open tartan
agile zenith
#

!feedback Scroll speed for the "Hahahahhahaha" speeds up over time.

weak sparrow
#

!feedback Thank you for the character skins!

my one request, xmas tree Rex

mild folio
#

!feedback Can we get character-specific keybinding? ie: change Loader's grapple bind without swapping everyone's secondary to that button

pine geyser
#

!feedback maybe, just maybe, just the slightest possibility...
Make the MUL-T movement ability duration infinite until hitting a wall or obstruction?
Or maybe make the duration used is the duration required to wait in order to use it again?

sand cypress
#

!feedback
TBH I can't see the flash for the Bubble Shield, espacially if there is alot going on in the late game. Make the Bubble red 3 sec before it despawns. That would have a much better visual contrast and would probably look cool.

hollow brook
#

!feedback With the removal of most passive healing from Rainstorm difficulty, there is now an even larger disparity between Drizzle and Rainstorm. I myself find the former far too easy whereas in the latter I'm lucky if I kill the first boss. I don't know what should be done about this, but I must say that the fact that I no longer have a real "medium" difficulty to be comfortable in is really killing my interest in the game.

clear lion
#

!feedback Make it so that Rainstorm difficulty has a reduced healing bonus as opposed to none, and keep Monsoon as having none as to balance it better for players that rely on the passive healing bonus for survivability.

bright agate
#

!FEEDBACK You literally gave me the best item I could ever ask, having an aurelonite fighting three stone titans and then he obliterates them, was one of the best things I ever experienced in a videogame, Thank you for everything

fallen sapphire
#

!feedback if some skins are going to be just recolors can we just take the warframe aproach and just give us some regions we can edit and a color wheel? Let skins be new models like Merc's and Commando's

little barn
#

!feedback Loader's utility skill should be their grappling hook. If you accidentally pick up Strides of Heresy at any point during a run, it basically makes you useless, and Loader's charge punch doesn't seem to currently get any synergy from the items that affect utility skills anyway.

supple quarry
#

!feedback i dont know if its intentional but an ungodly amount of shrine of wood spawn in sirens call right now

quartz gazelle
#

!feedback Loader is pretty awesome. I like the fact that she has a lot of mechanical depth and fun gameplay. You guys did really well with her, cheers.

scenic arrow
#

!feedback
as of now Loader's primary attack resembles more of a scratch than an actual punch, she doesnt need a combo like Mercenary's but her primary animations being punches just like in RoR1 would make her a lot more enjoyable.

pine geyser
#

!feedback Fun Item Idea:
Brimstone Mask
Doubles speed and damage, as well as decreasing ability cooldown times by a small margin.
Health slowly decreases over time, and killing enemies helps restore health.

distant crater
#

!feedback Display the arm time of the new Engineer mines in the ability description in the character select screen

crude scarab
#

!feedback

Instead of the Alloy Worship Unit getting shields on their special attack, how about they get shields as a front-facing defense, with a few noticeable weak points that ignore the shields? (Back, and eye as an example)

I had this idea thanks to Halo 2's fancy sentinel enforcers, it would make the fight that extra bit more interesting compared to the normal alloy boss.

dawn pilot
dense tinsel
#

!feedback
The Alloy Worship Unit's health scaling makes it take forever to kill on loops. This wouldn't be too much of a problem if you could easily avoid spawning it, but as is destroying the nests is too easily done by accident, especially with chain damage items like Uke and Tesla, or projectiles like Bundle or Ceremonial Dagger. Reduce its health scaling and/or remove its shielding ability, or make the nests break on interact (pressing E) rather than damage. Right now it makes me dread rolling the Siren's Call.

hardy sphinx
#

!feedback why doesnt loader have merc and huntress' sprint attacking mechanic of being able to sprint and use her m1/basic attack, i feel like as a melee character its almost needed

round ice
gaunt mica
#

!feedback add an option to the pause menu to look at character challenges

little lava
#

!feedback

A new item tier thats an upgraded version of a red/legendary item and its color is like a highlighted yellow (Shiny gold). It has a 10% chance to either spawn a horde of elites on pickup or a 30% chance to be a white item in disguise. (Ex. A syringe pops of of a golden item rather than it being a Barreling Bastille[Item that would send explosive barrels toward surrounding enemies on kill]{MY other idea})

near quartz
#

!feedback when Loader's M1 connects with an enemy, it keeps her in the air slightly, this should be a mechanic for all current and future melee chracters since it gives them more needed air time

edgy merlin
#

!feedback With the changes to the lighting in Abyssal Depths, the cave area now has a rather intense pink fog to it that doesn't match the rest of the level. I would suggest adjusting the color to more appropriately match the rest of the level.

cinder spruce
#

!feedback Not sure if anyone has suggested this but, I think Loaders grapple should be her utility and punch her secondary ability. It feels really weird in its current layout (to my at least).

sand cypress
#

!feedback
There should be more options for sorting items in the hud/tab menu, for example sorted by rarity or alphabetically or keep it chronologically and so on. If possible you should also be able to maually sort them on the fly with drag and drop and overrite your current sorting method.
Sometimes in the late game I want to see for example how many glasses I already have to decide if I should get one or if I'm already at 9 or 10 and I have to search for it while an Overloading Worm decids to end my whole career.

gaunt yarrow
#

!feedback New Engineer Turrets are terrible: they walk slow, range is short, fragile, and dont benefit from atkspd items based on observations

little barn
#

!feedback Currently you can only see if Loader is able to grapple to something if you aren't sprinting, if you're sprinting there's no indicator whether you can grapple something or not, and usually if you want to grapple something you're probably sprinting so if you wanna see if you can hit it, you gotta stop sprinting to look to see if your cross-hair is blue and then shoot it. Obviously you can just circumvent this by well... just shooting it and seeing if it hits but it'd be a lot more easier to see if it's possible to grapple while sprinting in the first place

near quartz
#

!feedback Commando's alternate skin looks like a gimp suit, make it less shiny on the black parts

rugged mesa
#

!feedback Allow players to toggle challenges (like, up to 3) in the logbook to display in-game, like under the difficulty slider with some transparency.

still thistle
#

!feedback add golden gun to the game but make it red instead of green because you get much more money in this game compared to the first one

lime basalt
#

!feedback display number of active mines as Engineer

thin mirage
#

!feedback Engineer The new TR58 Carbonizer Turret should prioritize attacking the same target as the Engineer. I feel they are too inconsistent and chaotic in their movement and targeting to be viable late game as they usually end up running off ledges and moving away from where you need them.

digital ruin
#

!feedback buy Christodoulou a beer for the amazing work

vivid gull
#

!feedback Agreed with most notes of Loader here. Concepts are really amazing, just some tweaking needed. This comes from a near-exclusive Loader main and lover from ROR1. I've carried games through points dim and bleak to glory with her.
The melee feels incredibly lackluster from both a design perspective (How heavy those arms are and the muscles she's clearly packin') and from how absolutely delicious her combo felt in ROR1. I realize changes are necessary and it's simple to update characters, but I feel her original combo could fit fairly well in here- going from the current 1-2 swipe to either a 1-2-3 or her original full 4 hit combo with the final smash- Make her feel more impactful. Would be especially nifty if she could maybe- given her invulnerability to fall damage- do a landing smash attack.

Grapple feels incredibly fun to use though paired with her charge makes her easily the highest movement character, able to get all over the map with decent creativity. I do appreciate her grapple not going on cooldown if you miss, but feel some limitation could be had, just not sure where (as it truly is fun to be able to grapple on quite everything.)

Similar feelings with her charge ability- It's nice that it's able to aim her in quite any direction, and probably better than the easily abused invincibility buff in ROR1- but it does easily carry her most any place.

The ultimate is a really neat concept and transition from her original, I was most curious how that would be implemented. It feels both great to use (esp since you can grapple on it) but at the same time I can't help but wish there was perhaps two uses of it? even before an item like scepter is perhaps added in, just feels like it could naturally have a little more usage.

Overall I am pretty impressed with how well she's transitioned, just feel there's some finer points that can be keyed in on and detailed to make her a truly great character without being too insane (mostly in the movement category.)

brazen plume
#

!feedback

Make Loader's grapple not turn her sprint off.

balmy thistle
#

!feedback
The new Celestine elites feel underwhelming. They seem to be about as tanky as malachite enemies, which means they are annoying damage sponges, and by the time they start spawning the player probably has at least a single item that targets enemies despite the invisibility (electric guitars, tesla coils, gasoline cans), meaning the effect is inconsequential, so you're just left with an enemy that has way too much health and no apparent change to how they attack.

vale kite
#

!feedback
-Move Artificer's Ion Surge to Utility.
-Give Artificer a new Special (suggestion: Telekinesis: grab all small enemies [dudes that can be picked up by primordial cube] within 25m in front of you. Release R to throw them away from you for 100% damage).
-Make flamethrower Tickrate scale with attack speed.

gleaming fjord
#

!feedback do something to prevent accidental spawning of the secret boss from items like tesla coil. for example preventing those items from breaking them

shell gust
#

!feedback Perhaps the character challenges should get their own separate tab for better organization? That way, we can have a more dedicated space for seeing all of the character challenges without having to first go through all the other challenges in the game. Plus, there is PLENTY of space in the logbook for additional tabs.

native meadow
#

!feedback the equipment drone has an issue where it just won't use several of the various equipment, that or I'm experiencing a bug. I've had this happen with the preon accumulator, volcanic egg, and the wood sprite it won't use on anyone else but itself. That's all I can think of right now

wraith grove
#

!feedback As it exists now getting siren at stage 4 is a complete detriment to your run. You basically lose out on a red because that tanky boss is not worth fighting. Have sirens actually spawn a red chest. If you’re willing to fight that ridiculous boss then you deserve a second red.

tardy cairn
#

!feedback Add back Engineer's thermal harpoons as an alternate primary, they could similarly charge like bouncing grenades before firing but then their behavior after being fired would be different to bouncing grenades

vivid gull
#

!feedback More Loader Notes:
Adding onto some talks my friends and I have had, a big plus for Loader in ROR1 was her CC. She started off slow, like a gorilla, but could grapple her way into the fray and knock a hoard of enemies into next week- not including the fact she could put her lightning rods at opposing diagonal corners of the map to shock everything on top of that- Tying into my notes previously, I feel she could use something more like that feel here. I look at the Beetle Guard and think how awesome it is to watch them fight in melee, and want to see that from Loader; Be able to deal good crowd damage in melee, smashing her fists about and into the ground to tear her foes apart.

Her charge kind of overly compliments her grapple- two options to get herself up close and to the enemy- to the point I feel one or the other can accomplish it quite easily by itself. Perhaps in place of a charge she could have an ability that would suddenly pull nearby enemies into her, making it easier to deal melee damage to a crowd? Or to keep the idea of a charged fist, perhaps it doesn't send her forward as far as it packs more power to deliver directly in front of her for a big spike (or flick to the ground for a less-concentrated area spike.)

In all, I feel she needs a little more weight to her. The greatest feeling in ROR1 was getting her to the point of being able to leap boundaries in moments and effectively traverse all over with some hopoo feathers and good use of mobility. ROR1 Loader delivered in all forms on impact, and I'm feeling like she currently is lacking greatly in that field as she does feel like Spiderman with a Doomfist charge. I feel she's really close to having an amazing feel, just needs a little more retooling.

drifting spear
#

!feedback I have a hard time believing brass contraptions aren't considered heavier then a greater wisp I feel like they should be considered as heavy enemies

still thistle
#

🆑 🆎 🇴 🆖

mint crest
#

!feedback After the patch Artificer feels... Wrong. It feels like she can't dodge wisps anymore and constantly takes damage on Monsoon. Not sure whether it's the health regen, ai tweaks or both but something changed where before double looping felt easy or at least doable, I haven't even reach Wave 5 let alone smiled since the update. And I definitely like the new items, bosses, and stage

loud anvil
#

!feedback Loader is absolutely amazing, but the animations don't really convey how strong the character is supposed to be.
Stiffer animations with more keyframe poses can do wonders to the overall feel of the character (for an easier comparison point, I suggest checking smash bros' captain falcon and his animations).

modern rain
#

!feedback WARNING SPOILERS FOR ARTIFICER'S NEW SKILLS

Change Artificer's new special, Ion Surge, to her utility skill. As it stands, Ice Wall can only really be used to freeze enemies and chunk down larger enemies like golems, titans, dunestriders, etc. Ion Surge fits right in as a utility skill, using it to jump high into the air and rain down fire from above. Maybe move ice wall to her other Special skill, and keep on working on a different utility skill for her down the road? It just seems weird that her current utility skill's only "utility" can be fulfilled by an item (runalds band) or a different skill (nano spear).

rose snow
#

!feedback platform roles in the discord

fading wave
#

!feedback An alternate skill idea for Loader.

Drill Fist, in place of Charged Gauntlet. Drill Fist differs in that it won't carry you through enemies and thus loses out on some of it's group-management, but instead you chew through the enemy you hit, hitting it multiple times, allowing for a bit better usage of on-hit effects and Scrap Barrier.

zinc shuttle
#

--DELETED--

native meadow
#

!feedback Artificer's alternate primary fire is basically useless, especially when compared to the dot of the flame bolt. Also, the alternate special ability is DEFINITELY more suited to being a utility skill over a special. It's more about getting into the air than using it to deal any damage.

grand gazelle
#

!feedback Have Loader's airspeed & Gravity gradually become reduced as she charges a punch in midair. This would allow it to flow easier out of a grappling swing, while also becoming risky on a longer charge due to the slowing momentum.

zenith lichen
#

!feedback Could you PLEASE add a confirmation box when you click the "quit to menu" option? I just accidentally ended a good run and now I'm sad!!

carmine oak
#

!feedback Artificer's Hover should be a toggle with controller

marsh swallow
#

!feedback Maybe make the alt engineer turret slightly faster, and have more range? Right now they don't benefit from soda for speed, and their range is downright sad. Combined with lower proc chance and less effective attack speed scaling, they just feel like a down grade. They idle more than normal turrets, and do less damage (later in the game at least).

arctic dew
#

!feedback Some leeway on the no-hit challenges for Mercenary and Huntress would be nice. Maybe something more like "No lower than 90% HP" would work better, because it seems absurdly difficult to do given that things like wisps appearing and hitscanning you below 100% or blinking a little too high and losing 3 points of HP from fall damage can be enough to instantly fail.

woven quest
#

!feedback.
Minor Rework for the Bustling Fungus, after standing still for 3 seconds (not 2) a fungus patch is set down where you were standing. This patch heals just like the Bustling Fungus and is the same size as the current one. It only disappears now after you wait 3 seconds somewhere else to drop another one.

Basically letting you set up a little healing base, and making it actually useful on characters like Huntress, Merc, and now Loader. While not making it overpowered for Engineer.

cyan roost
#

!feedback now that guillotine is a green, it should probably stack additively with arti's ice wall

storm sleet
#

!feedback
Reward more/additional lunar coin(s) for obliteration ending based on every 5 (or some scaling) rounds completed. This makes it more rewarding for players who want to get more lunar, without having to take the first obliteration and repeat/This will allow players who want to invest heavily into a run to get more rewards for playing (aside from challenges). Also gives fair return on runs where lunar was heavily invested into.

little barn
#

!feedback buff hp gain items now that regen has been fixed in rainstorm & monsoon. ty that is all

bold sage
#

!feedback new artificer jump needs some directionality tuning, being able to throw snapfreeze below you would be huge help in keeping her damage more consistent with the loss of flamethrower

clever pine
#

!feedback Commando's grenades should explode on contact, cannot use them against flying enemies properly as is since they can't be cooked.

ocean field
#

idea: how about an option to disable item collection on contact? so that you can only pick up an item when you press 'E' (or any other button you bind to that) I've been having trouble with collecting items that i didn't want to pick up, either if i thought it was better for a teammate or if i just didn't want the item because it's bad (like wake of Vultures, Red Whip etc.)

slender dew
#

!feedback You should add a visual indicator to your health bar shown to teammates after picking up shaped glass to indicate new max hp (instead of leaving them to wonder why you're at half hp all the time)

fast walrus
#

!feedback Thank you for making Loader so big! I love that she just fucking towers over the rest of the survivors, even REX. She's also wearing blue, so that's also a plus. 10/10 heavy, 10/10 blues.

hoary tulip
#

!feedback Use this for Rohri's suggestion.

lilac slate
#

!feedback Add some way to revive dead teammates so they don't have to sit out for 5+ minutes and fall behind on items and most likely die again and have to sit out again.

My suggestions for it are make it cost items similar to the shop (could be a percentage of your total items, a certain number of your highest rarities, the last 5 items you picked up, some combination of items + gold that scales with level. Whatever you think is a reasonable price it's your game after all) OR make it cost level ups. You revive your teammate, you both drop down some levels which would scale in number as you get to higher levels. Alternatively if you didn't want to add a whole complex revive system, it would be nice to at least be able to use Dio's Best Friend on a dead teammate if you happened to have one.

If something like this gets developed, putting a highlight or symbol on the body similar to other interactibles would be necessary too I think.

river reef
#

!feedback Give monster teeth a bigger gravity pull, or just make them heal on-kill.

fading wave
#

!feedback Arti M1 skill suggestion: Ice Shards.

Think of it as MUL-T's nailgun, but with a "limited" ammo supply (I'm thinking about 30 shards) and better damage. Unlike the other M1s, Ice Shards works closer to bandit's rifle, in that all stacks are refilled at once, due to the amount of them. This creates something not unlike a primary flamethrower, but at the cost of your M2 being your only long-range tool.

weak sparrow
stone charm
#

!feedback Leave the current health generation base value as it is. BUT! Add HP drops back to capsules to offer some way to regen without items like Slug, or Fungus.

thorn halo
#

!feedback If possible prevent chests from spawning on the thin walkways in Siren's call, half the time they just shoot items off into the abyss.

unborn wasp
#

!feedback we really, really need a way to host lobbies. Hoped it'd come in this update but it didn't. I have outlasted my rando teammates unfailingly for the last few weeks and every.single.one has left when they die. So if I'm not hosting, the game would end. Therefore, I have to quite literally search over and over again until I am the host. Fucking lame.

little barn
#

!feedback loader's m1 feels...odd. I think bringing back the old 3 hit combo from RoR1 would be nice instead of some wild swing.

edit: bringing it back along with the slam would be nice for some more aoe clearing outside of loader's R ability

2nd edit: with more thinking and testing. I noticed current loader plays like ror 1 sniper where you just wait and charge up a big burst dmg hit. Loader wasn't meant to be played like that and should be catered more to a bruiser like style of gameplay. The shift ability def needs to get looked at.

fading wave
#

!feedback Another loader alt idea, this time for M1: Jackhammer.

Keeping with my trend of fast-hitting alt ideas, Jackhammer causes the Loader to use her exoskeleton's arms to deal rapid hits. It's damage is mediocre, and it's reach is laughable, but it procs on-hit effects well and builds up Scrap Barrier like crazy.

Accompanying this, a small change to the grappling abilities: Make it so you don't automatically un-grapple when approaching the spot or object you grappled. This allows you to use Spike Fist and Jackhammer to pull a small enemy to you and then pulverize it without it being able to escape, or to more consistently stay mounted onto your magma worm "horse", while pounding the hell out of it.

cyan roost
#

!feedback tuning down the knockback on loader's m1 might be a good idea. it makes it hard to reliably build barrier off it

tender copper
#

!feedback
An option to teleport back to the level spawn for when this happens

little barn
#

!feedback Commando's grenade ain't great, the radius for the quadruple damage is too small to actually hit anything with it most of the time and not being able to use it while pressing M1 feels wrong frankly.

zenith lichen
#

!feedback The new Boss is way too over-powered. Like, he can instantly end a run because he spawns at the worst time. As time progresses, he gets stronger, making the fight last longer. He sucks. I actually hate it.
Edit: Yeah. I can't have fun with it existing...

torn maple
#

!feedback Loader's grappling hook breaks too easily. I'd personally rather it just didn't break at all until i let go. It makes it difficult to make strategic swings

random pagoda
#

!feedback Enemies pulled by the Loader's spiked fist should take increasing damage the same way going fast increases the rocket punch's damage

fading wave
#

!feedback More alt ideas: This time it's one for commando and another loader one. I'd make it two seperate posts, but half-hour slowmode.

For commando: High Caliber. An alternate M1 ability stolen off bandit's grave. It's more damaging than Double Tap, and has better damage falloff too, but it's semi-automatic and reticle bloom is more intense. It's better overall if you can handle the finger strain it puts on you.

For Loader: Impact Collider. An alternate Charging punch that, similar to my Drill Fist idea earlier, trades the piercing aspect of Charged Punch for another mechanic. In this case: You create an explosion on impact with an enemy or the map, it's size and strength scaling with the speed of collision. This functions as a better crowd-controlling variant of Charging Punch, that puts you in more danger, should anything survive the blast, as you will be stopped on collision.

Second time I posted this because I forgot to put the command in the first time joypeg

worn sigil
#

!feedback I really like the challenges for alternate skills,
however I am finding the overall difficulty line seems a bit off in that some challenges are pretty challenging and some are pretty easy, being challenging or easy itself isn't a problem though.
I would like to see more of an each survivor gets an easy challenge and hard challenge.
Honestly if there are going to be more skills for each character later on besides the 1 alternate and that those with a harder challenge get an easier one and for those with easier ones they get some hard challenges... I think that would be enough to make my feedback not mean much.
Though dropping the 100% hp to 90-95% seemed like a good idea.

little barn
#

!feedback
Please make it so chests do not spawn on this ledge in Siren's Call (Stage 4). I was desperate for items and I took the risk, and the item plummeted down the hole, unobtainable. Hilarious, yes, but unfortunate that the chest even spawned there.

#

!feedback It's been a pretty exceptionally long time, can the game remember the resolution I used last time?

odd hearth
#

!feedback
Aim assist settings for the usage of controller would be appreciated.

deep mica
#

!feedback For a while Merc's Omnislash ult has been able to "hit" allied units procing the slashes and stopping you at that unit. Sure you can bounce to enemy units however more often than not you get stopped on your ally and waste your ult and I feel like it should be fixed.

sonic lintel
#

!feedback Artificer utility skill could include an ability somewhat reminiscent of Acrid's poison trail,except with ice.On cast she bursts forward Ice exploding in front of her (pushing enemies back? optional feature) she then gains increased movement speed for a time and leaves a trail of ice shards (similar to runald's band effect) slowing and dealing damage to enemies as they pass through it.

proud wadi
#

!feedback I love Loader thank you very much!

hollow brook
#

!feedback Commando's Alt 2 ability is awesome whereas the Alt 4 is kinda....uh.....well, it tries.

pearl pendant
#

!feedback Artificer's Alternate M1 should arc on hit or be a lightning hitscan, the new AoE is too small of an increase to consider over using her default M1 which does a lot more damage in the early game with DoT.

stone hawk
#

!feedback Artificer's loadout utility skill, could be a massive fire geyser. Kinda like Kjaro's Band, but bigger.

cosmic notch
#

!feedback Mercenary's alternate special shouldn't be blocked by friendly minions

kind prawn
#

The triple blink on huntress sucks way too hard, one thing CAN fix it though. Rite now it only lets you go straight as opposed to normal wich lets you also go up and down.

heavy panther
#

!feedback i think loader's primary attack should be changed to be more like ror1, with the combos and such. currently its just wildly flailing around and it feels really underwhelming. maybe the attacks could be focused more on singular enemies with smaller hitboxes since merc already has his huge swing arcs

obtuse relic
#

!feedback the one of the new skill of MUL-T, Scrap Launcher, seems too weak imo. I'm not sure it would even be comparable with both of base skills even if the number of charge to use is removed.

hazy pulsar
#

!feedback Chronobaubles should lower enemy attack speed as well as (or instead of) movement speed, as this would make them actually useful, instead of making me feel like I'd rather have a white item. I say this because lowering enemy movement speed doesn't really accomplish much, as the majority of enemies are ranged, so their movement speed isn't relevant to their damage output. The only enemies that it does work on are melee enemies, and I can't think of any bosses that it would be usefull against. Maybe the magma worm? I generally think that lowering attack speed would not only be much more useful than just movement speed, but also make more sense in line with the time slowing theme of the item.

clever pine
#

!feedback would like an alt skill m1 for Merc like Loader's current attack, and a more classic ROR1 m1 as an alt for current loader

cosmic notch
#

!feedback After testing out the new Mercenary special skill, I feel that it has some issues and could use one change that would push it to be more towards of the (assumed) intended use of getting in safe damage without getting in close.

  1. The projectile hitbox at the moment feels a bit small. I've shot it at lemurians and had it practically graze their arms. The projectile appearance isnt very telling of what the hitbox is like and I feel it be should be adjusted to fix that.
  2. It gets blocked by minions, self explanatory.
  3. I propose to push it more towards being a safe option, when used it should have the Mercenary do a sort of dash backwards from where he's aiming. At the moment I feel the tradeoff of extra mobility and invincibility isn't very good for just getting some long range damage. At the very least it should be changed to give him some form of mobility. With this change it would allow the player to either use it to attack or clear distance like the old one, or both.
manic arch
#

!feedback There should be an indication when you pick up a bandolier pickup, since so far a lot of the time you don't realise you've picked it up from a horde of enemies.

void cosmos
#

!feedback some way to see challenges mid-run? like a small UI change to the menu so you can see them?

zinc shuttle
#

!feedback The dreams in the lunar portal land should not cost anything so broke/new players have at least ONE thing they can always interact with in there if a blue portal RNG's up during normal play.

brazen apex
#

!feedback Artificer’s alt left click should be buffed to 250% damage to account for the loss of a dot effect

latent hazel
#

!feedback clay templars still take up way too much priority, and if an overloading horde shows up on the second or third level then that's almost always the end of the run

limpid perch
#

!feedback invert loader's utility and secondary (having punch as the utility skill instead of grappling hook makes no sense)

languid smelt
#

!feedback might it be possible to return the 3rd hit mechanic to loader? In the first game loader had this incredibly fun 3rd hit effect that knocked up enemies as a reward for the low auto attack speed. If there was something like that in this game (maybe in form of a mass slow/light knockup) and overall reduced damage on auto attacks so it's not op, it could make gameplay a little more fun and spicy. Loader and chef were the two most fun characters in RoR1 for me, and it was their distinct playstyles that made them so enjoyable. That being said, loader is still an incredibly fluid character and extremely awesome to play around with

placid loom
#

!feedback Pinging "Peer Shrines" allows you to see "Dream of ------". Would help newer players learn which stages are what kinds of dreams and help those who'd rather remember the stages for shrines by their dream types.

hollow sonnet
#

!feedback the effects of artificers alt primary need to be changed slightly, it feels like it lacks some punch and looks odd when you fire it close to you and the orb doesn’t have time to appear before the explosion happens

queen bough
#

!feedback It can be a bit difficult to see whether or not Huntress' Arrow Rain will hit airborne enemies, especially from certain angles. The visual indicator for where Arrow Rain will land should highlight enemies within its range/radius

sick aspen
#

!feedback custom mapping allowing for loader swing maps, not unlike soldier jump maps in tf2

cinder steppe
#

!feedback
Wisps in this game are hard to deal with. They have little indicator to when the attack hits and they snap to your hitbox and the projectile is insanely fast.

I propose that a little amount before the shoot they lock in their attack so to speak. This seems to be the case for Golems or their projectiles are a little bit slower and they have a nice red line to indicate their shot.

As they currently are Wisp attacks are close to being undodgeable. If you somehow dodge it is because of luck and not skill. Please change this to make the game more enjoyable.

trail dagger
#

!feedback It's a feedback not a idéa : on 10 stage on boss loot 4 rope 3 wax quails ..... are you kidding ?

viral pier
#

!feedback i think that loaders shift and m2 should switch because on other survivors the movement ability is on shift

maiden venture
#

!feedback i still think enemy spawn should stop after defeating the boss, or in some other fashion as this kind of finality creates a sense of pacing in what would otherwise be an endless stream of enemies, and that fluctuation creates a sense of flow i really liked in ror1.

limpid perch
#

!feedback give players an OPTIONAL feature, an option to "ban" up to 3 (suggestive number) items from their gameplay while creating a match. Example: i don't want warbanner, slug and fungus, so i can ban them and they won't spawn at the match, but if i'm playing with an engineer teammate, i will ban just warbanner and slug because fungus is useful to him.

warped pilot
#

!feedback add thermal harpoon for the utility slot for engi

native meadow
#

!feedback I honestly think that in the shop ones, there shouldn't be the question-mark/random item option. I mean, at that point, it's no different from a regular chest, and especially annoying if you get one with 2 or 3 question marks so it's literally no different from any other chest.

pine geyser
#

!feedback a maybe good idea for a challenge: An omnipresent "enemy" that does nothing but startle you by appearing now and then in the distance and disappearing in a few seconds after looking at it, until you get to the threshold to the "I SEE YOU" difficulty.
It spawns small hordes of basic enemies. Wisps, Lemurians, etc. (5-8)
Beating the teleporter boss will make it disappear for the level.
Shooting at it or staring at it long enough will make it disappear and reappear suddenly somewhere else in the level.
The higher the difficulty, such as "I'M COMING" or "HAHAHA", the more enemies it spawns. The farther you get in the "HAHAHA" difficulty, the more dense the enemy spawn. (15-25-35-45-so on at a time)
Making it move will also move the enemy spawn, so making it appear somewhere else can be advantageous.

placid loom
#

!feedback (Suggested by Rohri) "idea: how about an option to disable item collection on contact? so that you can only pick up an item when you press 'E' (or any other button you bind to that) I've been having trouble with collecting items that i didn't want to pick up, either if i thought it was better for a teammate or if i just didn't want the item because it's bad (like wake of Vultures, Red Whip etc.)"

Reposting it for him so that people can read it and react to it directly.

limpid perch
#

!feedback (more like a constructive criticism) i really didn't like this game's music, but the new map's music is AWESOME. You guys should keep making tracks like this one, you're on the right way, keep it up! 😄

loud burrow
#

!feedback add a small invulnerability time window when teleported back on the map after falling off, being teleported into enemies can be really troublesome, given most of them deal high melee damage.

strong light
#

!feedback Strides of Heresy is a really strong and interesting item, but stacking it feels slightly awkward since you get completely locked out of combat for such a long time, leaving you to kinda idle until it ends if you get, say, 3 or more stacks of it. The option to cancel early would probably make this much better, there could even be a delay of 1 or 3 seconds or half the total duration or similar on the cancel both to prevent accidental instant cancels from mashing and maintain the downside of losing out on some dps for such a strong defensive option

tribal river
#

!feedback I really like the New Engineer turrets. but i would like them more if they would stay by me and don't wander around so much, same goes for drones, time and time again drones just fly off never to be seen again. also i noticed the Turrets sometimes just standing there and taking hits from whisps not doing anything, maybe there range is a bit to low ?

little barn
#

!feedback Allow the logbook to be accessed when in-game.

torn maple
#

!feedback Artificer's alternate left click, Plasma Bolts, are unfortunately really weak. I do get that it's trading some DoT for some AoE, but right now it isn't quite hitting the mark. I'd like to suggest that one instance of cooldown will recharge all 4 charges, but cooldown resets every time a bolt is fired so that it's not just permanent upkeep. This way, while each individual bolt does deal less damage, they can be shot more frequently

chilly crag
#

!feedback for @little barn
When playing a character, give us an option to list the related character achievements remaining (with the details) under the Objective section on the upper right. That way we can track our progress (ex. Commando achievement to clear 20 stages. ("Stages remaining: 8") or turning the text red if we fail).

raven valley
#

!feedback New Engineer sentries staying inside your bubble and healing zones put down by frens/healling pillars etc

lean hull
#

!feedback Add seeded runs so we can practice. No unlockable achievements in these runs to make it fair.

limpid perch
#

!feedback make some use of the empty space in this map? There is a lot of potential up here to add some stuff and make the map bigger, or perhaps add some sort of "blocking" since you can reach here even with characters that lack mobility as MUL-T.

mental belfry
#

!feedback the alloy worship unit is to easy to spawn by accident: Im getting runs where i dont want to fight it because its to hard later but because i have a teslacoil it activates it if i want it to or not. Maybe have button or something that you need to press to spawn it.

lime basalt
#

!feedback item idea
Bifocals (Green)
Crit multiplier increased by 0.1 (+0.05)
Crits have a 50% to increase proc chance instead

weak sparrow